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(+2)

I loved the overall look and mood of this module. The choice of colours, fonts and artwork contribute to the creepy atmosphere. I liked the weirdness of the front cover and the way the back cover looks a bit like the précis on the back cover of a novel.

The adventure itself consists of a backstory, a set of tables and a final encounter. It could make a fun side-quest. The encounters are mostly classic tropes, which is fine, but it would be nice to have a few “unique” encounters.

Critique:

  • It feels more like a toolkit than a complete adventure. The GM will either have to do some prep to flesh out the encounters or improvise as they go.
  • Some of the colour choices are hard to read (black on dark green). Full-colour layout makes it hard to print at home.
  • If you are using full text justification, consider also hyphenating, to avoid excessive spacing between words (ideally, choose software that can adjust the inter-letter spacing as well as inter-word spacing).
(+1)

thanks so much for reading and the practical criticism. I do tend to keep stat blocks to a minimum as I like to keep it open for the Warden/GM but it’s still a valid note. I have not been designing for printing, perhaps this is a good reminder to indicate that to others and, maybe one day, rework them for that purpose. Up until this Jam, the dungeons I’ve written have been mostly a creative outlet for me, rather than something for others to use. I appreciate your feedback.  Thanks again 

(+2)

I also started out going the tool kit route because I struggled with the limited page space. I don’t think it was a bad instinct, but it would’ve been cool if the D6 tables were flavored more for this spidery, creepy swamp. Regardless, a solid attempt for someone who mostly just writes for themself.