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In response to your request for more comments from the Discord, I'll go a bit heavier on the nitty gritty:

Design/Typography:
- Bullet points: Try to keep them a bit more aligned, and keep the second line of text starting where text on the first line begins.
- Capitalization after a colon: Prefer the capitalized version, but ask yourself if you need the colon. Also watch out for double colon use and avoid if possible.
- Bold text: Be a bit more judicious, perhaps keep it to nouns (simplify longer ones). You have color coded characters so you could also use that, though it's already at risk of getting too busy.

Game design:
- As I understand it, the resets would happen a bit too early once characters die - you could put in a delay there, to be after the second H.O. dies? There's also no possibility of NPCs dying in front of players as that also causes a reset. But then the Baba Yaga hunts youngest remaining? Didn't quite follow here, but playtesting should produce an answer.

- Groundhog day scenarios can be frustrating, how have you prevented that?

Theme and setting: It's implied, but I think the environment would also transform to match the current myth. There's not much space left in the locations section, so telling the warden to get creative about that could be a neat solution.

Cool stuff: NPC ages! I don't see many pamphlets with this in, and while not necessarily essential, it's a good anchor to have at your disposal.
The offset print effect: Nicely executed, good color choices
Myths: Nice collection, I would want to give enough time for each to shine if I ran this.

(+1)

Thank you! This is exactly what I'm looking for. I really appreciate it.

Regarding the deaths, I was thinking that it would be better to have a delay so that the resets occur just after a death, and in fact that's how I ran it when I playtested it, but this creates a problem where I need to have a content warning for child death, which i think would turn off a lot of people. I would remove children from the module, but the youngest being the only remaining conscious colonists is important for the explanation of the "illness," that it's caused by forming too many memories and that children have more space to form them. 

I think my wording for Baba Yaga might be confusing. It just means that of the PCs and colonists that remain conscious, she goes after the youngest. Most likely that will be the 12-year-old, but you never know who people will play as. 

I don't know if I've prevented the groundhog day scenario frustration, but I've tried to put in multiple ways to solve problems. For example to get into the lava tube, you can disable the power (it's a power-locked door), have the Bulgasari eat its way in, (it's metal), or convince Kwame to let you in. I was going to also give Jedda a key to the door, that she presumably got from the mayor, her dad, but didn't have room. 

For getting up to the greenhouse, I did a worse job. You can use the fabrication machines to build something, which is what my players did. I also thought you may be able to have the Sluagh pick you up and drop you there, but they're going the wrong way. You couldn't just get the repair tech to fix it, since I described the cabling as snapped and coiled on the ground and they'd have to climb up to replace it. And because the polyhedron is in the greenhouse, you can't yet combine myths to have the rain cool the lava flow enough to climb it, say. 

Anyway, thank you so much for taking the time! Lots to work on and tweak after the jam.

Oh, and I was curious if you had any suggestions for making the resets less frustrating for players, if that's even possible given the nature of them.

There's hard and soft resets, but your scenario is on the extreme hard end.  The core of the issue is that resets delete player agency and the feeling that what they did mattered. This is also distributed unevenly across both players and crew - some people will engage more, and some of the crew members will have got more done, or have more suited skills for the situation, exacerbating certain players getting more spotlight. 

The most successful modules turn the reset into a feature rather than an inconvenience, as well as making it a clear part of the puzzle that can be a positive. 

In terms of solutions... I think dialing down the hardness is one option. At the moment the reset works like magic, but it could also be an absolutely horrific physical process. If the process is flawed, limited or messed up (or gradually getting worse) then that allows more actions to be retained across realities, and consequences to slip through and persist. The other key source of continuity is puzzle pieces - knowledge is another means of crossing the reset boundary (the main means in fact), so you could make figuring stuff out a more central mechanic. 

(+1)

Great suggestions, thank you!