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A jam submission

Seven Stars RememberedView project page

Eldritch archaeology on a remote moon.
Submitted by Partial_Object — 1 day, 15 hours before the deadline

Play game

Seven Stars Remembered's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#13.9943.994
ART — How good is the art/graphic design?#34.6254.625
GAME DESIGN — How good is the game balance or concepts there in?#43.8333.833
FAVORABILITY — how much do you personally like the submission?#43.9173.917
UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"?#63.9583.958
THEME — How well is the jam theme used?#73.8753.875
LAYOUT — How well does the module get across information?#103.9583.958
WRITING — How does this read? does it emanate with horror, humor, drama...?#163.7923.792

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

HostSubmitted(+1)

Chefs kiss, would write more but i’m trying to cram in a few more reviews before midnight deadline… i’m sooo gonna be thrown into the sun…

(+1)

The color palette is sublime: evocative, draws the eye to detail, a striking balance of warm and cold. Cover art reminds of a 60s pulp magazine in the best way. Insectoid art is restrained; invites the viewer to form theories, but is not plainly protagonistic or antagonistic. I love using the chamber effect dice to build the obelisk; that creates very cool and clear mounting tension at the table level which could be represented in-fiction in a number of different ways. The premise is clear and invites a great variety of roleplaying opportunities. 

Some notes, though all of them are picking nits off of an overall solid adventure: 

CLARITY:

I was a little confused by the term “excav team” because it seems to be used for both the now-cultists as well as the human team of scientists. 

It’s possible I missed it, but the connection between opening the chambers and powering up the obelisk seems arbitrary. Perhaps this was the best way to ensure a slow-burning fuse on the obelisk, but I think the adventure would benefit from some more connective tissue between this pivotal player action and the dire consequence. 

The layout is a touch rough; I had to backtrack a few times for important context, and the font is smaller than it could be given how much white space you have left over.

MECHANICS:

The “gadget” should have a little more scaffolding around it, otherwise it feels like accidentally stumbling into a silver bullet without much strategy behind it.

I’m not sure what the “Oubliette” is there to do other than give the PCs nightmares. I’d suggest thinking about its function for the aliens and translating that to a few knobs and dials for the players to interact with.

Developer

Great notes- will incorporate into the post-jam pass. 

Submitted(+1)

Super cool! I LOVE the focus on in person play, the art and the design. Personally, I would prefer to less reliance on random encounters in each room with a few of the key things (especially the gadgets) placed in specific locations. The key thing for me in a game is choice - if something is random, players can't really choose to pursue it as effectively. I'd rather it be definite but come with a potential cost (maybe the former crew are all crowded around the gadgets and present an obstacle?). I think with a few tweaks this would be super simple and straightforward to bring to the table!!

Developer(+1)

Thanks- good observations.

Other have said similar, so what I am thinking of doing is have the Professor *already possess* a gadget, and hide another elsewhere. That way, if they get more on the rolls, it will simply boost their power. I may have the other of these two proposed map-gadgets be in the posession of another excav team member, who is losing their mind and might attack the players...

Submitted(+1)

The obelisk mechanic is very good and gives a good reason to explore. I am a little concerned the players will not understand that they are supposed to destroy the obelisk when it starts activating.

Great looking map! I am however not sure sentient mantis works great with the atmosphere of the mosh universe, at least at my table.

Developer

Thanks for the feedback!

I am fairly sure most players would at least investigate the body of Professor Warner where:

"If roused he will recount the events that caused him to signal for help. In the activation phase, he will urge the players to destroy the Obelisk at any cost."

But if they don't then I imagine they will at least flee with whatever goodies they have looted.

Submitted(+1)

Right. I have been reading all the submission and rating them on a first pass and then going back to give feedback on them when I have seen the various submissions. I must have missed that sentence the second time. Sorry about that, that sentence should be clear enough.

Developer

No problem! It's super easy to miss details especially when trying to do the rating!

Submitted(+1)

I love the design where the dice form actual physical representations of the obelisk, that's so creative. The art is amazing too. So far, I don't have much to suggest; it's very cleanly written and contains just enough info to be both very pick-up-and-play and versatile. Always a fan of some good eldritch horrors from the stars. 

As earlier comments have pointed out, this is a little more dice-driven, and the overall story structure is pretty clear. Personally, I don't think it's a problem, though. This module would work very well for players coming from Call of Cthulhu or video games (both of which I work with a lot). It provides suspense, flavor, interactivity and versatility, so imo this can likely become a good intro module. The dice balance system is a very creative design, though I can't tell how well it will work in-game. If I ever run this, I'll make a note to come back and leave a comment.

All in all this is a fantastic module, and I must stress how much I love the art. ty for the game!

Developer

Thanks!

I found the balance concept worked well in my limited playtesting, but obviously that is no way exhaustive haha! Please do let me know if you run it!

Submitted(+1)

This was fun to read through! I love the stacking dice mechanic and would love to see that utilized more into the horror. If I'm reading it right it's either activated or deactivated and I wonder if it could be interacted with more ways. The artwork is great, the stacked-dice diagram is spot on. Layout wise, always a process, I could see adding color to the star cultist on the back panel before print and refining the chamber boxes to have a little more spice to match the vibe of your map and art. Fun setup, with the suit's office console lighting up. Great work!

Developer

Thanks!

I'm definitely considering additional ways to interact with the dice-obelisk, as others has also said similar things. Will be revising post jam for sure.

Submitted(+1)

Art style is awesome. 

The setup and ecosystem are pretty good, a bit more story and reason to be there, time pressure, or links between the five chambers (reasons to go between them) would provide more interest and break up the potential linearity. 

I felt the hub map structure is a bit underused - if they keep returning to the center, then that's an opportunity for escalation and suspense. The chamber effects are getting there.

The stack of dice made me want to have a rotating puzzle. Here's an example of what you could do: For any given roll of five dice, I think (!) it should be possible to rotate them so that each side has 2 pairs. As a Strength Check, crew can rotate one dice and all above it. If the crew knock over the dice, something bad happens, you reroll the dice and stack them up again. 

Developer

Cheers!

Ok so I agree that getting the most out of the novel mechanic of dice stacking is a good idea, and I like the notion of allowing the players to interact with them.  I'm not sure I quite follow your idea of rotating though, perhaps if you have the time you could explain it a little more? 

Submitted(+1)

The art is so great and I think my personal favorite of the jam. I also have a deep love of bugs and praying mantises in particular as well as obelisks, ancient lost civilizations and some of the other tropes you've used.  Given that there are these familiar elements, I think it could have felt stale, but the art, the added dice mechanic, the solid writing and the easy playability all really elevate this adventure. There was an Brenan Lee Mulligan quote about how execution is everything and you really did a great job executing this one shot.  


I do think the Deactivation and Destroying the Obelisk (normally) endings could be punched up a bit. For example, even if they briefly see the Star Presence, that should come with a greater consequence than a stress point and  panic role, in my opinion. 

Great job! If I play it with my group I will send you a note on how it goes. 

Developer

Thanks!

Yeah I used the obvious cliches because I think it makes it easy for everyone to immediately get what the scenario is, and for the warden to improvise. It does bring the risk of feeling stale, so I'm glad that you think this has been avoided.
I will reconsider how to improve those endings- appreciated.

Submitted

Very cool. The text is a bit cramped, and the layout could use a bit more polish and design to make it pop, but the art is good, the colors are good, and the alien drawing is very cool. I really like the dice tower as an idea, but not sure how this would work for online groups. Otherwise, very well done.

Submitted

Art: Full marks. The illustrations and map are perfect. The graphic design and typography are a bit boring in comparison, but it's functional and easy to read. 

Writing: Good on a technical level and does what it sets out to do, which is to provide an excuse for your mechanical creativity. That's fine as it goes, in that the writing isn't the selling point here. The setup of an alien artifact that turned everyone into monsters is a Mothership cliché, and you've hybridized that with a fairly off-the-shelf interpretation of Cthulhu mythos. Professor Warner hasn't been given any personality. 

Game Design: Stacking the dice is a clever visual gimmick and timing device, as is using it as a way to balance out the degree of luck. However, having to place them upside down is fiddly and I expect some groups will get it wrong. Since you're using tables anyway for the exploration phase, why not assign the worse/harder outcomes to the low numbers and make high ones better for the players, so you can just stack them as you rolled them without worrying about reverse sides? The scenario itself doesn't provide players a lot of options to tell the story they want. Either they're going to visit every room one by one and then deal with the obelisk, or they're not going to have a game. The keycard ending is bound to be anticlimactic and, for players not inclined to be good sports and just go with the flow, there's going to be a powerful desire to blow up the power generator and put an end to things as soon as they see what's going on.

Theme: Full marks. Cthulhu mythos is such a natural fit for Mothership that I'm surprised more people didn't use that as their mythology.

Layout: Full marks. All the information is where I'd expect it to be.

Utility: Full marks. Everything is here that you need to run the module as intended.

Favorability: Personally, I'm not big on scenarios where the story is largely being driven by dice rather than player decisions. There isn't much to do here except pick a random door, have stuff happen at you, and repeat until you get to the end. Players who have other desires are going to end up derailing the intended flow (e.g. trying to destroy the generator immediately as mentioned above).

Developer

All fair comments, and I think it's clear that in some of these cases it's driven by my personal taste and preference, which will not be for everyone. 
In my play test what I found is that my players were mostly interested in learning about the alien race that (perhaps) built the ruin they are investigating, and they spent a lot of time in-character trying to work out who these creatures were and why they built this, and trying to interpret the various artefacts etc. Completely agree that this won't appeal to every kind of player, but I don't mind that at all. 

The reason I have the dice being inverted is twofold:
1:  it elides the balancing mechanic, hopefully enough that it won't be obvious to players.

2: Ties in with the theme and setting- opposite numbers on a standard dice totalling seven, seven stars above etc. Originally I thought to have seven chambers as well to reinforce this but decided it would be too long for a intentionally short scenario.

I also saw your comment about the obelisk's wounds vs ap- thanks for that very useful. I will be implementing advice on this for the polish pass.

Submitted(+1)

For sure. I know that the hardest part about feedback in these jams is that some stems from conflicting expectations. And these sorts of designs do work fine with groups who are okay with just being led through a story and experiencing what there is to experience along the way. That said, I do think it is possible to design scenarios that are neither completely on rails nor a complete sandbox, such that there's an obvious through-line that can be followed by groups that want to be told a story, but that doesn't break down or hit a dead end if you have a group that wants to tell their story.

Not saying it's wrong to do something that caters only to one group, and don't worry, I didn't give you a bad mark for Game Design, because I understand not everything is for me, and that's what Favorability is for. But if you did want to go for broader appeal, there are ways you could make the story more resistant to derailing, e.g. by having other triggers for adding dice to the obelisk if players aren't obediently going to every room, and an alternate power source for the Obelisk that the cultists will try to use if it's unplugged prematurely.

Developer

I welcome all feedback and value it greatly!
I think you are completely right that I could broaden it out- and may do so if I can think of a good way to avoid making it pages longer.  Very much noting all of this for post-jam finalising- appreciatd.

Submitted(+1)

I adore the art--the style, the colors, just fantastic. I definitely think we were on somewhat of the same wavelength--mythic verses (in haiku) of an ancient civilization, horrible universe-ending monsters. Good stuff. I also really like the Obelisk Dice mechanic--a visual representation of a ticking clock is just the kind of prop I like. 

I could use a smidge more flavor from the font, though I'll totally concede it's quite readable, and I think some of the text could use a light copy pass (for example, in the Star Presence section: "As it begins to take form all present would see pulsating veins and stygian viscera take shape before them." The repetition of take form/take shape felt like it could be streamlined). But all of those are nit picks. I really like this module, I'd love to run it, nice work.

Developer

Thanks!
Yeah I have to be honest and say I used that font because it best stood the printer test for legibility!
Noted on copy, will be doing a full polish pass once the jam is over. 

Submitted(+1)

Love this, it’s clean and fun and classic with a great archaeological/cosmic horror flavor! The tangible link between the past and future punches this up quite aways! I also really like the obelisk dice concept and would have a blast ominously stacking dice as my players demand to know what I'm up to!

I think my main pain point would be 1) Obelisk might be too tanky. Unless the crew finds the broken gadgets, there's not much they can roll on their loadouts that'll do the trick. I'd consider adding a couple Anti Armor weapons around (potential the Ancestral Sword?) to give them a fighting chance. 2) The rooms have fun lore and flavor but there's not a lot to keep PCs in each room for long. I'd recommend some traps, puzzles, or smaller encounters to break things up a bit before things really pop off.

All told though, super solveable problems and worst-case you just get to the star presence faster which isn't a bad thing. Really really keen on this one! Excellent work!

Developer

Thanks!
You raise good points:

1: I had considered making the Obelisk's AP some kind of formula (e.g. AP=10 x [number of players]) or something, but after some consideration I decided that since there are ways to depower it, or freely run away, it works better as a serious threat if the players go in gung-ho without planning. I did playtest this, and my players defeated the Obelisk on the final round of combat. Interestingly they had two broken gadgets AND had interpreted the verses to mean ''obelisk is vulnerable to electricity', so they used the gadget as a club to chip into the Obelisk and then connected the power generator to it. I decided this would both deactivate the Obelisk as well as give them a d10dmg roll (times two hehehe) which blew it up.
However in the interest of finetuning the balance, I do think you are right and that I could hide a broken gadget in one of the rooms...

2: I think the roll tables will return an encounter with a cultist or trap (miasma, irradiated, vision or evil)  three times vs two non-dangerous events. In my view this is enough for a one-session, but of course the warden is free to add *more* enemies or another npc scientist, who is driven near-mad but has survived to warn the players... 

Cheers!

Submitted(+1)

Fair! Having it be a close call makes a lot of sense, and if you playtested the encounter cadence then that makes far more difference than my gut reaction!

Developer(+1)

No no, all feedback is valid! I think we'd need to playtest things multiple times to really know about balance haha.

Submitted

If you were going to scale the obelisk to the player count, I'd suggest increasing Wounds not AP. The way armor works in Mothership, if you don't have something that can penetrate, the number of shots you're taking isn't going to matter. Even at 30, there's a 0.1% chance that typical starting weapons penetrate (need a natural 30 on 3D10 to remove the armor), which basically makes it impossible to damage without house-ruled criticals. Unless you have a laser cutter, in which case it becomes trivial. 

(I think the Mothership armor mechanics are a bit silly and tend to house-rule them myself, but when designing a module, you kind of have to assume people are going as-written.)