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A jam submission

Object Neurovector | Pamphlet ScenarioView project page

The world inside it is in your head. A trifold slickdelve for the Mothership RPG.
Submitted by CrayLives — 8 hours, 33 minutes before the deadline
Rated by 18 people so far

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Object Neurovector | Pamphlet Scenario's itch.io page

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Comments

Submitted(+1)

Unreality as the core of your adventure is an ambitious direction. There are a lot of cool ideas mixing around in here and I like how this could spin into other adventures.

That being said, it is going to take some work to get this there. Condensing the encounter table into one, designing concrete ways players can interact with each room, and providing GM facing details for what is going on would be a good way to make what you have easier to parse at the gaming table.

The Cube has potential and I am stoked to see what direction you take it!

Developer

I really appreciate this, especially seeing how good your entry is. I'll definitely be considering it while I work on a post-jam revision

Submitted(+1)

A lot of fun ideas here at play! Pocket dungeon is a classic and I think you do a great job fleshing out how the crew might end up with the cube and why they might want to get rid of it/hang onto it. Bounty hunters are a great inclusion! Indecipherable logo with bracketed text is also a plus for me, I like that kind of thing.

I don't know that the dungeon itself worked for me as well as it has for others though - the abstract nature of the cubespace made it difficult for me to grasp how I would describe a lot of the areas in a way that would give my PCs a lot of interesting decisions to make (ran into this with some of the weirder rooms in Gradient Descent as well). The tower encounters have some fun energy though, and I respect the hell out of an obscure namedrop to flesh out the aesthetic of a space (even if I don't get it lmao)! I'd also love to see art of the cube on the cover instead of the text-based description since it could then double as a handout to players, with an actual dungeon inside as a fun bit of writing/print medium synergy.

Lots of ways you could punch up the visual treatment, but happy to bounce more ideas off you via Discord if you're interested. Very high-concept entry with some great creative energy behind it! Good work!

Developer

Thanks so much Joshua! I wanted to present player choices between rooms but the actual room contents could probably use a little polish to make that clearer for Wardens. The real challenge I've faced here has been conveying something poetically while still preserving game utility. When it comes time to do a post-Jam revision of this, I'll likely reach out to you to discuss it. 
Thanks all the same!

Submitted(+1)

Weird but good delve into a strange cyberspace.

Nothing to complain about, and I'd definitely run this as a random filler adventure that can be easily picked up and played without too much prep or fuss. I'd personally drop the permanent stat losses in a larger campaign game, but that's just me.

The writing feels a bit forced at points, and the cube description was weirdly specific for reasons I don't fully comprehend. I don't get the myth connection, but that's not going to stop me from playing it.

Submitted(+1)
  • Art doesn't feel cohesive, but weird might fit the theme!
  • Title is hard to read, it shouldn't need the extra title for clarification. Layout is clear but uninteresting. Change in fonts for one panel is inconsistent.
  • I like that checks don't quite function the same way (on the Tower Tables) in this surreal place!

  • Denizens are mentioned multiple times, they could afford to have their own box so the reader can easily find them each time they turn up.

  • Really cool evocative language!

  • The room numbering scheme is a bit overwhelming to follow - a 'number + letter' could be more clear, or using the layout to signal the level distinction instead.

  • Seems like it could be punishing (altering stats and saves), but the weirdness of it will definitely appeal to some!

    (errors: discression = discretion)

Developer

Letter & Number is a great suggestion for the room scheme. I'll definitely make that change when I revise it post-jam.

I see what you mean about the title. The bracketed title was intended to clarify and add some visual style to a cover page that is entirely text. I'm not sure if I'll change that, but its good data to know it might be a problem. 

The font change on the occurrence table panel also was meant to convey the pamphlet's style, but I'll review that as well.

Thanks for catching the error! 

Submitted(+1)

Awesome! Of course, anything I say is take it or leave it, and I trust you to know what's best for your work <3 Thanks for making something special!

Submitted (1 edit) (+1)

Very imaginative! It feels like a sci fi Backrooms with elements of Annihilation with creative additions and evocative writing. 

Are the mundane office items in Cubespace the infection from outside vectors you were referring to? 

Some of the descriptions were a little too obscure or esoteric for me. I don't know who Louis Quail or Steven Ahlgren are, and it took me a moment to understand what you meant by "hypnogogic transference," for example. I think some of the description of the cube from the front panel could be moved inside as well, and that space could be used for a broader overview of the module. 

Would only someone with six fingers on one hand be able to initiate the transference outside of slickware, or does it just mean six fingers total?

Developer

Posting my response from the discord here for posterity:

The intent is for it to be six fingers on one hand rather than total. 

I'll admit that directly referencing two relatively famous photographers with photo series on 20th century offices was done as a bit of an experiment. The tonal opposite to the language in the rest of the pamphlet. The majority of the pamphlet uses language to convey the feeling of the alien slickworld and then the office spaces are more clinical and familiar.

The Cube Space is being infected by human thoughts. The office stuff is psychically terraforming the slickworld. Human beings observing it and spending time in it makes the space more mundane. I wanted that to be the undercurrent of the pamphlet without it being on a timer or the dominant feature of the scenario.