Anagrams AND Foglio-inspo? Cracking
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The Abomination in Courbass Glen's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Inspiration: Effective use of assigned "Weird Tales" cover elements. | #85 | 3.104 | 3.400 |
Vibes: Overall atmosphere and feel of the supplement. | #115 | 2.100 | 2.300 |
Overall | #116 | 2.373 | 2.600 |
Usability: Practicality and playability at the game table. | #118 | 1.917 | 2.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
when I looked for Celtic folklore ideas, since the synopsis said that was what 'the horror in the glen' story was about, and 'incense of abomination' was about 'witchcraft'... Google translate told me that one option for witch in Irish was Sol Ban, a type of spirit worker, but another translation sight told me sol was 'solid' and ban was white in Irish. So naturally Solid White Witches that work with spirits connected with Geister Damen (ghost ladies in German) in mind.
I only had about the last 36 hours of the jam to work on it, and I used so much time figuring out the worldbuilding notes, for the Sul-bahn, the continent they come from, their beliefs system that was manipulated by the family Courbass, the trade war involved in conspiracies and trade goods and routes, and how the ghost ship 'flushing queen' got enmeshed in it. lol most of which is barely hinted at in this adventure.
I'm probably going to make it a series of materials. it's too much fun to play world builder to confine it to 8 pages of hints.
My worldbuilding reflex is overdeveloped. My notes on the Sul-Bahn alone are more than the page limit for this jam. lol. and the final 36 hours that I had to do this in was distracted by shiny world building and unfamiliarity with Shadowdark system and format. But now I'm thinking, since the jam is over I don't have to stick to the confines of 8 pages or less, and maybe go more in depth into some of the worldbuilding beyond a single adventure.
You have the bones of a great adventure set out here. With more time and preparation it would be great.
thanks, I bit off more than I could chew, trying to do it in the last 36 hours. In a system I'd only seen fast start rules of for the first time just before I started.
Then there was the difficulty stopping my world building reflex from gobbling my time and energy. The Ghost ship alone could probably be an adventure with my notes, let alone the Sul-bahn homeland, the trade wars, ... the notes alone... may just have to make a series in this new world.
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