Play ttrpg supplement
TSUBURAYA's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Polish - How is the overall look/vibes/writing & design? | #9 | 4.000 | 4.000 |
Theme - How well does it match the Jam's Theme? | #11 | 4.056 | 4.056 |
Overall | #14 | 3.639 | 3.639 |
Favorability - how much do you personally like the submission? | #22 | 3.444 | 3.444 |
Usability - How "pick up & play" is this for a Warden? | #26 | 3.056 | 3.056 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- I am a new warden, so my feedback is what I had questions about after reading, and what made me feel particularly excited about the module/like I could run it. ? What do I do with the Xenoflora statblocks? ? When does the Apocalypse clock move forward? ? K-Cells sound very cool but I don't fully understand how Feral works ? Would like more guidance on the oneshot version + Kaiju centipede + concept in general is sick + TOMBS inclusion + Love the visual design
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Comments
This is an incredible module for me, full-stop. It's got a deceptively cohesive and well-considered visual style, with excellent discipline on colour coding, economy of language, and delivery on information. Reading through I felt intrigued rather than confused, as information was revealed at a steady pace with a good sense of priorities. Based on how it's unfolded, I have a sense of how I should reveal info to players as well - very natural and intuitive.
Monster statlines are great and also well-considered, I fucking LOVE that Tsubaraya gets SBT ship stats, and the basic idea of "stomach empty > waking up to hunt" is a really concise source of tension. Of COURSE the Company wants to extract it all, it's so useful. Players might even agree since you've got the mechanics for using the fuel!
Rolling in warden advice on campaign play, one-shots, etc. is excellent. Wherever there are blank spots, they feel considered and open-ended rather than potential pitfalls. Social elements like stuff to buy, factions, etc. is all really focused on the important bits and I feel super comfortable filling in the rest.
Only thing I'm curious about is what would drive someone to wear the grit mite gloves. They seem like so obviously a disaster waiting to happen! Some bigger upside like increased durability or "the mites swarm in the direction of the nearest acid deposit" would help me convince a PC to fuck around and buy a pair.
Verdict: 5/5 from me, sick as fuck, well done. I want a print copy.
First, congrats you made something hella cool! love the vibes, and the overall polish is on point!
I think others have hit on a lot of good points as to where this modules shines and where it could use some work, but my one bit of added advice is to look at things in terms of what Justin Alexander calls “the vectors of play” what ways are you helping the PCs engage with the world/adventure, what obstacles can you put in their path to keep them from just hopping back on their ship and GTFO… I think you have a grade A setting guide, with some interesting adventure ideas. This keeps things from being easily usable but it is GREAT when it comes to giving ideas for things to do with the world.
All that said, you made something cool, be proud! hope ya do well in the comp!
Hi there, here are some notes I took while reading! Presented in the order I thought em
The presentation here is real nice -- the coffee stains, "doodles" in pencil, adds flavour without detracting from the text.
The writing feels really polished. Like it really feels like you did a couple of rounds of editing - all of the info is here with no flabby extra bits. This is v appreciated!
The acid is a great spoil to get parties with ships licking their lips.
"capture has so far been fruitless" hahahaha very good
All of the xeno(flora|fauna) feels very appropriate for this setting, and sets itself apart from other mothership stuff i have read so far! very hell-in-the-jungle
Any scenario where I can roll a 4 and give my players poop is a winner in my book.
Earthquakes exposing big old centipede legs is the worst, i hate it, excellent work. :)
I haven't delved too deep on ship stuff so I can't really comment on the megafauna's "crunch" but from a "fluff" perspective I really like what you've done with it. nasty and tragic. how dare you make me feel bad for a big bug
I think this is an intriguing idea that deserves more development. I feel that its weaknesses can be boiled down to "not enough content." I can tell there is a very clear vision in mind and there are stories galore in the creator's mind. but I need to see more of that vision before I can really use it in my games.
The overall concept of a planet-sized Kaiju and harvesting the stomach acid which serves as fuel is inspired! I'd love to see what the colony spike looks like, or how large it is, a rough silhouette, something that I can anchor my game to and really feel the setting.
I suggest approaching the first paragraph again. Distill the details into their most juicy, descriptive components that clearly explain what I'm looking at. For instance, "a lush mono-climate of prehistoric megafauna" doesn't tell me that this is a planet-sized kaiju capable of providing a stable atmosphere while it travels through space, and seems to have been mistaken for an actual planet by the corporation, who stabbed a giant colony structure into this creature. I was able to piece this together by reading the rest of the module, but I think that can land much more quickly and inspiringly if it's rewritten.
The visual design of is delightful, and it makes me want to read it, but it took me a while to understand the setting.
Last thought, I want the setting to have some NEEDS. Will Alonsus Blake hire the crew to sabotage the acid harvesting operation? Has Bakari Malik heard threats from other druids that have become overly zealous? If shit starts to hit the fan, is Carter Jones more likely to go down with the ship or panic and escape as quickly as possible, stranding everyone?
Again, very intrigued by the setting, but I think there needs to be MOAR to really incorporate it.
There are a lot of creative ideas here, but I think usability is the weak point. Some things aren't well explained and the overall pamphlet doesn't quite make it clear whether it's an adventure or a setting. If you intend to keep working on this after the jam, I'd suggest maybe focus the trifold on the setting, and make a zine for the adventures to go with it. I feel like exploring the world, discovering its secret, and escaping the awakening are each worth at least a full session, and that's too much to approach with a single trifold.
The general look and design is good. Simple, but aesthetically pleasing and easy to navigate. The writing is more of an issue, often a bit unclear and seemingly off-the-cuff.
The most confusing part is T.O.M.B.S. Is each item there supposed to be a possible adventure hook? Or is it a sequence of events? If it's a sequence, how does it relate to the Apocalypse Clock below? Are they two different timelines that the Warden is meant to choose between?
The mites are a bit confusing. You say they're smaller than a speck of dust but that they grow rapidly off-world. Are the stats for the bigger version? Or for a swarm of them? If it's for a single speck-sized bug, maybe some explanation of why it's so harmful might be in order, because I can't imagine something that tiny causing potentially lethal amounts of damage in a few minutes just from burrowing into the skin. Overall, I'm not sure combat stats are the right way to handle that small a creature anyway, might just want it to be e.g. a Speed check to swat it, otherwise you get bitten.
Likewise the Pungee Pool isn't quite clear. The creature is just the vines? Are the stalagmites part of the plant itself, like thorns, or are they mineral structures it somehow induces to form?
Anyway, I like the idea and many of the details, like the spike colonies and the planet's whistling breath. Just needs to be tightened up and fleshed out a bit. A cutaway map of the Bottleneck's levels would be a great addition.
If i had a picture of the kaiju itself id give a 5/5. Loved it.
Hi there! I'm trying to write some more in-depth reviews for the submissions I rate and had some thoughts regarding Tsuburaya. First off, the overall concept of an underground kaiju being the site of a fuel extraction operation is awesome. It's a very evocative idea that doesn't fall in line with the usual expectations for horror content in Mothership imo and I can see a strong outline of what you'd intend a one-shot/campaign to be like in the small amount of space you had. Layout and formatting was also great, simple, but great color choices and textures. As far as more specific criticism goes, here's my disorganized thoughts and what I rated for each section. I'll use half points, but when I rate for the jam I round down since you can't rate half a star.
Polish - 4.5/5
Like I said before, great layout. Simple and visually appealing. I liked the taped together and coffee-stained pamphlet look. The brown/pastel/orange color scheme is easy on the eyes and fits with the overall vibes of the supplement. Only minor nit-pick is that the red highlight text feels like it clashes a bit with the other colors present.
Favorability - 3/5
Admittedly I'm a bit picky when it comes to setting pamphlets as they can often feel like a short summary of a potential campaign versus something that's immediately game-able. This would admittedly take a fair bit of leg-work to get a session off the ground I think, especially if you want to tie everything into the general apocalypse outline laid out in the spread. Otherwise I'm a big fan of the core concept, particularly the relation of the AKAAD corporation to Tsuburaya for fuel extraction, and the idea of Bottleneck being a settlement directly stabbed into the stomach of the creature during the colonization process. It honestly does a lot of the heavy lifting here!
Usability - 3/5
Okay, the longest section since this is the most important to me. First off, setting supplements can be really difficult to make work in a trifold format! I look for immediate usability above all else. Can I quickly take the ideas present for this world and have something game-able in a short amount of time? Or is it high concept and would require me to basically write out my own scenario? This module leans more towards the latter, which isn't necessarily a bad thing honestly, it just makes me personally less likely to run something set in it versus a more generalized scenario I can put into any context I want.
I talked about it in prior sections, but again the core concept is very memorable. A good twist on the "beneath the surface" concept that takes a kaiju creature that influences the entire planet it's present on and inevitably turns it into an apocalypse-tier event for players to escape from.
Overall this is a trifold packed with a lot cool ideas and a decent variety of content, even if I personally might struggle to easily make it game-able compared to other setting modules. Biggest thing I thought was missing from the module was a map or more information regarding Bottleneck! I feel like most of the game would take place there so a foundation to build my own scenarios off of would have been nice, it's a fun idea for a friendly settlement. Otherwise great job! I'm saving this to drop down as a planet on my campaign map somewhere in the event my players ever take interest in the rare fuel source it's rumored to have!
Thank you for this constructive criticism, this is absolutely helpful for my future projects. I will say the K-Cells were admittedly undercooked, as it's an idea I'm still working on, but I will take your advice on the carc-like phases!