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A jam submission

Perfect StrangersView project page

Three thousand artificial beings on the station. Your crew needs to hunt them down.
Submitted by Dave Thaumavore — 3 days, 19 hours before the deadline

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Perfect Strangers's itch.io page

Results

CriteriaRankScore*Raw Score
LAYOUT — How well does the module get across information?#14.5504.550
THEME — How well is the jam theme used?#44.1504.150
ART — How good is the art/graphic design?#64.5504.550
Overall#73.9363.936
WRITING — How does this read? does it emanate with horror, humor, drama...?#103.8503.850
FAVORABILITY — how much do you personally like the submission?#103.5503.550
GAME DESIGN — How good is the game balance or concepts there in?#133.5503.550
UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"?#193.3503.350

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

HostSubmitted(+1)

Very Fun, Very polished, just a few notes and nitpicks:

  1. as others have said, the fact that ALL of the NPCs are replicants makes this probably a little harder to prep, you want to have some humans to talk to, even if you aren’t using them as red herrings (red herrings are hard in TTRPGs and rarely work) I think you could make it a little more “track down these 6 people” 2 of whom are not replicants and so you get paid less once you have determined their status, or maybe the “Real” people can give clues towards where to find other actual replicants.
  2. to that point, i’d love to see a more extensive list of clues that could lead the PCs towards one replicant or another… maybe you could have clues that work towards multiple NPCs and the party need to find enough clues so that the venn diagram eliminates anyone who doesn’t sit in the center (where all circles say “this person is a replicant”) like if you have 3 clues and any one NPC matches all 3 clues then the party can bring them in…
  3. you list the “TWIST” twice once as the twist and the other as the Truth… they are different ways of saying it but honestly i think you can shrink this into a single point which would give you more room for NPCs or Clues or whatever.
  4. two of your NPCs have their weapons listed directly below their Ghost Memory, while the other two have the weapon (i believe accidentally) listed inside their ghost memory. it would be worth giving this just a touch of space so its more clear.
  5. okay this could just be me miss reading but my one big issue with this is in the job “YOUR CREW HAS THE LIST Corporate credentials. Full authority. Kill on sight. Very good pay.” later on you say that the list is in a locked terminal… doesn’t matter we have the list — search of the PCs name causes a black out… doesn’t matter we have the list. Again i could have just miss read something but this is an inconsistency that needs addressing as it undermines the whole of the adventure i believe. Additionally “Very Good Pay” just give us an amount… 20kcr for each replicant killed, 25kcr for each brought in (there is valuable “DATA” that can be extracted… painfully), or maybe give us individual bounties for each replicant in their NPC stat block.

All of that said a very nice module, i think with a little work (from either you or the Warden) it would be quite a bit of fun at the table!

Developer(+1)

Incredibly helpful feedback. We intended to address all of this to the best of our ability. Would it be okay to add your name to the list of Editors on this tripanel? Credit where credit is due and all.

HostSubmitted

100%! You can credit me as Graham Richardson.

Submitted (1 edit) (+1)

The capture or elimination of 3000 composites might be hard for my player crew to accept as an achievable, so that will likely be toned down in my home game. 

That aside, I really like this scenario! The composites are a ticking time bomb and the guidance on revealing some of the PCs to be composites is useful. 

Submitted(+1)

This has a wonderful theme and a perfect finish. But why Gibson? Would Dick have been too on the nose? If I were to look for a flaw I would notice that the map levels are confusing. I might miss a B-plot / red herring. But why mess with something this good? Respect.

Submitted(+1)

(+) Incredible usage of corporate style art to capture the cold mannered job at hand

(+) Very nicely laid out to make navigating its information easy  while developing its own visual identity

(+) A very compelling objective that puts focus on peer-to-peer investigations to hunt down replicas, while perhaps stumbling onto the twist

Submitted(+2)

I’m going to be a little bit biased here, because this module is basically Blade Runner, and I love Blade runner. The presentation is a amazing, with concise descriptions of rooms that are still eminently interactive, and a great “suspect list”.

The only thing I wish for would have been some additional “red herring” NPCs to pepper in, though it would have been hard to make room for them in this tight layout. Perhaps spend a little bit less space on the module credits? I would also have loved to see a way for the regular replicants composites to Manifest.

The Big Twist of some of the players secretly being replicants composites likely requires some discussion with the players in advance, and would be difficult to implement if playing as part of a longer campaign rather than a one-shot. It has potentially amazing payoff though.

Submitted(+3)

This is really great! The art, layout, and writing are all stellar. It's paired nicely with some fantastic advice on running it too. 

I do have questions regarding the premise though... If there's 3,000 composites running amok on The Dream, why is it our PCs are just focused on The Harmony Sector? Is the implication "someone had to be assigned to this sector"? Security has done a lot of heavy lifting for us already, if they have the list of names and have already raided this sector, what's stopping them from clearing these composites out themselves? Also, I'm a bit lost on what the layout of the Sector is. Is the entire sector meant to be part of the old Harmony offices with corporate-owned residential suites? 

If I were to run this I might disregard the Sector Map and just run it as if each Composite listed is living somewhere in The Dream.

That being said, none of this prevents it from being an absolutely stellar module! I especially love how the layout aids the room descriptions. And I'm really impressed with how much detail you squeezed into the NPC descriptions without making it feel cluttered. Great stuff!

Submitted(+1)

So polished!

Submitted(+1)

Very professional looking module. The layout is so clean. Well done!

Submitted(+1)

Mostly good here, I think! A hunt for secret Replicants across the Dream (that player characters may realize they're on both sides of!) is a juicy hook, the art and layout are clean, and I like how well it would slot into a Prospero's Dream campaign as yet another bit of crazy news going on. Unfortunately, some gaps in the scenario make it seem like it would be tough to prep (especially what feels like a near-mandatory chance of PVP!!), and I really wish the job had some sort of listed reward to incentivize the whole "you need to kill 3,000 unauthorized clones who are begging for their lives" thing.

Submitted

This is a lovely-looking entry that draws from the replicants amongst us theme of Blade Runner.  It is well laid out and easy to read. The art is OK too. It has a very nice map. It  may be limited in its playability since it requires PCs to secretly be the monsters that are hunted. That means it is probably best suited for a one-shot with new PCs. It also risks PCs killing PCS, which I have an issue with, and many players are likely to as well. Plus, you can't discuss that issue with players in advance without spoiling the twist. I can't see that this would be easy to fit into an ongoing campaign. Some parts of the storyline are unclear;  why does Gibson give out missions to target subjects but prevent access to the company records? If Gibson knows the truth behind the composites, why doesn't he tell the PCs? Elements of the background are obscure and require the warden to join the dots - perfect harmony was a matchmaking company that paired citizens with composites. Why did composites flee? Why would the remaining partners not cooperate, given that they have been scammed?  I think with a short section providing a little more background for the warden, this could all be resolved.