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(+2)

I think there's lots of sauce that could still be added to the layout, but I am a sucker for a clean B/W aesthetic and it makes the excellent writing very tangible and useable! Love love the information psychosis table and the random logs, generally all-round great flow on information.

My quibbles: a couple mechanical terms don't super jive for me in a Mothership context. The double saves on Psychosis could just be one check at advantage, the dinos deal 2d4 damage instead of something like 2d5, and one NPC references a bonus action which works fine but threw me off for 5e reasons. Very small things! Overall huge favorite here. Love a freaky "peep the horror" moment!

(+1)

I think when I realized I don't have the layout sauce my personal quest is to make a clean adventure that's packed with as much text and GM utility as I can possibly fit in one page haha

I appreciate your feedback! a) Definitely could rewrite this to a save with advantage, I don't know why I didn't think of that. b) Is there any reason that 2d5s is better than 2d4? I could also just use 1d10 but I prefer  the center-heavy distributions two dice gives you. c) yea, I went with "bonus action" because I figured the already widely understood meaning might give me better verbal economy, but I understand how that's a double-edged sword since it's evoking rules from a different system. If this continues to be a nitpick for people I'll just take it out.
Thanks again for your kind words and constructive critique!

(+2)

Since the MoSh box set only comes with 2d10 and 1d20, the general style suggested by TKG is to stick to rolls that can be made with those where possible!

Ah okay, that's good to know, thanks! Maybe I'll just switch it to 1d10 and shrug it off if my players get one-shot lmao