Fair enough. I deleted the original post and will re-write it accordingly.
Yours was actually the first I reviewed and hence one of the longer entries, and I did in fact read through everything. I probably should not have made the scores visible to you because I write in a rather blunt and critical way. That's actually why I shortened them as I went along. These are all ~2000 words scenarios and do not take more than a few minutes to read.
Overall, I like the premise and the theme, but not the execution. It's well written, but I am not your target audience.
AeonDez
Recent community posts
Yes. I fuck with this hard. I love everything about this except I think it's missing a couple of NPCs with conflicting personalities and goals. Personally, I'll drop in a researcher and an (immune) android that are motivated to do something with and/or about this particular pathogen when I run it. Excellent work.
Very cool. The text is a bit cramped, and the layout could use a bit more polish and design to make it pop, but the art is good, the colors are good, and the alien drawing is very cool. I really like the dice tower as an idea, but not sure how this would work for online groups. Otherwise, very well done.
Weird but good delve into a strange cyberspace.
Nothing to complain about, and I'd definitely run this as a random filler adventure that can be easily picked up and played without too much prep or fuss. I'd personally drop the permanent stat losses in a larger campaign game, but that's just me.
The writing feels a bit forced at points, and the cube description was weirdly specific for reasons I don't fully comprehend. I don't get the myth connection, but that's not going to stop me from playing it.
ART — How good is the art/graphic design?
3/5
It's white text on a black background, and my printer will hate me for printing it. The Malfunctions table is cramped and difficult to read. The ship stats and sketches are cool
WRITING — How does this read? does it emanate with horror, humor, drama...?
3/5
It was great in the first half, but then gets weird and complicated when it starts talking about how many people are needed to carry it, and the implication that the players are there along with a bigger support crew of marines. The other ship as a complication was not immediately obvious either, but then once it clicked it seems like a fun time.
GAME DESIGN — How good is the game balance or concepts there in?
4/5
Awesome idea of transporting a dangerous artifact. Extract it, drive around without it breaking the ship, then get into a shootout and maybe some boarding actions and try to not all get iced. No "holy cow" moment, but otherwise, it's pretty great. I'd run this.
THEME — How well is the jam theme used?
2/5
Yeah, there's an ancient myth in there somewhere. Not truly important, because the rest of the adventure shines even without it.
LAYOUT — How well does the module get across information?
3/5
Wall of text, but it was actually a quick and fun read. The complications table is not fun to read. I'd also like a printer-friendly black text on white background version.
UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"?
4/5
Aside from some minor layout issues, I could print this and play it 30 minutes later.
FAVORABILITY — how much do you personally like the submission?
4/5
I'd play this, and probably wouldn't need to change much at all except to make it fit my players. They'll have a good time. Well done. (It's only 4/5 because it's cool but nothing screams "memorable" to me at a glance. If I am wrong and it turns out my players keep talking about it, I'll come back and edit this)