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I really like how you used Rhythm through the drums, the songs, and the ritual itself. I also enjoyed the use of the masks as ritual tools rather than simple disguises.

I never would have imagined a TTRPG built around performing a ritual to bring back a Great Moth, but I genuinely found the concept fascinating. The different choices of masks and drums also seem like a nice way to vary each character's role and approach.

My main difficulty was understanding how a campaign is meant to flow in practice. I couldn't quite picture how one session transitions into the next, how long a Moon event is expected to last, or how the adventures and the ritual alternate over time. Since some Moon events sound like they could become full adventures on their own, I also wondered how you keep the ritual moving forward if the group spends several sessions exploring a single event.

I also wasn't sure how the game scales with different player counts. The ritual revolves around the Seven Drummers, but I couldn't figure out whether the players are meant to portray all seven, whether the remaining drummers become NPCs, or if there's another intended approach.

Finally, I think the handwritten font fits the atmosphere really well for the titles, but I found it just a little difficult to read at times.

Have you had the chance to playtest it yet? I'd love to hear how a typical session unfolds. I think even a short example of play or an actual play would make it much easier to picture how everything comes together.

Thank you so much for the feedback, it's always super helpful to get someone else's point of view to see where things were not as clear as I thought. I had to rush things a bit as this was mostly made in a week as I was away on vacation the first two weeks of it :)

Regarding the ritual, my main idea was to have some kind of vague adventure seeds of sort the players would have to accomplish in parallel to the ritual continuing. The seven drummers are meant to be village elders performing the ritual and not necessarily the players themselves, I should have clarified that, but I guess some turns of even could allow some of the players to be part of them (the challenges they would have to accomplish would then be something more like internal struggle or connected to a dream plan of sort maybe).

As I said I had to rush a lot of things to finish it in time and the writing as well as the mechanics are still very rough on the edges. I'll try to find more time to figure it out and polish it better when I can though.