Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

The Seven Sigma HotelView project page

A trifold module for a Sci-Fi OSR TTRPG set in a hotel controlled and managed by a state of the art AI construct.
Submitted by Collapsologist — 4 hours, 34 minutes before the deadline
Rated by 21 people so far

Play game

The Seven Sigma Hotel's itch.io page

Rate this game

In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

(+) Excellent use of the layout to deliver maps and tables while optimizing space for writing

(+) Lots of diverse locations with great mechanical implications in each

(+) Great details on the head staff and the various guests staying here, offering lots of good points to develop a narrative out of

Developer

Thank you so much for reading and leaving a review, I really appreciate it :)

HostSubmitted (1 edit) (+2)

Very nicely done! I think there is a lot here to offer and probably the module i like most for Utility as i can see myself fitting the Seven Sigma (7Σ) into a lot of places. Some nitpicks to hopefully help you polish up a post jam version:

  1. the words breaking in line wrapping (split hyphenated words) is hard to read and is one of the few things lacking clean polish in this design. its almost more jarring because of how well everything else looks.
  2. Orphan words, the other point against your polish, you have a fair few orphaned words (a single word that sits on a line alone) you can easily clean these up with some editing to tighten up the writing (or in rare cases add a little… you are already using the space, might as well use it!.. but in general tightening is the better way to go!) just for reference i quickly counted 8 lines taken up by orphaned words… that is essentially the size of “Carson’s Lockdown Procedure” on panel 5, worth of space that can be reclaimed here (which can be used for my point No. 8!)
  3. Change the character’s name from Ram OR change how the drones attack (it states that small drones can “Ram” but are better as scouts) its a small thing but its a point of confusion that you just don’t need, especially when you can easily change one of these two things with little effort.
  4. and on the subject of Ram the character, swap Lain and Ram’s numbers, so Lain becomes No. 6 and Ram becomes No.7. The reason to do this is that Ram’s description box specifically talks about Lain which while reading makes you go “who is lain?” which takes you out of the experience even for a second, where as if you read about Lain and then read about Ram you will not be confused at all. simple swap!
  5. your highlighted text looks clipped at the top, just extend the highlight box up a bit (unless this is a stylistic choice i’m just not getting)
  6. very small thing, but Mothership doesn’t really use d4s and d6s… its not a deal breaker but sticking with the d5 or d10 is generally the way to go! and i think 5 floors instead of 6 but with 5 rooms each works just as well… but again very small thing.
  7. the module doesn’t NEED cover art, but its a nice enough piece that i think a little bit of cover art to give potential buyers a vibe of what lies within would be worth taking the time to make/procure!
  8. okay most important for last, you worked so hard in making this plug-n-play that i think you removed a bit of the desire to SPECIFICALLY engage with it by not offering at least a specific story hook to start things going! I agree with Deimoscope in their comment with the plot hooks… i’d say choose one and write it up as a “HEY DO THIS” and then offer the others as options… i think you can fit that in based on the space currently.

and there you go, thats my 2¢ hope it helps!

Developer(+1)

Hey thanks a lot for the very detailed and actionable feedback! I really appreciate it! I'll definitely apply these in my revision.

Submitted

This is very good! All it is missing is one table:

1 - Get Taka's corporate secrets without anybody noticing

2 - Document Joseph's big deal for the feds

3 - Prevent Lain from destroying the Seven Sigma

4 - Get Kristoff off his screen, find Kelm a place to stay, and reunite Rita with her granddaughter

5 - Find out who killed Grantham

6 - Prevent Interplanetary(R)(TM) from taking over the Seven Sigma

Developer(+1)

Thank you for the comment! I quite like the hooks you've suggested, especially number 4! It gives a sort of second life to the characters.

Submitted(+1)

It is the slice-of-life that makes it special.

Submitted (1 edit) (+1)

This is one of my favorite submissions I’ve reviewed so far, as well as one I’d love to see at a table, as either a GM or player. The layout is so clean I could eat off it. My tiny nitpick is that I’d do away with the hyphens because I think they’re a little jarring.

One final note: I love your inclusion of an Appendix N! I think incorporating touchstones is a fantastic shorthand to get a GM’s synapses firing. (And I’m delighted by the unexpected Downton Abbey name drops!)

Developer

Thank you so much for the comment! I'm very glad you like it :)

The feedback is appreciated! By hyphens do you mean the ones in the Location description headings or the word/line breaks or something else? (or all the hyphens?) I'm kinda 50/50 on the headings - I like them but don't feel like they're necessarily the best choice, but I dislike the word breaks - perhaps in a 2nd layout pass I can clean those up.

TBH it was a challenge not to add more Downton Abbey references! This makes me wonder how that setup would look like as a sci-fi horror adventure - maybe something to explore in another trifold...

Submitted(+1)

Ah, I meant in the line/word breaks. Thanks for asking! (And please let me know when you go full Downton in a MoSh module, lol.)

Submitted(+1)

A module describing an automated hotel run by an AI. The human owner has died, but nobody else is aware of this.The layout is great and easy to use, and the locations are good and interactive. Underlining and highlighting works well to draw the eye to the important bit (though the highlighting seems slightly misaligned with the font).

There’s sure to be a lot of fun to be had in this hotel, though I am left missing two things: there are no real hooks to bring the PCs here or make them explore the location, and the owner’s death is mostly unexplained. He is located in a cryopod “tampered with” to kill the person inside, but it is unclear if he has done this to take his own life, or if someone else has murdered him (and if so, why).

All in all, a great hotel to visit, you just need to bring your own “why”s.

Developer

Thanks for dropping a review! Very good summary :)

Submitted(+1)

This is nice and useful for any warden - evokes the hotel and AI from Altered Carbon very strongly. Needs a hook, and it's very unclear who killed Grantham and why. But maybe that's deliberate? The setting and NPCs are great and very usable in any campaign, but the "what's going on?" would require work by the Warden. 

Developer(+1)

Thank you for reading and the feedback! I was aiming for a lot of versatility. Glad it seems there!

I really like Altered Carbon! I was actually going for a few mild nods to Downton Abbey instead, but AC was definitely bouncing around my head once I arrived to the automated hotel idea.

Omitting those things was deliberate in a sense that I didn't have an idea I liked and the deadline was pretty close!
I'd like to refine those a bit if I end up doing a revised version.

Submitted(+1)

This is very well written and a lot of the information is very clear. I wish there was just one more plot thread to pull on that would really kick things in motion. As it stands, it looks like it relies on the crew uncovering that Grantham is dead OR getting hired by Lain.

The fully automated hotel with a murder mystery is a great setting and I do really enjoy the effort that went into all of the NPCs. 

Developer

Thanks for reading and the feedback! Yeah, I feel that way too about another plot thread. I postponed figuring it out until I was too tired, and decided that this will just have to do. I found it challenging to figure out what to cut to make room for it such that it has a nice logical place. 

Submitted(+1)

The versatility of this is excellent! I could see some of this stuff being transplanted into Hardlight Station even.

Developer(+1)

Thank you for giving it a read and leaving a comment! I was aiming for versatility and remixability, glad it came through!

Submitted(+1)

I like this a lot! A quirky hotel to serve as a recurring locale that also doubles as a murder mystery and an AI server heist is quite clever for something as small as a trifold. The drones having prices - turning a small bestiary into a shopping list - is brilliantly concise design. 

If I could complain about anything, I wish there was a small crumb of Stress relief called out for staying in the hotel and enjoying it, but that's honestly nitpicky. Great work!

Developer(+1)

Thank you for reading and leaving a review! One of the ideas while designing was to try and give things multiple functions, so they can be remixed (and fit on the trifold).  Glad that came through. However the drone prices were a happy accident! 

An earlier version of the module was supposed to have drone mechanics and other locations including a drone shop, but I had to cut scope due to the format.

Nice idea for the stress relief, perhaps I'll add it in the post jam version.

Submitted (1 edit) (+1)
  • love the idea of a automated hotel this is great !
  • love the addition of prices and sizes for the drones, same for the services  and not to forget the "what happens during a shutdown" is great.
  • the font and text all look amazing to me.
  • honestly this is a great hotel setting i really like it.
Developer

Thank you so much for reading and commenting!