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(+1)

Very polished, but there's so much packed in here that I think the readability suffers a bit.  

I do like the boss fight mechanic, but I think there need to be clearer or more straightforward links between what the Tell is, what the consequence is, and how the PCs can Cancel it. (Let us recall stories of player groups being stumped by children's puzzles)

For instance if a Warden uses "Fractured Reality" and says "The air around the black hole seems to fracture like brittle glass, you hear morbid whispering in your mind", then I think most players wouldn't understand that they can "self-reflect/confession/being true to themselves" to prevent the outcome, or that the outcome would be a copy of themselves appearing. I think they would conclude "space-time is being damaged, is about to shatter completely,  and we should evacuate".

Whereas if the Tell was "Each character sees that their own shadow is starting to take solid form. They sense all the darkest aspects of themselves slowly turning into murderous reality" Then the consequence - they have to face down their corrupted copy - is much more easily anticipated,  and the possible Cancellation - trying to repress or acknowledge the dark part of their psyche, or perhaps physically disrupt the copy from forming - is a bit more readily apparent.   

thank you kindly! and I agree that the readability is the weakest point of the module. I think (or at least hope) that once you have read it through once and understand it that the structure should make it something you can use to prepare several sessions of play.

As for your suggestion on the Boss fight, I think you are right and I’ll certainly look into refining it for the post Jam version! thanks for the suggestion on Fractured Reality as well I think its a very good point! Do you have any thoughts on Gravity Well or Time Wave? or did they make more sense as is?