The countdown, map and tables with the icons, the danger table with omens and encounters. Everything is so useful and helpful. OK, it could be prettier, but it doesn't really matter. There is a lot to learn from it
Just one thing: If I understand the rule correctly position no 6 from Danger table/Omens will never occur because 6 would never be lower result and if there are two 6s the encounter would occur.
Hi, you would be correct that you cannot roll the Omen result for the 6 encounter. I decided to put in some flavour text there anyway to give people the same descriptors as the other encounters and to avoid a weird blank space in the formatting.
I like the time limitation, very suspenseful and limiter to exploration. The layout of the ship, with info in the rooms is very useful. The violence creates a real horror vibe that I could see bringing on some intense game play.
I like the symbol keys on the rooms, and how their layout works as a map/diagram. The timer is an interesting mechanic; I can see how that would add pressure to play. I like the mutations feature - that's something that might build into a long-term campaign. ("Yeah, that's Joe; he got extra eyes from the Ikaros; now he sees in shrimp colors.")
Ah thanks for informing me about the missing CC-BY-SA statement, it complete slipped my mind. I feel as though editing it during the voting of the jam would be against the spirit of the voting but I'll be sure to add it once the jam completes!
Comments
The countdown, map and tables with the icons, the danger table with omens and encounters. Everything is so useful and helpful. OK, it could be prettier, but it doesn't really matter. There is a lot to learn from it
Just one thing: If I understand the rule correctly position no 6 from Danger table/Omens will never occur because 6 would never be lower result and if there are two 6s the encounter would occur.
Hi, you would be correct that you cannot roll the Omen result for the 6 encounter. I decided to put in some flavour text there anyway to give people the same descriptors as the other encounters and to avoid a weird blank space in the formatting.
A lot of information packed into one page. The map is very clear, with useful iconography, and the clock is an interesting idea to add tension.
I like the time limitation, very suspenseful and limiter to exploration. The layout of the ship, with info in the rooms is very useful. The violence creates a real horror vibe that I could see bringing on some intense game play.
There is so much information packed into a small space here, which is nonetheless easy to read and digest. A masterclass in one-page scenario design.
I like the symbol keys on the rooms, and how their layout works as a map/diagram. The timer is an interesting mechanic; I can see how that would add pressure to play. I like the mutations feature - that's something that might build into a long-term campaign. ("Yeah, that's Joe; he got extra eyes from the Ikaros; now he sees in shrimp colors.")
There's no CC-BY-SA statement.
Ah thanks for informing me about the missing CC-BY-SA statement, it complete slipped my mind. I feel as though editing it during the voting of the jam would be against the spirit of the voting but I'll be sure to add it once the jam completes!
I figured it was likely "forgot to add." (I didn't notice it until I was almost done and then had to scramble to figure out where to put it.)