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Repatriation's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| THEME — How well is the jam theme used? | #16 | 3.053 | 3.053 |
| LAYOUT — How well does the module get across information? | #20 | 3.579 | 3.579 |
| UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"? | #21 | 3.263 | 3.263 |
| Overall | #22 | 3.120 | 3.120 |
| FAVORABILITY — how much do you personally like the submission? | #23 | 2.895 | 2.895 |
| ART — How good is the art/graphic design? | #24 | 2.684 | 2.684 |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #24 | 3.368 | 3.368 |
| GAME DESIGN — How good is the game balance or concepts there in? | #27 | 3.000 | 3.000 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
(+) Very clear job outline, with security details to watch for, and options with turning over the object
(+) Generous layout with clear readability and lots of breathing room for text
(+) Solid outline on the central object and its influence on any that interact with it
As a heist i dont think it has much options to move around as it is. The Obelisk itself as an artifact feels interesting, but could have some extra handling for the delivery to be interesting. Most of the facility feels of little navigational value to explore aside from money value.
This is solid. And very straightforward. Maybe it could have used a bit of a twist, competing thieves, or a security surprise. For a classic heist scenario I would need more approaches to the target. It is easy enough to come up with these things as Warden, but why not seed a few ideas in the text? The font is huge, there would be room. It will run fine as is, but it feels like there are a lot of opportunities for making it come to life and anticipating player ideas left out.
A neat little museum heist module, where of course the goal is not as easy as it seems. Great twist on the target artifact. The layout is simple and modest, but eminently usable. It has a clear hook, a good location, and is super easy to pick up and play. A quick job that can easily be slotted into any campaigns, or run as a one-shot.
Only thing I could wish for is a selection of other weird artefacts to steal while you're there anyway.
I was trying to fit a d5 table of other artifacts that the players could steal but the map took up too much room. It's on my list for a revised version of this module!
Monolith Dreams! I love your map on this but I don't think OCR is working (at least on linux pdf readers) but this is really cool.
I liked the artifact's effect a lot! I didn't find enough traps/puzzles/interactive stuff in the museum, though.
Great scenario that could serve as a stand-alone mission, or to embellish an existing "get this special item" storyline.
a classic, stealing from a museum i like it.
made me think of what happened recently at the Louvre museum recently hahaha