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(2 edits) (+1)

This module has solid setups for fun gameplay and explosive combat. I like that you could have two or three distinct phases, getting the TCU from the mine, hiding in the asteroid field, and ship-to-ship combat. Very cool. I also like the mechanics for powering and moving the TCU.

Some questions and feedback I had:

  • The "Thermal Containment Unit" panel and "Why Are We Here?" panels could be swapped, since the former will be read before the latter and it's an entire panel about a device that the front panel doesn't mention, but then you'd need to explain what "TCU" meant in the Why Are We Here panel.
  • The screen effect over the text made it hard for me to read. I had to zoom in.
  • #20 on the fault table may be too extreme. You could lose the whole module with one die roll, which may be frustrating for some.
  • I don't know if you need to note that the captain of the Promethean Flight is unknown. I also found the layout for the last two panels to be confusing. The Promethean Flight panel says the captain is unknown, but then Cpt. Faust is listed under its description. I'm also not sure which ship would have the corp marines vs merc marines. I'm guessing that because Cpt Faust doesn't like pirates, the Eagle Gallant is the corp ship, right? 

I like the tone of the module. It would suit a more grounded military man/working class campaign.

Thanks for taking the time to give some feedback! Its my first time making a trifold so i was bound to make some mistakes and this is all great info for me to dial in the next one.


To respond to your feedback:

  • This is likely just inexperience with the theory level of making a pamphlet. The way I generally read them is to get the title and premise from the front and immediately turn to the back, which I decided to give the reader information about how their players will be interacting with that premise. Its possible I could reword things to avoid mention of it or swap them, but I'm not sure I would know the "right" way to do it.
  • This is repeated feedback I've gotten and will absolutely be tweaking that once I've settled on edits for a v1.0
  • I might just be a cruel GM, but its pretty standard stakes in my games. Technically no one other than the Captain has codified punishment for just launching the TCU out the airlock, but that only solves one problem. Also the TCU needs 20 total faults for that to even be possible.
  • The redundant info on the captain was mainly to maintain the symmetry of the panels, which definitely didn't help with the fact that the rest of these editing issues came from being crunched for space in these pages. I could possibly add some boxes to section things out, so more things to be considered when I make a post-jam version