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Ghost Data - a trifold module's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Usability - How "pick up & play" is this for a Warden? | #36 | 2.486 | 2.563 |
Favorability - how much do you personally like the submission? | #37 | 2.729 | 2.813 |
Polish - How is the overall look/vibes/writing & design? | #37 | 2.425 | 2.500 |
Theme - How well does it match the Jam's Theme? | #38 | 1.940 | 2.000 |
Overall | #39 | 2.395 | 2.469 |
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 here are some notes i took while reading this one!
first impression i am immediately in love with the art here. particularly the two riders on the front panel.
ooh hell yeah... that's how you write a last sentence in a summary (off to the races section). i was following the story so far and that last bit hit me like a... well it hit me like rufus and amelia hit that curve, lemme tell ya. no joke, when i was a kid i had a nightmare i was playing mario kart and my ghost data could bump me off the track. haven't thought about that in a while!!
"sleeping with the stars, outside an airlock, with aluminum shoes" THIS IS SO GREAT. A++ space mafia one-liner, no notes
i love the whole setup leading up to the big race, and the twist once you're in there is satisfying and thrilling.
because i am corny i would not be able to resist at some point having an NPC say "in the language spoken on G'Sliiiit, they call him... the lamborghini diablo." i already regret writing that out loud
would be cool to add "effects" to the types of bumps the devil does! like a tail bump makes speed easier but int harder, etc.
really enjoyed this read! your sense of humour is great on both this and it talks, im now looking forward to an entire suite of G'sliiit madness to read :)
Thank you so much for your kind words. I'm very happy the space mafia slang was understandable:D
G'Sliit is present in all my home games , we have cultures about the planet and whatnot. I want to write and draw a few things this year with G'Sliit NPCs, please stay tuned! The redux versions of this trifolds too
Thanks again :)
I absolutely adore these kinds of genre clashes. Racing-horror is such a tantalizing promise, it really really hooked me in. The art is also absolute top class. I feel like the structure is a little too linear for a game like mothership though; I love me a great railroaded adventure, and this is a really well written one, but I think it might fare better in a game made with linearity in mind - If I'm running this I'm probably running it in Into the Blind instead ;p
Thank you for your review. More jam contestants told me they feel the same way about the linearity of the module, I need to give it s thought how to write "how we play it". In my circle, we use this kind of writing among ourselves to know the story points we need to reach, but they could happen in different places, paces, NPCs could change, etc. It's more like "at some point , something like this should happen". I hope I'll find a way to convey it better when I make redux versions of my two trifolds.
Glad you liked the genrebashing and art :)
Like I mentioned, I'm actually a huge fan of linear modules; I just question Mothership is the right game for it ;)
Either way I'm really happy you folks took your time to read and I can't wait to show you some updates on it when I can :)
Great artwork and an interesting premise. Good job!
Thank you :)
I like the hand-drawn art and think the basic premise is very creative. The design is pretty basic, but it's easy to follow the story and find the information, which is the most important thing. Running the adventure as you intend it would be pretty straightforward.
However, I wouldn't run the adventure as you intend it, because it's extremely railroaded.
Specifically, I would never run an adventure that includes specifications about what the Warden should make the players do. Here, the plot only advances if the players make a bet on the ghost racer. That's a fatal flaw in adventure design (especially if they're then immediately punished for doing the thing you forced them to do, as in this case). If the players are required to take certain actions, you're not running a game for them, you're just telling them a story and making them roll dice.
And that's not fun.
I would recommend going back to the drawing board with this one and think about how to make this scenario work regardless of what the players choose to do. A timeline is a popular tool with many module designers, so that there's a default way things play out and then the players can mess with that.
Here, you could have some other group betting on the ghost racer... maybe some of those xenogoth kids pool their money and bet on it. So then if the players are among the ones betting, that plot arc moves forward, but if they don't bet, or bet on the other racer, things go in a different direction. Maybe the mobsters hire them to bully the xenogoths, or sabotage the race... and then the players have to decide who to side with. Give the players options, don't just lay out a single story they have to follow.
I love the artwork here, it really gets a handmade zine vibe! Here is my feedback:
+ Initial D/Ghost Rider in space? Awesome.
+ The text is clear and readable
+ La Laguna seems like an interesting location
+ Mounting pressure and tension are really interesting factors to this
+ The Racing Devil (or...speed demon?) is a great monster and I like how it is used!
- Information given is clear, but the formatting makes it a bit tricky to parse at times; things could be a bit more concise.
- The map system for the race feels a bit clunky. I feel like some refinement for the race mechanics would go a long way.
-The theme feels a bit light overall
- At times feels a bit too railroady
Glad you liked the vibe, I'm working out my thoughts for a redux version ;)
I think the art is perfectly Mothership and charming as hell, and the idea of a sci-fi racing horror adventure where I've been forced to participate because of debts to the mob is excellent!
Unfortunately though, I feel I have to recommend a page-one revision here. Too much is left up to the Warden to flesh out themselves (a map/layout for La Laguna would be very welcome for Episodes 1-3) and other stuff is rail-roaded too hard to be reasonable (mob debt/math of the racing checks/random nature of possession).
I've got lots of ideas on how you could tackle this one if you're open. Happy to jam on them (no pun intended) in DMs!
Thank you for your review Joshua. La Laguna is vague on purpose (it's a big place I'm saving for another supplement), but I guess I should have pointed a few of its floors better, and why do they have sunlight like other comment pointed. I actually do plan on revisiting the module (a redux version, I guess) after the jam, would love to chat over your opinions if you have time. Discord is fine?
I see! Yes, Discord is great. Looking forward to chatting!
Racing and mothership aren’t things I thought of putting together. This is a really exciting and original concept ! I’m gonna jump straight to a few feedbacks I’d like to give you, some positive and some more towards what I feel needs more work.
The Looks
First of all, let’s talk design, layout and style. I’m very partial to punk doodle aesthetics, and I think it suits the illegal driving vibe you were going for. The fact that the map gives me nostalgia of PS1 racing games is also a big plus for the retro feel !
There is one thing I strongly suggest you change after the jam : currently, printing the module leads to the back page either being the monster, or the episode 5 page (depending on how you fold it. Check out Graham’s post on how to fold and layout your trifold for an example). Should you try and give this to potential buyers physically, this means that a) potential players will automatically be spoiled on pick up, and b) wardens have no way of knowing what content actually awaits them without opening and reading the module. Simply swapping the ghost page with the pitch page (which was probably intended) should do !
The Driving
How “pick up and play” is this ? Well first off, there is no printer friendly version. It’s a good thing that you use a white background, but still, a grey scale would be appreciated for the poorer players amongst us (such as I!).
Overall though, I think that the usability of your module is one of its strong points. I could see myself reading through it and running it the same day! Well done.
The Horse Power
So what about the game design ?
As casacerrada mentions in their previous message, there’s around 20 checks per racer per lap, totalling in the 100s if they survive the race.
I think this is a design overlook. It sounds good, until you realise how many rolls that represents, and how much Mothership encourages not rolling at all when possible. Remember, every roll in mothership means something dramatic and important is going down and the price for failure is high!
Here are the flaws I think need to be addressed :
There’s plenty of levers you haven’t touched yet in this design. it’s a promising idea, but I’m not convince it’s reached its desired impact.
The Drift
What twists and turns do you offer us on the writing department then ?
Setting wise, some interesting questions rise from your descriptions. We’re on a space station, but there seems to be a day and night cycle, implying that either the station has a built-in clock for its lighting to help maintain a working rhythm (probably a mining station of some sort, or maybe manufacturing), or that it is orbiting a planet that hides the sun at regular intervals. Maybe something else ? Also, this space station is big enough to have races take place inside it !
These little open ended questions are great in my opinion. Detail oriented wardens will feel invited to fill the gaps, making the station their own, whilst leaving enough space for this module to be easily picked up by more improvisational wardens, or even be grafted onto other setting adventures.
The episodic structure of your story line is great. I like the idea, and think it is pretty well executed. Episode 1 is a great hook as well, and gives it something I don’t see too often in Mothership : an adventure that starts during shore leave !
That being said, whilst the hook for the mystery is doing it’s part, more could potentially be done for the hook to the race itself. It’s not that using a mafia to force the players into racing isn’t going to work, it’s just that, like what I noticed for your racing mechanic, it doesn’t give space for agency. As is, should the players want to avoid racing, the warden is left either railroading them into it, abandoning the session all together, or improvise what happens if they escape. How do you even start confronting those annoying problems ? Here’s a few leads you might want to explore :
All in all, I think whilst its good to put some resistance into simply leaving altogether, if I were to run this, I would be looking to add hooks to make them want to race. Emotional stakes, not just money (though insisting on the money gained can also help too).
Mothership also likes to call to “SOLVE. SAVE. SURVIVE.” Right now, there’s not really anyone or anything to save. The surviving part is really well done, and the mystery is nice though left unresolved and for the Warden to figure out, which takes away a bit from that plug and play feel you had going for you. Not by much, mind you. Not every scenario should be a Noir movie about a cold murder case.
Finally, I’d like to talk about episode 4 and 5. I think episode 5 is awesome. It’s only issue ? It’s redundant. The ghost has already taken over one of the players a race prior. Should you agree, I suggest you make the ghost take over one of the NPCs instead on episode 4, to give episode 5 a much more unique feel and let it shine as it deserves.
Last Lap
Sure there’s still some work to do, but Ghost Data is a promising runner in this race none the less ! Hopefully, you’ll work on your trifold some more once the jam judging period is over, and cross the finish line in one peace, before the ghost data hologram crashes you into oblivion… Place your bets, every one. Personally, I’m betting on this one’s future !
I forgot one last thing, and that’s the theme of this jam !
I understand what you were going for. The ghost, the possession, you fighting from within the body to take back control. Unfortunately, I feel like your scenario focuses much more on the racing and the adrenaline than it does the ghost and possession, leaving the theme feeling unexplored or tacked on.
Thanks again for the lovely submission, I loved reading it, and will be following what it will become in the future !
This is an awesome review. Thank you for this (the community is amazing you all are frankly giving me so much energy). I'm happy I hit some of the points I wanted to reach aesthetically (visually or otherwise) and "sad" that I didn't land the demon feel and race rules, but really hyped to rework it after the jam and polish it well.
Thank you again for your time and analysis and thoughts :D
I've been looking for racing on the Panic Engine for a long time. Your initial premise and opposing force are great, really plug and play, but if you ever expand on this I'd like to see more indepth driving mechanics. Just because if it's gonna be a main focus I know my players would like a bit more granularity and variety.
For example, the included map would have 20 checks per racer each lap. All of those int. The only variation being speed checks when you fail. If 4 players want to race that'd be a minimum of 80 int checks, up to 160 with speed, plus body saves once possesed. And I know that if I offer a race most will want to race. I think I'm fast and dynamic, but I feel I'd lose them with this.
It'd be a different story if they had strength checks on long curves, combat checks to hit the car in front, fear saves when the car in front loses control flies back, and so on. Making the race a full system experience with options and choices.
That doesn't change that I loved your work and I am gonna run it. It's just that if you come back to this I can see a ton of space to expand it and I'd like to see how you do that.
(illegal) racing in one-person small ships is gonna be a a theme in a big supplement I want to do, but I have yet to decide a lot of stuff (like maybe making an specific skill tree for it instead of using regular piloting). I even have a sketch for a ship that you can print and fold and glue as a token if someone wants to draw a race board. I didn't want to give it much rules in this module because I wouldn't have the space and honestly I wasn't sure I would be able to without testing and whatnot.
Thanks for reading thru it :) see you in a couple months when I have longer stuff to show