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A jam submission

The Vampire's MelodyView project page

A Mothership One-Shot Beneath the Surface
Submitted by Green Moon Games — 2 days, 14 hours before the deadline
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The Vampire's Melody's itch.io page

Results

CriteriaRankScore*Raw Score
Polish - How is the overall look/vibes/writing & design?#203.5263.526
Theme - How well does it match the Jam's Theme?#303.2113.211
Usability - How "pick up & play" is this for a Warden?#302.8952.895
Overall#303.1053.105
Favorability - how much do you personally like the submission?#362.7892.789

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit) (+1)

This is one that's fine for what it is, but just not my personal cup of tea. I don't mind a vampire story, but if it's in a sci-fi setting, I'd like to see sci-fi twists on the standard tropes. Either the vampire or its enemies using technology in a way you wouldn't see in a classic vampire story, or a science fiction explanation for how someone becomes a vampire, etc. As it is, it feels a bit like you wanted to make an adventure for a different game entirely, but there just happened to be a Mothership Jam going.

The cover art and colour scheme are nice. The vampire is well-characterized. The interior map seems less polished than the rest... I think the gradients on the city, in particular, are what make it feel that way. I'd do away with those.

I like that you weren't afraid to be minimalist, but I think we're a little short of environmental detail in a way that makes things difficult for the Warden. The players will expect more location granularity than "you're in the city" or "you're in the cave," so I'd like to see minimaps for each location. Not necessary with much text to describe the sub-locations, but just a layout with e.g. "Lair," "Pool," "Bone Pit" indicated or whatever. It'd be much easier for the Warden to flesh out the detail from there than improvise the navigational choices on the fly.

Thematically, the vampire's powers are good, but I worry about a couple of them mechanically. Appetite of Terror seems like a lot of bookkeeping for the Warden without much upside in terms of gameplay complexity... tracking stat increases every time the players take stress just for a small % chance of affecting the outcome of her rolls. 

More importantly, Bewitchment is going to be unfun for players if they only get a single roll to resist and, on failure, are completely out of the game for a day. Which, for a one-shot, probably means the rest of the scenario. In terms of player agency, it's equivalent to an insta-kill. I'd include rules for how and when a "strong-willed person" (i.e. a player character) can try to break out of the spell, or else allow them to retain control of their character while doing the vampire's bidding, allowing the chance for "malicious compliance" (i.e. doing literally what she asked but not how she expected them to do it).

Developer

Thanks for your feedback. I wanted to mix fantasy and science fiction. It's a difficult exercise whose result may please some and not others. I understand that.

Regarding the map, I wanted to allow the Warden room for improvisation while maintaining a minimalist trifold design. Creating a mini-map of the town, cave, and observatory seems difficult to achieve while maintaining the artistic vision I had in mind.

Your point about the vampire's powers is interesting! It makes me realize that I need to modify them. I agree with the problems you raise for both Appetite of Terror and Bewitchment.

Jam Judge(+1)

Excellent outing! Most one-shots require FAR less written content than a pamphlet can hold, so it's great to see one that intentionally leans into empty space vs. packing the space to excess. This is a lean and engaging adventure with great focus and a superbly readable style. Big fan of the two-tone colour treatment and the creepy art!

Critically speaking, the line spacing on the text bothers me with how tight it is. I feel there's room to increase it a point or two to keep lines from overlapping. I was also thrown off a bit by the second statline in the "Vampire" section. Is it for a swarm of bats? Wasn't incredibly clear to me. I also wonder if a second weakness might be good to include since "Weaknesses" is its own header with only one entry.

Excellent showing all around. Reminds me to check the rest of your catalog out!

Developer(+1)

Hi Joshua!

It's going to be difficult to increase the space between the lines on the front, but I'll look into correcting that on the back, where I have more free space.

The second set of stats is for rats or bats, at the GM's discretion. Whether they are rats or bats then becomes a matter of personal preference, depending on which will induce the most terror in the players.

Oh, I mistakenly pluralized "weakness"! I'll take this opportunity to come up with a second weakness.

Thanks for your feedback!

Submitted(+1)

Hiya, here are some notes i took while reading this one!

Colors look great here. those pops of orange on side b! gorgeous.

i found this very easy to follow -- the conflict is immediately apparent, the threat is well-defined (in ability, motivation, and reactiveness), the space is well-illustrated (both literally and... literarily? pictures and text you know what i mean haha)

I wouldn't think to do a vampire in mothership but I think you've done a great job of presenting one in a way that feels JUST unfamiliar enough for it to work! good stuff!

Developer

Hey! I really appreciate your feedback! I had never seen a vampire in Mothership before, so I thought it would be a good idea to give players the chance to face one.

Submitted(+1)

This was a fun one to read! Your writing prose gave me strong gothic horror vibes and I really like modules that mash together two seemingly contrasting genres to make a memorable concept. My scoring is a bit tough on this pamphlet admittedly, but it boils down more to personal preference for what I like in trifold pamphlets more than anything. I still think it looks and reads really well regardless.   

Polish - 4/5   

Simple but visually appealing formatting, love the purple color scheme. Writing comes off as almost like an old horror story sometimes, not what you'd typically expect for Mothership but it's a fun juxtaposition that would make it very memorable if hard to place in your average game. Screams to me to be used as a Halloween one-shot! Points knocked off mostly because the writing that's present is a bit dense and difficult to parse for information relevant to running it, and while I feel the spread art that takes up the inside looks great, it seems like you're trading a lot of usable space that'd be more useful for providing scenario relevant information that I think is lacking in other sections.

 

Favorability - 3/5 

Admittedly it comes off a bit too slow burn for my tastes, but I like how fantastical and mythical the concept feels in comparison to the usual expected influences for sci-fi horror. This relates to usability issues, but my favorite trifolds tend to be ones that are easy to parse at quick glance and could be run relatively easily as-presented in a pinch.

 

Usability - 2.5/5   

So the core concept of an ancient vampire who is trapped in a pit and is terrorizing a sci-fi mining colony is great. Love it. I get a good feel for how I'd play this tone wise just from the style in how it's written and how you describe events leading up to the eclipse. The big reason I rated it low for usability is because to run this I'd have to do a fair amount of prep on my own prior to play for the average trifold in order for it to feel satisfying I think. A rough timeline of events is definitely there but leaves a lot of questions and space that'd need to be filled:

  • Players are stuck here for a month while they wait on ship repairs. Seems a bit long since the adventure seems like it'd take place mostly across two days, but it's a good excuse as to why players would be looking for work/get involved.
  • They hang out in Emerald City and notice how superstitious and paranoid the locals are, probably end up hearing rumors about the Hell Pit and its monstrous inhabitant. Part of me wants to ask, "well why do they get involved?", but the Warden in me usually just says, "because this is the adventure I decided to run tonight, get involved" so that's not really an issue imo.
  • They meet the scientists at the Observatory and learn about the eclipse happening in two days. I get from Kyle's Testimonial that presumably the song sang by the vampire is very intense during this period, and a swarm of bats attacked them during it, but it kind of sounds like what the vampire already does normally when it's night-time? It just doesn't feel like a strong enough ticking clock to have much pay-off as written unless modified.
  • They presumably join the scientists on their expedition, run into bat/rat swarms, maybe catch a glimpse of or get to talk to the Vampire. I'm assuming the path of a crew who decides they want to fight her somehow, limping away back to Emerald City to come up with a plan.
  • I feel like blowing up the hell pit would be an immediate no-go for most crews, the stakes don't feel high enough that potentially destroying the colony to kill the vampire is worthwhile. Outside of the miner's sleep walking towards the pit, it doesn't feel as if the vampire is a terribly active threat. I could see bewitchment being used to make miners attack the players, but there needs to be a bit more implied in the text in my opinion. The vampire will grow stronger and attack other settlements, it'll create more of its kind, there will be a permanent eclipse, etcetera.
  • This more or less forces a direct confrontation of some kind. Her weakness is ultraviolet radiation but the description present implies the entire society lives in a subterranean cavern. I suppose I could describe cracks of sunlight breaking through, but it feels like it'd be tough for a crew to figure out a solution unless I gave them a lot of leeway in the resources they had available and was very transparent about this weakness after they finish the expedition.
  • Alternatively if the crew decides to sympathize with her, I have a hard time seeing where the adventure would go. Either the players do it without realizing initially she just wants to eat everyone, then end up trapped by their new "friend", or they could become vampires I suppose?
  
It just leaves a lot of space to be filled in that the horror story vibes can't 100% carry alone, as cool as they are. I also feel like the vampire as written purely from a monster stat block perspective is a bit too much. There's a lot of mechanics going on: healing from damage dealt, doing two attacks at once, [-] on wounds taken, stats increasing as the players stress increase…just a lot of different moving parts for me to keep track of. This boils down more to personal preference but if I have to jump back between multiple special abilities during a tense moment it slows things down a fair bit. 

 

Theme - 3/5   

The subterranean mining colony mixed with the hell pit concept does a solid job at reinforcing the theme of the game jam, although I feel like more flavor could have been added in regards to the colony itself and what the Hell Pit is physically like to traverse through. Feels mostly focused on the vampire, which by itself doesn't mesh with the theme as well.

Developer(+1)

Hi! Thank you for your detailed feedback.

Regarding your feedback on usability:

  • The one-month repair corresponds to what is indicated in the TKG SBT. For the two-day period, I chose this option to integrate players directly into the action.
  • Players can ignore the threat, but their first night of nightmares might change their minds. If they decide to ignore it, the threat will come to them during the eclipse.
  • Yes, the vampire sings every night, but the effects during the eclipse are more powerful. She can control her victims while they sleep, which is unusual. As for the bats, I understand how confusing they can be. I've given the Warden some freedom to decide that they can fly further into the city, for example. However, I understand that you would have preferred a more "marked" effect.
  • I really like your suggestion about the permanent eclipse and how it can transform some of its victims. I'll consider adding it to the module.
  • Its weakness is extremely debilitating, so it must be difficult to trigger. In addition to the sun, which shines partly through the upper floor of the colony (the observatory allows you to observe the sky), players can purchase UV lamps in the city. The idea is that a UV lamp can break, but that won't render the vampire completely ineffective. Regarding the Warden's transparency with his players about this weakness, I think it's good that he emphasizes his pale complexion and other vampire characteristics.
  • If the players decide to sympathize with the vampire, it's probably because they haven't realized that she's a vampire and a serious threat. She offers to leave the city to spare them, and the players, who should be beginning to understand what's going on, will face a moral choice: leave to save themselves and doom the colony or stay and fight. I hadn't included the possibility of becoming a vampire, but the Warden may decide to do so. This could give player characters interesting pros and cons in the context of a campaign.
  • I have decided to emphasize the vampire's strengths through her abilities, but I understand that this can be difficult without first assimilating them well.

Thank you again for pointing out the areas that caused you difficulty, even the personal ones. Your feedback helps me improve for future modules!

Submitted(+1)

Praise: I can't express strongly enough how happy I am to see that you were brave enough to leave empty space in your trifold. It's really tempting to make a wall of text, but you didn't. You came up with enough interesting stuff to play a fun game of Mothership, and then you stopped. Well done.

Criticism: I noticed the vampire is variously referred to as "her" "him" and "it" throughout the description. The text blocks on the interior spread are placed on page folds, but there is plenty of space for them to be inside of the fold columns. That, combined with the very low contrast on the text, guarantees that some of the text will be unreadable after the page is creased and folded. 

Developer

Hi, thank you for your feedback!

After rereading it, I didn't see anything about "him" regarding the vampire. Could you point out where it is? I chose to place the blocks of text on the folds because centering them in the columns diminished the aesthetics. However, I may modify it to increase readability in an update. Regarding the contrast, I've ensured it is sufficient using third-party software, though I understand it raises questions.

Submitted (1 edit) (+1)

It is immediately following the "bewitchment" bullet. "plays the harp to bewitch his victims"

Developer(+1)

Thanks for pointing it out! I've corrected it.

Submitted(+1)

An interesting mashup of a fantasy style horror into a sci fi setting. 

+ The narrative details feels like a great setup for a slow burner to build up curiousity 

+ The horror feels very detailed that it could be used to be put into any setting, like a UCR page

+ The small amount of locations feel like a good compromise to give a lot of information about the narrative. 

Developer

Thanks for your feedback, Doc! I'm glad you like the design I've chosen for this module. Unlike my usual modules, I wanted to take a more narrative approach here, while giving the Warden some freedom to adapt it to his group of players.

Submitted (1 edit) (+1)

Apologies, I had forgotten to add that, if you're looking for feedback, I can expand further on my points. But overall, I feel you have achieved your objective to give an interesting narrative for Warden's to use and build a game around. 

Developer

Of course, feel free to send me an pm when you have time to develop your feedback further.