Play module
What Dreams We Left Below's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well does it match the Jam's Theme? | #6 | 4.333 | 4.333 |
Overall | #7 | 3.875 | 3.875 |
Favorability - how much do you personally like the submission? | #9 | 3.778 | 3.778 |
Usability - How "pick up & play" is this for a Warden? | #13 | 3.556 | 3.556 |
Polish - How is the overall look/vibes/writing & design? | #13 | 3.833 | 3.833 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Moody and gorgeous! The tragedy at the center of this scenario is really compelling. The soundtrack is an extra surprise, and certainly something I will use at the table for tone and mood.
I think that when I run this, I may need to add a small existential threat like a malfunctioning security system or advanced structural danger. Some way to emphasize the investigation at the core of the scenario, possibly via The Company providing additional compensation, will also be required. I'm not sure there are enough clues to point to the Homogen in the room description text, so that may be something I iterate on during prep.
First off, this is beautiful. I was excited to read this from the jump when I saw the art, and the fact that you made a soundtrack is incredible - kudos!
I deeply enjoy the vibes. I think one of the things that Mothership could use more of is existential dread and the horrors of melancholia. I think that Gradient Descent is the ur-text for Mothership in that regard, and I’m getting similar vibes from this, which is the highest praise I can give in terms of emotional texture.
Content and mechanics-wise, I do have some notes:
I feel like that was a lot of critique, but it’s mostly because I can see how much love went into this and want to see it really sing. The map is far and away the most detailed part of this module, and it’s a thing of beauty. If you ever want to discuss anything in more detail, just let me know.
I finally have the time to read through your detailed feedback. Thank you for taking the time to write it all down, this is extremely helpful during this second writing/editing phase.
I can’t wait to see how you like v2! And I’m glad I get to help with your module too. I’m really happy that this is the level of companionship and collaborative effort we reached for this game jam. you rock!
Point by point, I agree with pretty much everything. The only thing I might decide against is the summary block. I don’t want any spoiling information on the front or back panels to avoid accidental spoilers for potential players, and I don’t have the space for it elsewhere… it’s an editing choice that I’ll have to live with! The rest is going straight to v2. Thanks again.
This is a good one overall, probably in my top ten, although there's one thing that seems missing to me that I'd have to brainstorm a solution to if I was going to run it. I'll get to that in a moment.
It looks very nice. The cover art in particular is great, and the map and character portraits are both pretty good. I like the use of colour. Only complaint layout-wise is that there are a few places the text is right up against something... type needs to breathe, as my typography teacher used to say. Easy to fix though, just add some internal margin to your text boxes and external margin to the text wrap on your character portraits.
Like with a number of the other modules, I found myself wishing there was a single-paragraph Warden's summary on the flap before we get to the timeline and stuff. Reading everything else becomes easier once you know there's a bioweapon, a scientist who was experimenting on people, and a woman who rebelled and caused the tower to become flooded and the bioweapon to get loose.
(I've had some pushback on that feedback from a couple of people, so let me add a disclaimer and say this may just be because I'm a news editor and spend my days telling people to get to the point immediately, not to bury the lede. I feel that applies to modules too, but opinions seem to vary.)
Minor omission from the map: I guess that 42 and 43 are not flooded? I found myself wondering how Ophelia was alive and playing the piano underwater, but then noticed that there's a slight blue tint to everything except those areas. I would add that to the map key and maybe make the tint a little darker to be more obvious.
My bigger complaint about the structure of the story is that there seems like a lot of exploration without any threat other than taking too long and running out of oxygen, followed by a climax that might be over very quickly. I don't necessarily mind a lot of build-up, but the Homogen only shows up once all the doors are open and the characters have what they need, at which point I don't see anything that would stop the players from swimming straight up the elevator shaft to get away, which doesn't seem like a satisfying end. Unless they get cornered and have no choice but to fight, which also isn't ideal.
So, to run this I would have to come up with a way to force a more complex endgame, ideally one that would reward the players for having poked around and laid some groundwork during the relatively stress-free exploration phase of the scenario, rather than just speedrunning everything. A chase sequence that involves the elevator shaft somehow getting sealed might work, so e.g. if they've cut through the ships in the docking bay they have a better chance of making it.
I’m going through all the feedback during this rewriting period, so I finally have the time to thank you for your feedback.
As I said elsewhere, I’m not sure I’ll find the space for a proper summary in the flap, as the timeline and the homogen are very space hungry, so I might have to take the hit and live by that editing decision, despite liking the idea itself.
This is all very helpful. Thank you for your time and your diligence. Hopefully, v2 will be right up your alley!
I really enjoyed reading through this adventure and I think it's got a really distinct identity apart from the standard "biolab gone to shit" plotline! Love the melancholy Signalis-style buildup. The NPC relationships are well-considered, the horror itself is cool, and the art direction is excellent. I especially want to highlight the map! Its icons could be bigger for my terrible eyes, but it establishes a great sense of geography for exploration and I really value that in modules of this kind! I'm also a fan of the oxygen resource tracking, perfect way to incentivize the PCs to keep things moving and make interesting choices.
I do have some concerns around the formatting - text tends to run into margins and the condensed body font + thinner headers creates some readability issues in some areas. Grey highlights fade important text into the background more than it should - underlining or using red might pop more effectively.
All that said, this is a really cohesive module and a great showing for the jam! Oh - I can't not mention the full EP of ambient tracks! Incredibly impressive extra mile, very immersive and vibey.
Thank you so mush Joshua for taking the time you did to go through every module of this jam!
I’m glad you enjoyed it. We were especially happy people picked up on our Signalis references, as that is one of our favorite nightmares/story!
All your feedback is appreciated, and will very likely show up in the v2.
Take care
For future jams, (or products) having the PDF as a separate file to download would be awesome. I had a WTF moment when I saw I was downloading 164 megs of data.
Lmao I did not know this was even an option until the jam was over. Thanks for pointing it out!
A solid and meloncholic adventure that is framed as a simple job, only to uncover a tragic and personal story, reminiscing stories such as Signalis.
+ Well thought out NPCs and their impact with the timeline
+ Simple yet effective monster design with easy to understand mechanics
+ Overall refreshing backstory to the events of the disaster that isn't just due to the existence of a monster
As you've expressed interest in receiving feedback, here are my main points of interest.
Although the backstory of the adventure is fleshed out, the overall present game feels to lack any tension because the monster is being subdued by Ophelia. It even seems you can complete the job without ever encountering the monster or Ophelia, though I might be wrong in this aspect. Another aspect to this is it feels difficult to know what to do with Ophelia outside of finding her, even making her confusing as to why she'd stop playing the piano they is subdueing the monster. It says she seeks revenge, but it seems vague as to what that revenge is. It seems like she already got her revenge by killing the doctor.
I think the present game could benefit from reframing the job to also destroy the "bioweapon" in the facility, giving OP tools to do so but not explaining its true nature. Then have the monster be an ambush predator that roams around, all while Ophelia is doing what she can to hide the monster/ their bond from being hunted. This can give a lot of danger for the players to experience while leaving a moral dilemma to deal with, which makes Ophelia's current role all the more clear and make learning about her backstory that much more impactful. Plus, if the players refuse to side with her, now Ophelia's revenge becomes clear as her hand is forced to turn on the players.
A minor point with the visuals is that, although it looks very sleek, it is losing contrast and readibilty with anything that's in grey, like the vent ducts and highlighted descriptions. A very minor nitpick, it'd be nice if the pamphlet is a seperate download from the supplementary material, as it's a surprisingly heavy file to download in order to just check the pamphlet.
Overall, I think this has a lot of great potential to serve as a tragic story for players to learn and experience, rather than the common setup of surviving against a monster. But there currently needs more involvement with the monster to give a sense of danger and split the party between being merciful or not.
Hi Doc,
Thanks for all that wonderful feedback! Sorry for the late reply. I’m glad you seem to have enjoyed the module and appreciate your taking the time to give us constructive feedback!
We tend to agree that both Ophelia and in general the 3rd act needs a little work to make them clearer. Whilst we aren’t going to be implementing an ambush predator version of the homogen, I do think I get what you are trying to convey. It’s a nice idea!
I’d love to see what you think of the v2 when it comes out :))
Really cool art and aesthetic, and I really like the O2 mechanic and I think it work work very well during play. So after processing this adventure I just have some thoughts about what is going on, and let me know how accurate my comprehension is.
Ophelia was in love with Laertes (who has been assimilated into the Homogen) - So she plays piano for the abomination to lull it to sleep. I assume Ophelia has kind of a weird relationship with the Homogen, as it killed her love, but now her love exists within it. She probably doesn't want to see it harmed or destroyed. I think that creates some interesting tension between Ophelia and the players (and I think perhaps your intention?). But my suggestion is just be a little more explicit about Ophelia's relationship with the Homogen. Also in the security room there is a picture that hints at Ophelia's relationship with Laertes. I would try to include more things the players can find to unravel the story before they meet Ophelia (like a defaced plaque of Dr.Polonius scrated with the words "Justice for Laertes"), more elements of show, don't tell. I would also like to see some instructions on what the Homogen does once it awakes, and a statblock.
Overall a solid adventure filled with horror and melancholy, and something I would love to run :)
Hello, First of all, thanks for reading and reviewing the adventure !
You are correct that Ophelia’s relationship to the Homogen is complicated, and that it is a source of tension during the confrontation with the players. I’ll see what I can add about the Homogen in Ophelia’s character description. Perhaps a line of dialogue. It’s a hard thing to balance, as I would like to keep some space for the wardens to figure out what they would like to do with it, without leaving them completely in the dark either…
Perhaps, following your idea, I could add something in the living quarters. Laertes didn’t live inside the tower, but maybe I could include a tape recording of a birthday party thrown for her !
I’m unsure of what you mean by a statblock, as I thought I included that with the description of the monster. Do you perhaps mean a statblock for everything it could do alongside the instructions you were proposing ?
Thanks a lot for your feedback ! Please let me know if anything else comes to mind :))
Disregard the mention of the statblock. I totally missed the Homogen description on my initial read thru (I got interrupted a couple times).
I think adding any type of foreshadowing to the relationship would be beneficial. The main issue is that you have a detailed series of events that happen, but its a lot of work for a Warden to communicate that to the players without explicitly telling them - or having NPC's lore dump the info.
Just an idea, in the "What Happened on Elsinore III?" what if you write the history as time stamped audio logs from Ophelia's perspective
"It was my first day of work at Elsinore III ... I was brought here to help the terraforming process... I met my new boss DR.Polonius"
"I made a new friend named Laertes..."
"There was an accident today..."
It would accomplish the same thing (providing context to the module), and the players could come across the logs and piece the story together.
Nice portraits. I wish I had one for the monster. Neat vibes. The corp dude looks really like a pos haha
Thanks for reading :))
We decided against illustrating the monster for now, mostly because we felt going down the lovecraftian school of “let the reader’s imagination fill in the gaps, they’ll make it scarier than you ever could”
I really loved the melancholic tone of it all, very evocative, as I read I could imagine some great scenes targeted at different types of players. The art and design work really well with the story without sacrificing simplicity of use.
I'm also very partial to adventures where players can take their time and deal with small constant issues until they have to make a big escape. I'm 100% gonna run this.
Thank you for reading WDWLB ! I’m also of the slow burn school of horror, so I’m glad a fellow turtle found its way into the race :DD
I can’t wait to hear how the running of the game went if you get to it :DD
We should have finished polishing up the module and taking in all the feedbacks from the jam by next month, in case you’d rather wait before running ! Other wise, play testing is extremely valuable for the refining process, so please let me know <3
Sinyi
I really like the look of the map and the whole atmosphere of the module.
Some of text is a bit tricky for me to read:
The homogen hits a creepy sweet spot for me.
Ambient soundtrack AND character portraits!!! (extra credits)
Thanks for the read and feedback ! We’ll defo get that into the more polished version of the module :0
I’m glad you liked The Homogen. Myrmidont helped a lot in finding the right words to make it come to life.
Commenting here to say we are happy to receive feedback publicly either here or on the project page directly !