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Really strong and original idea at the core (haha) of it all. What you have is also well-written and clear (although there's room to add more). I think the random table for descent should just be a strong sequence of layers (Wardens can skip the ones they don't like or reorder/randomize themselves). The relics could be tied to locations. Once the crew gets inside, the threats are a bit limited. Explicitly having the giants going mad all around them, maybe one hunting them through ruins, etc. would add some dynamic pressure - falling rocks aren't that exciting on their own, so use those a bit more sparingly or have them trigger other events (you're already on the way there, but can go harder on that!). I'm not sure how I'd effectively convey the A/B choice and its consequences at the end to players. What would a third option look like? What if the crew never go to the generator? The module seems a bit reliant on certain sequences of events, both on the descent and exploration. Good job overall though, I'd use this as the strong basis for designing my own larger adventure.

(+1)

Hey, thanks for the feedback! The threats themselves were meant to be limited as I wanted the focus to be in the feeling of the place rather than specific dangers (a sense of melancholy rather than terror). I get the feedback on the descent table - I'm not sure I'd turn what I have into a sequence of events or have a series of events with this as a modifier table.

I may expand this a bit into a zine down the line so that I can add more content while maintaining the minimalist design, but we'll see!