(+) A fun setting that has an appropriate scene opener before things delve into chaos
(+) Clever ticking time mechanic to ensure the games run fast and get to the action faster
(+) Diverse amount of outcomes that can shape to a unique game
| Criteria | Rank | Score* | Raw Score |
| ART — How good is the art/graphic design? | #18 | 3.368 | 3.368 |
| LAYOUT — How well does the module get across information? | #20 | 3.579 | 3.579 |
| THEME — How well is the jam theme used? | #21 | 2.684 | 2.684 |
| Overall | #26 | 2.940 | 2.940 |
| FAVORABILITY — how much do you personally like the submission? | #27 | 2.737 | 2.737 |
| GAME DESIGN — How good is the game balance or concepts there in? | #28 | 2.947 | 2.947 |
| UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"? | #29 | 2.737 | 2.737 |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #30 | 2.526 | 2.526 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
A gorgeous little module about a party gone wrong, with additional “hyperfast” rules to speed up progression.
I really like the setup of a conman selling a machine to kill and “clone” the victim, but I think the execution becomes a bit messy, spending a lot of space on presenting different ways to run the party, rather than focusing on one, and fleshing it out with useful information. The module could also have used some editing for language, as several passages seem unclear to me. Some instructions also go against standard Mothership convention, e.g. “Everyone rolls a Sanity save. The lowest one automatically rolls a PANIC CHECK”, as usually rolling low is good.
All in all, I think this could form the skeleton of a fun module, but could use a little tightening up to really shine.
A very fun module! I think you use random encounters to good effect here, and I think that the Hyperspeed gameplay is an interesting idea! (i’ll have to see it in play to know my thoughts on it, but it seems positive!)
A small “me” thing is i’d love to see the map redone in a bit more of a “Sci-Fi” style… i don’t know why we can’t have sensible room shapes in sci-fi but we just can’t, okay!? haha jokes aside just a bit of sci-fi texture on the module could help to set the mood.
There were a few typos, the one that comes to mind was on the phone calendar you have Tuesday twice (Tuesday and Thursday are both listed as TUE). I think there needs to be a little bit of polishing, but overall I think you have a smart module on your hands!
I think the Hyperfast system is ingenious! Also, I hadn’t previously considered mashing Clue and Mothership together, and now my mind is blown. I do think this module could use another editing pass, and I unfortunately couldn’t read the random table footnote on the second page very well because of the font treatment. Overall, though, this is super cool!
The design to this is slick! I do really like the premise of Hyperfast but I think it'd take a play of it for me to grok it.
I wish there were some NPC names but I suppose any name generator would do the trick.
Also I noticed there's a point where you say "everyone rolls a body save. Lowest one automatically rolls a Panic Check" do you mean highest here? Mosh being a roll under system.
Also I LOVE the tables you've included at the bottom of the pages. They're packed full of great gameable material.
First time hearing about HYPERFAST. I'm intrigued and would love to try it out!
The design and layout are beautiful and functional. The module setup and writing are very flavorful and over the top in a good way.
Sidenote: I feel the action economy and the failing states make the game more about getting in and out of a crazy situation, so not sure if more "level design" would add to the experience or not. Prep/running the game advice could be useful!
This is the module most vividly set on The Dream of the ones I have read so far. I am not sure I get all the rules, do all players together have 20 actions total? That is challenging. I guess it is like a tournament adventure? I have no idea how this would play. I would think about more solid clues before I'd run it. And I would set up 20 tokens or dice to dramaticise the countdown. With just 20 skill checks, I may set a starting Stress of 5-8. I am intrigued!
Yes tokens are a great idea! Actually thanks I would probably create ones dedicated to the HYPERFAST sub-system!
So they have 20 actions total per PC (which is really less). The system is made to be playable in a 1h30-2h max session. The idea of a counter is also to be customized by the Warden to have a slower game or something crazy with like only 10 moves (“BOOST MODE ACTIVATED”).
Would you be interested to have a blog post about the HYPERFAST system?
alrighty judging time !
Thanks for the feedback!
About the actual play part for the HYPERFAST sub-system it’s something I’m planning to do at some point :).
About the rolls I tend to be “generous” but you’re right adjusting the economy might be better. The ones for the Fail States are more a gimmick for the HYPERFAST system so I would limit the one before reaching these states even if those rolls are (obviously) happening at the worst time (after the whole game etc).
Leave a comment
Log in with itch.io to leave a comment.