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(3 edits) (+2)

I really like the cover. Great color selection and use of fonts. I appreciate the space and room you were able to give it.  

I haven't played Shadow Dark and am unfamiliar with it's lore, so I'm assuming this is more intuitive to someone who knows those things, "Ranmyaku, Chaos-Papess, rides this decaying orbit into the gas giantʼs core. The World-Makers trapped the Old Ones inside during the Dawn Epoch; now, Ranmyaku's sacrifice threatens to free them!" I have done enough of these that I get the gist of it all, but it might be worth elaborating some on  Ramnyaku, Chaos-Papess, World-Makers, Old Ones, and Dawn Epic if a Shadow Dark user wouldn't be familiar with some of the terms.  

I love the use of the spiral map, excellent leverage of the theme. The map is super flavorful as well.  

Hell yes, barbarians riding pterodactyls in space. It gives me Heavy Metal vibes. 

This is very minor,  but it might be worthwhile to experiment with different background images or textures or perhaps more stylized header fonts. There is a little bit of a brochure feel, especially with the timeline flowchart on page 3, which does a disservice to the content.  

I love the illustration of Ranmyaku and that she's bathing in poisonous serpents, badass. 

 I don't think you necessarily need the random encounter table, it sounds like there is something going on in each room already? 

Super fucking fun. Love the story and the art, would love to play this someday. 

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Thank you! I appreciate the longer review. I'm glad to evoke Heavy Metal; I love that movie. It's really a bit of an Appendix N reinterpretation itself, isn't it? I should have put a Locnar in the Treasure Vault, now that I think about it.

I really appreciate the constructive criticism. It can be hard to put honest, good-faith critique out there in Jams; we all care so deeply. I hope that if I respond to some things you've said here, you see it as engaging with your thoughts. If I seem defensive, forgive me! I'm a proud papa to this weird little module.

First, don't worry. Being familiar with Shadowdark lore wouldn't have made any of this nonsense more intuitive or familiar. What's a Chaos-Papess? My explanation is Here.

For the design, I should admit, I did not give Ryan much time at all to work his magic. My own incompetence came very close to making this whole thing a plain text document, and my Wednesday night game crew stepped in to save my bacon. Your point is well-taken, and I'm sure we could zhuzh the whole thing a bit, but I need to say that, if anything, my content does a disservice to the design, not the other way around.

Re: Random Encounter tables, I actually think Shadowdark needs them more than most similar OSR games. Because torches burn down using a real-world-time timer, there are less game-world-time constraints. Random Encounters become the thing that stops the party from feeling like they can pause, barricade the doors, and hunker down until they recharge. Without them, there's a disconnect between the game-time and real-time elements. In other words, Torch Timers keep the party moving; Random Encounters keep the characters moving.

Anyways, thank you again for the serious review. I hope you don't mind me responding! If you do get a chance to play the module, please let me know how it goes. If nothing else, enjoy Shadowdark! It's a fantastic little system.

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I appreciate the response and take no offense! Again, great work!