2 players A deck Pens Paper A message echoes. A distant reply. Perhaps a hope. Each needs what the other has. Neither knows who the other is, but do what they must. =============================================================== Extract from a deck of cards a stack of Aces(1), Twos, Threes, and two Fives. Shuffle this stack together. Deal five cards from this stack to each player; set the remainder aside. Cards represent energy, materials, fuel, etc. Players begin 18u apart. =============================================================== Define u. A mile? A league? A light year? Define a turn. An hour? A day? A decade? Define player characters. Bandit impersonating a savior? Distress beacon as bait? Each turn: - Both PCs may play one card and move up to that many u forwards or backwards. - Black cards are memories. Red cards are obstacles. - Both PCs create a respective entry in his/her personal journal; frame the scene or tell an anecdote. - Communicate. Or don't. Continue until at least one player empties his/her hand. If PCs do not meet, resolve the story. If PCs meet, reveal PCs and resolve the story. If a contest/fight occurs, each player may play one card. Higher wins. One more entry, then share journals.
Inspired by every single time those FTL distress beacons turns out to be a lurking pirate. But what else can we do with a rendezvous?