Play Warden Toolkit
Millennium Trail's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Usability - How "pick up & play" is this for a Warden? | #14 | 3.456 | 3.563 |
Favorability - how much do you personally like the submission? | #14 | 3.638 | 3.750 |
Polish - How is the overall look/vibes/writing & design? | #15 | 3.759 | 3.875 |
Overall | #29 | 3.138 | 3.234 |
Theme - How well does it match the Jam's Theme? | #39 | 1.698 | 1.750 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Hiya! took some notes while reading this, here they are!
Big fan of generational ship stuff, this is a great thing to have in the back pocket. Decided to roll one out as I read, nice to have something I can "play" as i do these readthroughs!
My dice love cults today... Extremely minor note -- would love numbers next to the modules so I don't have to count, haha. Lost Learning a few times :)
Already imagining doing cool stuff like treating each of these rolls as a one-shot, and players are generational clones of themselves in each one-shot. (so I guess if someone dies, they're "back" in 30 years.)
Some of these horrors could house entire future campaigns within them. If you were to expand on those in future releases, I'd be paying attention! Very cool stuff :)
I like seeing something that isn't a module in here. That said, I'm not sure it fits the jam's theme at all. Maybe it's just something you were working on anyway and decided to participate, which is fine, but it means I can't give a good rating for Theme even though I like the idea.
I would include early on a one-sentence literal description of what a Generation Ship is, perhaps instead of or just before "a sci-fi tradition representing the indomitable human spirit." I think that most people are familiar with the basic idea of them but might not know that's the term for it.
The first few tables are fine, but I'm not sure I like the lengthy narrative procedure for detailing the ship's entire history. I guess it works as a solo game for people who really love just chucking some dice and I see that some other commenters are into that, so it's probably just a personal preference thing.
Personally, I would rather just roll once for the ship's current status, then one or more times to see the current crisis and/or past issues it has overcome, etc. That would then leave some space to generate details about its layout and technological capacities, which IMO is more important than the full history if we're planning on running an adventure on board.
I think the example on the back panel is much too long. It would probably be better to show just a few "steps" on the journey, after which the reader gets the basic idea. I doubt many people are going to follow step by step through that entire wall of text, and it's redundant after the first few. If you cut it down by 50% or more, you could use the rest of the back panel for something else, e.g. maybe four little schematics showing how the modules might be arranged for basic Generation Ship archetypes, for Wardens who need some help getting started on their maps.
Small wording note: I'd replace "disabled" with "damaged" because if Life Support or Agriculture were actually disabled, everyone would just be dead, and your intent seems to be that "disabled" modules are just not working at 100% anymore.
Anyway, aside from the thematic non sequitur, my only big criticism is a matter of preference. In terms of accomplishing what you set out to accomplish, it seems like a functional set of rules.
I really enjoy this prep tool that doubles as a solo game. I can see some fun adventures spawning from this! Here is my feedback:
+ You died of Space Dyssentery...
+ Great layout and consistent colour usage.
+ easy to understand and use!
+ nice and readable.
+ I can tell there is consideration for trifolds as a physical object. I really like how the character sheet is included and incorporated.
+ I really like the mechanical implementation of generating the ship. It is a fun in-prep minigame!
- Example feels a bit verbose/squashed, it could probably do with being edited/ given some breathing room format-wise.
- Some more entries on the horror aboard table (perhaps as a D10 instead?) would be nice, just for some more variety/to improve the longevity
- The icon and image credits would work better with the other legalese on the front cover. It stands out a little when it is underneath icons, as it is currently/overlaid on the image.
I think the visual treatment is lacking in some big ways (image credits as subtitles feels awkward, some choices on the character sheet panel) but I really fucking love this content! This module being a Session 0 for a brand new MoSh campaign would be super engaging.
Any supplement that just comes loaded to bear with rollable tables has a special place in my heart, and the inside panels give me "Stars Without Number" vibes which is absolutely a good thing. Mothership needs more modules like this!
Hey thanks for the kind words. I’d appreciate it if you sent critical feedback privately.
For sure, happy to chat more via Discord DMs if you'd like!
Love this supplement. I can see this as a great, procedural tool for adding some depth to a long-form campaign or even some history and backstory to a crew stumbling across a ship, adrift in space and starting a dungeon delve. Really creative. Great work.
I see this as a sort of The Quiet Year for generational ships within Mothership.
Thanks for checking it out, you get it! Exactly what I was going for, I’m glad you like the idea.