Play pamphlet module
The Albatross - A Cosmic Cryptid for Mothership RPG's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #1 | 4.160 | 4.160 |
| Overall | #6 | 3.886 | 3.886 |
| LAYOUT — How well does the module get across information? | #9 | 3.960 | 3.960 |
| FAVORABILITY — how much do you personally like the submission? | #9 | 3.720 | 3.720 |
| THEME — How well is the jam theme used? | #9 | 3.800 | 3.800 |
| UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"? | #11 | 3.800 | 3.800 |
| GAME DESIGN — How good is the game balance or concepts there in? | #13 | 3.640 | 3.640 |
| ART — How good is the art/graphic design? | #14 | 4.120 | 4.120 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The printer friendly option looks great! The letter on the back is fun, though the image on the inner flap makes the text a little hard to read there. Well done!
Thanks so much! Do you mean the "crew/system" dialogue or the "Cryptid of the Week" section? Appreciate the feedback!!
Very neat idea to prevent a TPK after a ship battle gone wrong.
So many scenarios end with a helpless jettison into space, so I very intentionally wrote this as a solution! Glad it came through!
Cool submission! Its very evocative. Although a little light on actual content, I do really like the content that is there. In my opinion this is how the unconfirmed contacts reports should have been done.
Very kind words! I was aiming for "as good as" the UCR so I'm stoked you felt I made improvements!
The design of this is just great. Lots of visual interest without feeling cluttered.
Some thoughts:
This is a really fun creature/encounter and I wish there was an adventure here too. It's also disappointing the players won't see the in-universe documents that are part of the module. They are so good.
Thanks for the feedback! Great points all around. The wake commands imo would have been to ensure that whatever civilization bred the Albatross would be awakened upon arrival (I imagine their cryopods/ship systems would have worked differently to necessitate this, or that they would have had the tools to stop the transmission).
I might put together a player-facing handout that has only the in-universe documents!
It's bad luck to kill a seabird! Love the flavor of this, seems like something that GMs can easily introduce and looks like it would be really fun to slot into an ongoing campaign.
Edit: forgot to mention my one piece of constructive criticism--in the printer friendly version, the white text with the gray drop shadow on the white and gray background is a bit hard to read. Maybe gray text with a black shadow or just black text would be easier, I don't know.
Good catch on the printer friendly bit, will be tweaking that post jam for sure!
I loved this one on sight and will repeat praise from my previous feedback in that I think in-world artifacts and handouts are very underrepresented across all of ttrpgdom and are one of my favorite things about Mothership's 3PP scene in particular. Part of this necessarily needs to be statted and given Warden context otherwise the whole thing could be given over to players. On its own it's difficult to say this is anything less than near perfect in what it set out to do.
I suppose the solution to having a handout only version is simply to show or print one side so I can't find much fault in that!
Well-conceived, super useful tool to have at a Warden's disposal, solid visuals!
Art: Love it. I often tut at people relying on found public domain art but this is an example of doing it right, and of course combined with your own original work.
Writing: Great. It does a lot with a little. The visuals and words work together to tell a clear story.
Game Design: The concept is fantastic. Really original and could be slotted into many campaigns. I think the only omission is an indication of their speed or what a typical towing time would be like. Presumably it must be survivable, as long as the Warden rules that the ship can somehow produce food. It's less interesting if the players have no choice but to attack. I think some guidance there would be good... are we talking about trading 1D5 years of lifespan for a tow, 2D10?
Theme: Does Coleridge count as "ancient"? Well, the mariner is ancient and the poem will be ancient by the time we're doing Mothership things in this Universe, so I'll allow it.
Layout: Looks great and is easy to read. If you wanted to fit more material in, there's room for it, but it's hard to criticize anything here.
Utility: Only complaint is the same as for Game Design, leaving the Warden entirely on their own to figure out what the travel time would be and whether that's survivable without cryo.
Favorability: I'll be surprised if this isn't in the Top 10, although I've been surprised before.
More guidance on travel time is definitely something I'll plug in post jam! A rolled travel time for each destination on the random table might be the angle I take. Thanks so much for all the feedback, super appreciated!