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(+1)

This one is really, really dense, and I found it a bit tough to read just visually but I love the contents. It’s a really great “rich person function goes to shit” scenario!

I really love the Warden direction given here on how to run the adventure. It’s not heavy handed but it gives lots of excellent pointers. I also enjoy having statlines for generic NPCs as well as named ones, giving me again lots of freedom to vibe out an encounter if I need to.

Maps are quite dense with icons and whatnot and I would be worried about how readable they are in print but it’s a lot of really useful info!

All told, very unique take on the theme and slick execution! It's not common that I am surprised by the twist after reading the premise. This was super refreshing and engaged me quickly. Awesome work!

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Thanks. Glad to hear the twist wasn't obvious. I always like to present a few ways something could go so the players aren't as tempted to metagame and get ahead of the plot, so I'm glad that worked.

I was worried about readability too, but I followed Graham's guidelines for how much can fit, and was able to read my low-quality B&W test prints without my glasses, so I think it will be fine. I'll try to cut a little, especially in the timeline based on feedback, so as to give the final thing a little more breathing room. But this format is always going to be a tradeoff between the amount of content and its presentation and I'm a writer first and a designer second, so I decided to play to my strengths.

Appreciate the feedback!