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(3 edits) (+1)

This is a sassy module and I really dig the conversational tone. It's like a stranger in a bar is coaching me through brain surgery! There's absolutely a niche for this kind of minigame within almost every Mothership campaign and not a lot of other modules that cover it.

What I think is successful:

  • Inside panels communicate their information really well. Getting example jobs is huge for useability on the fly.
  • I like the cyberpunk/neon-soaked art direction. There's a subtle grain on the background gradient and the title that gives them more texture and will look excellent in print.
  • The "things hackers ask" segment answers some really clear edge cases. This alone makes the minigame far easier to run!
  • Rotten Rico's is really novel and I love how it breaks the 6-panel format. Very Borderlands!
  • I was initially worried that the Escape could be long in the tooth after all the previous rolling but it boiling down to a single "don't match the dice" setup is really succinct. I could envision that roll eliciting a lot of held breaths.

What I think could be improved:

  • Body text (Bahnschrift?) is pretty heavy and blends together a bit with the headers. Something lighter might help with the hierarchy of information and the general depth of composition.
  • Having the "Warden's Eyes Only" panel on the back of the pamphlet may not be wise. Recommend swapping it and the "What You'll Need" panel?
  • That second panel in particular feels a touch redundant when the inside panels already walk you through the steps to a hack in a more comprehensive way. I feel it could give a basic overview of the dice mechanics too since it references Layers and Nodes but doesn't really cover what that means.

In the end, I think this is a really fun and unique take on the jam's theme, and a compliment to pretty much any Mothership table. It's got a bit of tone and setting, some fun dice rolling, and a generally novel approach to encounters that many Wardens will get a kick out of! Well done!