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There's a lot of good ideas in this adventure, and I think if I ran it my group and I would have a good time. That said there are a lot of aspects that I found confusing as I read it that I'd need to resolve as the GM before running this.

I recommend taking another pass at the "Where are we" section. This is the most important section for GMs to get their bearings on what the core of the adventure is about. As it stands it makes a lot of statements and then immediately contradicts them, so as a reader it was hard to tell what was actually going on. 

I LOVE the vision and memory tables. They're an awesome idea for a table to roll on. However, I'd add some guidance on when to roll on them. 

Lastly, what are the "Fracture and Reform" sections? When do I implement these? Do all the characters experience these effects any time they go down a level? If so, and I've lost my memories by the time I got to the bottom why would I stop the transmission?