Play Pamphlet Adventure
The Doom of Verden Prime's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Usability - How "pick up & play" is this for a Warden? | #2 | 4.158 | 4.158 |
Overall | #3 | 4.039 | 4.039 |
Favorability - how much do you personally like the submission? | #7 | 3.895 | 3.895 |
Polish - How is the overall look/vibes/writing & design? | #8 | 4.053 | 4.053 |
Theme - How well does it match the Jam's Theme? | #12 | 4.053 | 4.053 |
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
Straightforward and literal interpretation of the theme, but it obviously works. I like the plot hook of an asteroid on a collision course turning out to be inhabited. Oops. It's maybe not as strong on horror vibes as most Mothership stuff, but that's okay.
The story probably works better with the explosives than the engines, although then it might leave the players wondering why they have to land on it and can't just shoot it with a missile.
The visual design is spare but functional. The maps are a bit confusing in that they both use numbering and then the location descriptions are all on the same page together. I might use letters for one and numbers for the other.
There's a significant usability issue in having the interior map (the more elaborate of the two) on the opposite side of the sheet from the location descriptions. That's going to be a lot of flipping. You could fix that by putting the interior location descriptions on the left panel of the spread instead of the right... then with the cover open but the flap closed, you'd have the interior map and interior descriptions next to each other.
Plotwise, I can see this being a lot of fun once the players are in contact with the cult and entering the asteroid. I like that they have options to just fight through the scenario and blow everything up, or try to persuade the cult to help find a non-destructive way to divert the asteroid and get a "good" ending.
However, I see one problem there in that it's not obvious why the players would go inside. Some players might just shoot the first group of cultists, finish setting up their explosives, and take off, without ever learning anything more. You're kinda counting on the players to "play along" and show some curiousity (or ethics) for the sake of the plot. But that can make them feel railroaded if they think their characters would take the shortcut, but know that it would mean not really having an adventure.
I would suggest altering the plot slightly to force a trip inside. If you're going with explosives, maybe the mission-givers can tell the asteroid is hollow. They don't have enough explosives to blow it up from the outside, but planting some inside should work. But first they'll need to install a radio repeater on the surface so the detonation signal can reach the charges. Something like that maybe?
A very good entry.
Absolute masterclass in usability. Phenomenal Warden's notes throughout, great set of NPCs, logical and engaging flow of information for Wardens, perfect amount of time pressure. This is Mothership's version of Armageddon with 100% less Michael Bay! Balances the premise with a couple nice little complications and twists that let the players take the reins on an ending that will be easy to adjudicate and very fun to play out as a group.
I'm a huge fan of the visual treatment, it really echoes the official MoSh offerings! It's not complicated, but it doesn't need to be. It's punchy and minimal. Only points of criticism would be that the text size in the content warning graphic is pretty small, and I had a hard time reading "1a" - "1d" as such because of the condensed font.
Overall, stellar stuff here! Love the "ponder the orb" inclusion towards the end, haha!
Hiya, took some notes while reading, here they are! (in a very random order, apologies for jumping all over the place)
Including something like the asteroid tracker is something I wish I had done with mine, and the space is used very economically, nice touch.
Warden's notes are insightful and tactically chosen to make understanding this pamphlet quick and easy! Nice work
(worth noting that i had 2 or 3 questions about things that i didn't understand written here, all of which were answered by continuing to read the pamphlet, so i deleted them all. i hope this reads like the compliment i intend it to be!)
i have chosen to imagine that brennan's surname being "yolk" with some extra letters was on purpose given the "egg" haha. wait... brennan... iyengar... i see you, lone archivist! :)
i think this is an excellent mothership curveball, starting ostensibly with one win state (explode/divert) leading to a more satisfying one (engaging egg). im always a sucker for "or option c, let's talk it out" modules
very cool stuff!
A solid premise that seems simple on the surface, only for players to be met with quite the complication.
+ Detailed notes about the NPCs and their views about the situation
+ Layers of obstacles for the players to tackle in order to complete their job, allowing for open ended outcomes
+ A breath of fresh air to have an in depth social centric objective to interact with the cult, rather than fighting another horror
If you're looking for feedback, let me know and I can expand further.
Really like this as a swashbuckling adventure module - time’s running out and you’ve got to handle several problems at once. Would be a really fun pick up and play one-shot!
Thanks! I love it!