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(+1)

This was a fun one to read! Your writing prose gave me strong gothic horror vibes and I really like modules that mash together two seemingly contrasting genres to make a memorable concept. My scoring is a bit tough on this pamphlet admittedly, but it boils down more to personal preference for what I like in trifold pamphlets more than anything. I still think it looks and reads really well regardless.   

Polish - 4/5   

Simple but visually appealing formatting, love the purple color scheme. Writing comes off as almost like an old horror story sometimes, not what you'd typically expect for Mothership but it's a fun juxtaposition that would make it very memorable if hard to place in your average game. Screams to me to be used as a Halloween one-shot! Points knocked off mostly because the writing that's present is a bit dense and difficult to parse for information relevant to running it, and while I feel the spread art that takes up the inside looks great, it seems like you're trading a lot of usable space that'd be more useful for providing scenario relevant information that I think is lacking in other sections.

 

Favorability - 3/5 

Admittedly it comes off a bit too slow burn for my tastes, but I like how fantastical and mythical the concept feels in comparison to the usual expected influences for sci-fi horror. This relates to usability issues, but my favorite trifolds tend to be ones that are easy to parse at quick glance and could be run relatively easily as-presented in a pinch.

 

Usability - 2.5/5   

So the core concept of an ancient vampire who is trapped in a pit and is terrorizing a sci-fi mining colony is great. Love it. I get a good feel for how I'd play this tone wise just from the style in how it's written and how you describe events leading up to the eclipse. The big reason I rated it low for usability is because to run this I'd have to do a fair amount of prep on my own prior to play for the average trifold in order for it to feel satisfying I think. A rough timeline of events is definitely there but leaves a lot of questions and space that'd need to be filled:

  • Players are stuck here for a month while they wait on ship repairs. Seems a bit long since the adventure seems like it'd take place mostly across two days, but it's a good excuse as to why players would be looking for work/get involved.
  • They hang out in Emerald City and notice how superstitious and paranoid the locals are, probably end up hearing rumors about the Hell Pit and its monstrous inhabitant. Part of me wants to ask, "well why do they get involved?", but the Warden in me usually just says, "because this is the adventure I decided to run tonight, get involved" so that's not really an issue imo.
  • They meet the scientists at the Observatory and learn about the eclipse happening in two days. I get from Kyle's Testimonial that presumably the song sang by the vampire is very intense during this period, and a swarm of bats attacked them during it, but it kind of sounds like what the vampire already does normally when it's night-time? It just doesn't feel like a strong enough ticking clock to have much pay-off as written unless modified.
  • They presumably join the scientists on their expedition, run into bat/rat swarms, maybe catch a glimpse of or get to talk to the Vampire. I'm assuming the path of a crew who decides they want to fight her somehow, limping away back to Emerald City to come up with a plan.
  • I feel like blowing up the hell pit would be an immediate no-go for most crews, the stakes don't feel high enough that potentially destroying the colony to kill the vampire is worthwhile. Outside of the miner's sleep walking towards the pit, it doesn't feel as if the vampire is a terribly active threat. I could see bewitchment being used to make miners attack the players, but there needs to be a bit more implied in the text in my opinion. The vampire will grow stronger and attack other settlements, it'll create more of its kind, there will be a permanent eclipse, etcetera.
  • This more or less forces a direct confrontation of some kind. Her weakness is ultraviolet radiation but the description present implies the entire society lives in a subterranean cavern. I suppose I could describe cracks of sunlight breaking through, but it feels like it'd be tough for a crew to figure out a solution unless I gave them a lot of leeway in the resources they had available and was very transparent about this weakness after they finish the expedition.
  • Alternatively if the crew decides to sympathize with her, I have a hard time seeing where the adventure would go. Either the players do it without realizing initially she just wants to eat everyone, then end up trapped by their new "friend", or they could become vampires I suppose?
  
It just leaves a lot of space to be filled in that the horror story vibes can't 100% carry alone, as cool as they are. I also feel like the vampire as written purely from a monster stat block perspective is a bit too much. There's a lot of mechanics going on: healing from damage dealt, doing two attacks at once, [-] on wounds taken, stats increasing as the players stress increase…just a lot of different moving parts for me to keep track of. This boils down more to personal preference but if I have to jump back between multiple special abilities during a tense moment it slows things down a fair bit. 

 

Theme - 3/5   

The subterranean mining colony mixed with the hell pit concept does a solid job at reinforcing the theme of the game jam, although I feel like more flavor could have been added in regards to the colony itself and what the Hell Pit is physically like to traverse through. Feels mostly focused on the vampire, which by itself doesn't mesh with the theme as well.

(+1)

Hi! Thank you for your detailed feedback.

Regarding your feedback on usability:

  • The one-month repair corresponds to what is indicated in the TKG SBT. For the two-day period, I chose this option to integrate players directly into the action.
  • Players can ignore the threat, but their first night of nightmares might change their minds. If they decide to ignore it, the threat will come to them during the eclipse.
  • Yes, the vampire sings every night, but the effects during the eclipse are more powerful. She can control her victims while they sleep, which is unusual. As for the bats, I understand how confusing they can be. I've given the Warden some freedom to decide that they can fly further into the city, for example. However, I understand that you would have preferred a more "marked" effect.
  • I really like your suggestion about the permanent eclipse and how it can transform some of its victims. I'll consider adding it to the module.
  • Its weakness is extremely debilitating, so it must be difficult to trigger. In addition to the sun, which shines partly through the upper floor of the colony (the observatory allows you to observe the sky), players can purchase UV lamps in the city. The idea is that a UV lamp can break, but that won't render the vampire completely ineffective. Regarding the Warden's transparency with his players about this weakness, I think it's good that he emphasizes his pale complexion and other vampire characteristics.
  • If the players decide to sympathize with the vampire, it's probably because they haven't realized that she's a vampire and a serious threat. She offers to leave the city to spare them, and the players, who should be beginning to understand what's going on, will face a moral choice: leave to save themselves and doom the colony or stay and fight. I hadn't included the possibility of becoming a vampire, but the Warden may decide to do so. This could give player characters interesting pros and cons in the context of a campaign.
  • I have decided to emphasize the vampire's strengths through her abilities, but I understand that this can be difficult without first assimilating them well.

Thank you again for pointing out the areas that caused you difficulty, even the personal ones. Your feedback helps me improve for future modules!