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(+1)

I think there’s a lot of praise to be given to this module !

First of all, I’m in love with the Dead Space like intro. What’s supposed to be a simple repair job turns quickly into surviving a nightmare.

Dead space seems to be overall a reference through out the adventure actually, with the desolation and emptiness, the madness, the illusions from the past conjured by something (no spoilers).

Small editing feedbacks :

  • in the MIRROR WORLD section, the second line, “Not communicate with people in the real world and vice-versa” is a little confusing to read.
  • in room 1, why is there an * for the name OMAR but none of the others ?
  • for room 7, why can it not be reached from the mirror world ?

One last editing note : “Anyone in the real world appears as monsters” is efficient, but I think there’s untapped thematic potential there. It would make sense for all to see something related to them, either a phobia, or more likely coming from the entity, a “monster” from their past.

Overall, amazing layout, design, illustrations and writing. This adventure sounds a little challenging to run for newer wardens, asking them to find the right emotional pressure points. A good challenge with an amazing potential pay off, however ! I will most certainly run it at some point. I would recommend others to run it as a second adventure, to make sure people are already attached to their characters, though a one shot would certainly work as well !

(+1)

Thank you so much for your detailed comment! I'm glad there is plenty of inspiration from other media to pull from here. 

To address your points of feedback in order:

  • This could indeed be simplified to say "No communication works between the Mirror World and the real world". We originally wanted to implement a mechanic where communication does work, but it comes out completely reversed to anyone on the other side. But we didn't have enough real estate and scrapped it last minute for something the Warden can come up with. 
  • This wasn't properly made obvious, but there is a star under Room 1 on the map. This is to give note that Omar doesn't immediately start in Room 1, despite the map legend saying there is an NPC in that room. I think I should have removed that and trust the Warden to put the two together. 
  • The explaination for this had to be dropped due to lack of space. But the Mirror World is built from any spaces that have Mirrors in them. The Reactor however has no Mirrors inside it, so it is inaccessible from the Mirror World. That's also why the REDACTED needs to produce more Mirrors and ship them off. 
  • We had ideas for what the "Monster" looked like, but had conflicting ideas and again ran out of space to do so. So, we felt the Warden can come with something, like you just did. Originally, we were going to have the monsters look like distorted reflections of their real world counterparts, like looking at a shattered circus mirror. 

Overall, we understand this module has minor points that work as run, but don't provide an explanation as to why, and that this module can be difficult to run for new wardens. We believe that any warden can still create a fun game with the poltergeist nature of the game, but recognize the potential of the inner personal threats and horror is a lot higher for those with experience. 

If there is enough interest, we'd look to create a FAQ resource of sorts for Wardens to reference for more guidance. So, please leave any further questions you may have!

Forgot to say well done for the handouts ! Really nice touch, especially since each have a printer friendly version :0