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A jam submission

Borne Upon Our ShouldersView project page

Submitted by ThereWolf! Games
Rated by 11 people so far

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Borne Upon Our Shoulders's itch.io page

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Comments

Submitted

This is a solid module with a great premise and a tough choice at the end. 

Here are some questions/suggestions/feedback:

  • The use of the term "Trojans" on the first page was confusing, since there was no explanation then for how they were trojans or what effect them spreading in the system would have. 
  • I legitimately laughed at the idea of using a torn-off titan's fingernail as a sled and pictured sliding down a snowy hill before I got the intent. Not saying you should change it though. I thought it was imaginative.
  • What benefit would affixing the antigrav ring to the Orpheus provide? The way it's described, it sounds like it only affects itself.
  • It took me a moment to realize that the second page is a map, and I may have missed something, but I'm unclear on whether the image of the titan is part or apart of the map. 
  • I would also like a diagram of the core. Does being 'high' in this context, i.e. at the zenith of the temple mean close to the center of the core? Is the temple floating in the center of the core? It seems to operate like being at a high elevation on earth where air is thinner, but I am having trouble grasping how it works. 
  • The comparative scales of the locations and different titans are also unclear to me. Can all titan enter the temple? Are all "lesser titans" just several times human height and all "titans" of "impossible scale?" Does several times human height mean 3x or more like 100x? Unless it's intended to vary greatly, i might suggest just choosing a specific number. 
  • The king being a "lesser" giant also didn't seem intuitive. I immediately assumed the lesser was not the king and that the king would be one of the greater titans. That's more just my preconceived notions though. Maybe you could make it explicit that the greater titans/giants were servants or something, or just more information about the hierarchy. 

It would be fun to know what the titans do after they are freed. Would they help the PCs? Would they escape the planet? Are they dangerous? 

Fun, evocative ideas. I appreciate the tables and statted ship. My brain just had trouble with the spatial aspects. Good job!

Submitted

Really strong and original idea at the core (haha) of it all. What you have is also well-written and clear (although there's room to add more). I think the random table for descent should just be a strong sequence of layers (Wardens can skip the ones they don't like or reorder/randomize themselves). The relics could be tied to locations. Once the crew gets inside, the threats are a bit limited. Explicitly having the giants going mad all around them, maybe one hunting them through ruins, etc. would add some dynamic pressure - falling rocks aren't that exciting on their own, so use those a bit more sparingly or have them trigger other events (you're already on the way there, but can go harder on that!). I'm not sure how I'd effectively convey the A/B choice and its consequences at the end to players. What would a third option look like? What if the crew never go to the generator? The module seems a bit reliant on certain sequences of events, both on the descent and exploration. Good job overall though, I'd use this as the strong basis for designing my own larger adventure.

Developer(+1)

Hey, thanks for the feedback! The threats themselves were meant to be limited as I wanted the focus to be in the feeling of the place rather than specific dangers (a sense of melancholy rather than terror). I get the feedback on the descent table - I'm not sure I'd turn what I have into a sequence of events or have a series of events with this as a modifier table.

I may expand this a bit into a zine down the line so that I can add more content while maintaining the minimalist design, but we'll see!

Submitted

  • Cool painted art! Would have been extra good if the moon was in the same style.
  • Layout is clean, great use of black and white. Could use more margins and space to breathe in places (e.g. around the art). Map element could be clearer.
  • I don't think you've used the term Trojan properly. And only 1km of crust is nothing!
  • I LOVE the vibes for this one! Epic visuals of the interior of a planet with crumbling ceilings and falling titans! If it was me, I'd push the giant body horror harder.
  • The descriptions of locations are hard to parse. I'm not sure how to interpret some phrases (needs an editor?).
  • The temple has a chance to get immediately blocked off when the funicular gets crushed - seems bad to cut the crew off from important stuff.
  • Results on Crumbling effects table could be better described.
  • The Transit Station feels like it doesn't belong. I get the forced choice (save the planet or save yourselves), but the means could use more thought and better integration with the rest of the environment.
  • First paragraph in The Descent is unnecessary.
  • I don't see the point of running the Descent with random events if you just end up crashing the ship anyway. Maybe this part could be rethought and reworked to better build the suspense.
  • Need a few more hints about 'what's really going on'.
Developer

Hey, thanks for the feedback! To clarify, the crust isn't 1 km thick - that's the approximate distance from the interior's surface to the ceiling above. 

Curious if you could clarify what was unclear around the Crumbling Effects?

Submitted

The 5-8 result reads like it hits only #5 "The Temple", but I think it's meant to hit the location corresponding to the result? (1-4 is worded that way).  Do the Crumbling Effects AND the Body Save happen on 5-8 if the crew are there?

My bad on the crust! I think I am having trouble with that sentence.

Developer

Fair enough! Appreciate the clarity, and that you enjoyed the concept/layout. I agree with the art on the center panel if page two - that was a last minute change that I almost instantly regretted.

A lot of this was an experiment on my part as to how minimalistic I could make an adventure and still have it be, well, a usable adventure, so there's definitely some rough corners.

Submitted

Art: The paintings are great, but the graphic design isn't up to the same standards. 

Writing: I appreciate the ambition here, especially given the jam theme. Some of the visuals are very evocative. I feel like there's a mismatch in scale between something this epic and the trifold format, however. A trifold adventure will necessarily be short and I think it's inevitable that the pacing will be off for a discovery on this scale. Perhaps a setting guide rather than an adventure would have been the way to go. 

There's also a plot hole in terms of the atmospheric physics. Does the moon have enough gravity to sustain one or not? If not, then how is melting the ice caps going to make one? If so, then why is the interior going to explosively decompress if the crust cracks?

Game Design: The plot is gated at two key locations by puzzles that the players may not have a realistic in-character way to solve. How are they supposed to guess that the funicular is powered by blood? If no one has the requisite skills to know what the transit system is and how to activate it, then the endgame is only going to be triggered by players doing stuff "because it's there and the game designer obviously expects me to do something with it," which isn't particularly satisfying as a player. 

Theme: Full marks. It's maybe more mythology than Mothership, and I would say maybe this leans too hard into science fantasy to work in a normal Mothership campaign, but I'm not going to penalize you for emphasizing the theme we were told to use.

Layout: The map is probably the weakest part of the visual design.  The connections between the locations need a little more emphasis and in particular, I would give some space between the connections to/from the Temple and the painting, because they're almost invisible where they run alongside the edge of the art.

Utility: As written, I don't think the scope of the adventure matches the promise of the setup, so it would be hard to run a satisfying scenario just using what's in the pamphlet. From the player's perspective, they've discovered an entire moon-sized underground world full of giants to explore, and there would be an overwhelming amount of ad-libbing needed for the Warden to live up to that promise. Just ushering the players through two puzzle gates while rolling randomly for falling rocks would not be satisfying.

Favorability: TL;DR I love the concept, but not the actual adventure.

Submitted (1 edit)

I love this module and would definitely play it.

The art is fantastic, the design is super useful, the writing evocative, I  felt like everything was intuitive and worked well together.

Two small pieces of feedback:

1. The first location was labeled the crash site, I wasn’t clear why it was a “crash” and not a “landing”. If it is a crash I feel like that could’ve developed more in the ship description maybe, “as you approach the moon XYZ happens.”

2. I think the front page is less appealing than the back and interior. If I saw it in the store it wouldn’t “Jump off the shelf” at me. Maybe the moon could be shaking or breaking apart? Show the drill ship on approach?Something that conveys the urgency, mystery or excitement of the scenario.

Submitted

The art is badass, and the theming is on-point. Love that you snuck in a funicular mention in there, too!