This module is probably the one I will play first! DOPTOWN is such an interesting place to play and the sensors mechanism sounds really fun! The layout is effective and the infos quite easy to find.
Play module
Doptown Data Dive's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #3 | 4.086 | 4.086 |
| UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"? | #3 | 4.200 | 4.200 |
| FAVORABILITY — how much do you personally like the submission? | #3 | 4.150 | 4.150 |
| GAME DESIGN — How good is the game balance or concepts there in? | #5 | 4.000 | 4.000 |
| LAYOUT — How well does the module get across information? | #5 | 4.350 | 4.350 |
| THEME — How well is the jam theme used? | #9 | 3.700 | 3.700 |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #9 | 3.900 | 3.900 |
| ART — How good is the art/graphic design? | #11 | 4.300 | 4.300 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
A heist module set in an abandoned bio lab in Doptown, where the PCs have to deal with both a run amok AI and a grumpy new tenant. The layout and art are fantastic, offering a very appalling presentation, and the rooms are clearly described.
A twist on the standard formula is that the module makes use of real time elements, similar to the torch timer of Shadowdark.
A few questions remain after reading: how would the sensors drag PCs into the Chamber room if the airlock door is closed and keycard locked? And when exactly is the Boot Sequence Clock meant to start?
All in all though, this is an impressive little heist module.
Thanks for the reply and kind words! I'm happy to answer questions.
The Boot Sequence Clock starts when the Reactor is powered on (second bullet point under The Reactor). There's also an implication the AI/Sensors have access to the Airlock Doors unless overridden. Hence, 00:00 on the Boot Sequence Clock begins with some of the Sensors getting pulled in and repaired, while others begin surveying The Cargo Hold seeking for test subjects haha.
But there are ways around that for sure! The PCs can open/close the Airlocks in Control. And that's part of the fun! When we did playtesting the events of the Boot Sequence Clock were often thwarted or pushed up depending on what the PCs did. For instance, pulling Faust out of the Reactor Room meant the Sensors could grab him and repair him quicker.
That being said, if the Sensors are ripping entire walls off, I'd say it's only a matter of time before they can tear through an airlock ;)
I've already shared my thoughts on the discord, I just wanted to repeat them here for posterity.
The location is well conceived, the Sensors are terrifying and the boot sequence keeps them easy to run. Marta gives the player crew an NPC to bounce off of as well as a human threat to contend with. I like this one a lot!
This had my favourite mechanic in the shape of the extender claws that extend their reach to more rooms. I can imagine them grabbing a PC.
Really enjoyed this one! (haven’t read too many yet but its an early favorite) I have some thoughts but I will DM you about this!
Really enjoyed this one! (haven’t read too many yet but its an early favorite) I have some thoughts but I will DM you about this!
(+) Super clean layout and a great pallete and effective usage of art, making reading both easy and a pleasure
(+) Great setup with a clear sequence of events to use to complete the presented objective, as well as a strong timeline of events to evolve the sessions narrative
(+) Excellent writing that uses environmental story telling to guide what players can do and offers great advice for running the session
- love the claws that pull you deeper into another room really makes me think of those from DR octopus in spiderman and yeah dragging someone from room to room a classic
- The genome and clones are really great too, this jam has seen some good content about clones.
- art looks great and i love the color pallet !





Leave a comment
Log in with itch.io to leave a comment.