Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Thank you! That's awesome to hear (not the tragic Wanderers, but you know what I mean). The vibe I've been wanting to capture, as someone had put it, is quiet nihilism. So I'm glad it's been able to capture that for you. 

I'm also happy to hear the skills have been useful for the setting. I wanted to make sure they had immediate use for the module, but still be applicable in other settings and modules. Three Sectors is still mighty impressive, given how much time and integrity can be lost in various encounters. But don't forget, this is your game. Don't be afraid to consult the Fool to find resources outside the given the rules to prolong your journey. 

I do recognize that the module could be more integrated into APoF. A part of the reason I went against heavy integration is that some encounters in the Choke and Sink felt too hostile for the atmosphere I was going for. Other aspect was that I didn't want people to feel restricted by needing APoF to enjoy the module. One scrapped rule I did consider was making POIs use 2d10s instead of 1d20. And if you roll doubles, you refer to the Choke or Sink encounter table and resolve the die's matching result for your POI. So perhaps you can get some use out of that! 

I'd love to see how your Sector maps turned out in your first run, if you're willing to share!