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A jam submission

The Unfathomable Vaults of ThoughtView project page

A player-driven depth-crawl through a dungeon of the mind. Written for Old-School Essentials.
Submitted by rpgquestboard — 2 days, 2 hours before the deadline
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The Unfathomable Vaults of Thought's itch.io page

Results

CriteriaRankScore*Raw Score
Theme: how well would the module have fit into the Appendix N?#1014.0004.000
Layout: how easy is it to find all the presented information?#1093.7273.727
Writing: how clear and/or interesting is the writing?#1273.5913.591
Overall#1483.4643.464
Playability: how easy would it be to run this module?#1623.0913.091
Art: how well does the art support the other content?#1752.9092.909

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Awesome condensed toolkit! I love that there’s a question for the delver to answer, it feels like a psychological walkthrough test for the character!

Submitted(+1)

Lots of great Appendix N ideas and inspiration in here. I feel like it might be tricky to run if all the PCs went in different directions; and it could be demanding to come up with details on the fly (my problem, not your module's, though). But top marks for doing something unusual with a cool mix of encounters to probe a party's strengths and weaknesses.

Submitted(+1)

Dreamlike & labyrinthine.  The procedural depth-crawl based on the six attributes totally works for this assignment - shows real ability.  I like the chasing pit trap, just to name one.  Cool cover.  Noice!

Submitted(+1)

The layout was simple (except for the very top of page 1), and very legible. I really enjoyed the depth of creativity in the encounter tables- thematic & varied! Good job!

Submitted (2 edits) (+1)

Quantum dungeon. I'm not familiar with depth crawls at all, but this was very clear and I picked up the premise quickly. Lots of creativity in those tables. This is really intriguing and a great effort. Well done.

Submitted(+1)

This is a really cool mod to run that is PC centric. I think it would give the players insight into each other's characters. 

Good job.

Submitted(+1)

I'm not sure this depth crawl will be clear to those who haven't run Gardens of Ynn or the Stygian Library. (To be fair, depthcrawls are pretty complicated to explain.) If you could figure out a way to squeeze in a flow chart, that would likely help.

Submitted (1 edit) (+2)

I like the cover - really interesting. Nicely layed out and I like the idea of the a shifting dungeon vault. Some really cool ideas in the tables especially enjoyed reading some of the environmental threat ideas. Nice Work!

Submitted(+2)

The theme is very interesting, very much in the vein of Appendix N. But I confess, I got confused while reading, and only at the end of the first column did I notice that the text was divided differently than usual. 

In any case, what you did with the tables and the dungeon and encounter generation mechanics is very clever.

Submitted(+2)

This is a clever design, it would work best in solo play I think. Those pesky wizards, hiding the stuff in ever shifting realms!

Submitted (1 edit) (+3)

I love the cover and the core idea behind the unfathomable vaults! Many of the table results are highly imaginative and lend toward having the players explore their characters. I wonder how easy it may be to implement some of the results. For example, I love the Living Gem; that's a fun and hilarious way to present a practically impactful choice. The Rusty Crown below it is likewise an intriguing idea, though I'm less clear about how to pull that off. Nonetheless, it's full of entertaining ideas, and you've given nice, structured rules for exploring this nebulous locale! Good job!

Submitted(+3)

ugh I actually love an ever changing dungeon, it creates a situation where gameplay can always be fluid and change which is so interesting. All of the introspective prompts would would definitely make you think as a player and get into the RP headspace.

Developer

Thank you for the comment! Glad the the prompts stood out. I was really trying to play to the notion of an environment that shapes itself to the PC's thoughts and personality, hence the attribute-based encounters further modified by player input prompts.