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Easy Money's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| THEME — How well is the jam theme used? | #11 | 3.436 | 3.867 |
| LAYOUT — How well does the module get across information? | #16 | 3.791 | 4.267 |
| FAVORABILITY — how much do you personally like the submission? | #19 | 3.080 | 3.467 |
| Overall | #21 | 3.156 | 3.552 |
| UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"? | #22 | 3.199 | 3.600 |
| GAME DESIGN — How good is the game balance or concepts there in? | #23 | 3.139 | 3.533 |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #23 | 3.376 | 3.800 |
| ART — How good is the art/graphic design? | #32 | 2.073 | 2.333 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Multiple adventures in one pamphlet! Excellent!
(+) Excellent build up of a contracting NPC with very shady intentions
(+) Great structure to deliver the outline of the job, subtle notes players can pick up on, and consequences for the completion of the jobs
(+) Great warden advice on how players can find dirt on the NPC and what to expect with the continuing modules to come
My biggest complaint about this module is that final phase cliffhanger!
Left me wanting more and to see how you plan to increase the tempo in the next phases! Very good idea lofty!
A short module providing a framework for quick jobs done for a shady criminal enterprise, promising the titular “easy money”. The PCs are tricked into seemingly innocuous jobs, which under the hood enables their employer’s criminal activities. It presents three entry level jobs with the promise of more to come.
The module is very text heavy, especially the jobs, which could have gained in readability by relying less on prose, instead condensing information in itemized lists with highlighted keywords.
Each of the three proposed jobs only get a third of the page, leaving the burden on the Warden to flesh them out into full-fledged jobs. Each of these could have been a pamphlet on its own. The framework is good though, but would likely require more than a single pamphlet for maximum utility.
This is an entire mini campaign, 3 adventures deep, and more in the works! The morality is plain enough for any group of players. I think going evil is the more interesting choice for Crews. In a campaign it could be the dog house, where Crews who have failed and need credits quickly go. In future additions I would start putting more choices in the missions, things the Crew can conceal from Jig, more direct moral dilemmas, less clearly polarized ambivalences, to enable Crew to cling to a treacherous line that eventually crumbles to compromising dust.
This is so good and I can't wait to get EASY MONEY phase 2 and phase 3 if they're in the works!
This module perfectly gets the gears turning for a Warden. The jobs are straight forward enough, that I imagine prepping them will be a lot of fun. It ends up being a "to taste" kind of module. The addition of "tells" "truth" "evidence" and "scapegoat evidence" are really well done.
I'm incredibly excited to see the full host of jobs for Jig, as I love the thought of mundane-seeming little side jobs for good pay that sprinkle neatly into an ongoing campaign. This trio's fun, but the escalation from 2 to 3 isn't quite right for me, and a lot of the meat of these jobs (the info behind them, what is really going on, and the consequences of doing them) all feels like it might not ever make its way back to the characters involved - fun for dramatic irony, but could be unsatisfying for some groups.