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Very solid and content dense scenario, I could see myself improvising and running a session or two based off of this with relative ease. I'm admittedly not the biggest fan of the presentation, but there seems like there was a conscious choice to pack as much info as you could regarding actually running the adventure which I appreciate just as much as a fancy layout.  

Polish - 3.5/5   

The layout aesthetically is a bit rough but otherwise doesn't get in the way of the content, not a huge fan of the purple/green on black color choice though personally. Writing is good and very descriptive, I really liked the NPC descriptions in particular. Landmarks also have great descriptions, but part of me feels like they could be edited down a bit for better readability at the table. Bullet points could go a long way for some of the info being presented. I'd probably want to reorganize the information present in this for my own notes vs running it straight from the pamphlet with how it's presented right now.  

Favorability - 4/5   

This has great "gold rush" vibes to it that could easily attract the attention of the player crew, has a natural ticking clock in the form of the surveyors/planets, and there's enough content here to get a game running while being evocative enough with its living planet concept to allow easy improvisation. Docking a point just purely because of table readability being an issue, particularly when I'd be scanning the landmarks for relevant information to convey to the players.   

Usability - 4/5   

There's a lot here that's usable right off the bat and I feel like I can run this with only a little extra legwork to piece it all together. In particular the planetary awareness/integration mechanics are fantastic and serve as this looming clock ticking in the background that the crew won't even be aware of until they've likely already started integrating. Inclusion of the random "organisms" table was a great way to pack in a lot of enemy variety without having to devote the space to several different unique monster types.

  My only big gripe is with the point-crawl aspect of the pamphlet, although this might just be confusion on my part. In the Navigation section it seems to imply that the way you progress through the landmarks is in sequential order: so 1-2-3-4-etcetera. It works, I just think it'd  more interesting if there's diverging paths the crew can decide between taking and reasons they might want to take one versus another. This is where I feel like the space for a small map could have helped a lot because my first impulse if I ran this was to spend the time quickly mapping out my own, it's not really something I'd want to come up with on the fly during an impromptu game.   

Theming - 4.5/5 

Again, love the gold-rush surveyors feel to this. The planet itself being a super-organism as well as the overall threat players face from integration is a clever take on the overall theme.