As much as I'd love to add more detail and explanation, every single word has to fight for its life in a trifold. I think this is ~1300 words in total. I experimented with adding more words than that, but it tends to make the page look too dense overall, especially when printed. It seems to be pretty standard practice for Mothership scenarios in my somewhat limited experience. To address the layout stuff like the whitespace, I went out of my way to avoid a more pedestrian wall of text.
I totally get the personal preference on wanting more guidance for readers and players, and it may just be that you are not the intended audience here (which is fine!). Mothership is an OSR-style game, where the GM and players are expected to improv and fill in the gaps themselves. Totally understandable that the trifold format is not for everyone, and it can be disorienting if you're used to traditional RPG scenarios that are multiple pages long. It's a different vibe for sure!
The product page description hopefully one day gets turned into a handout brochure in a round of post-jam polish, but I did not have time before the jam deadline to do anything besides write the text.
Either way, I appreciate the feedback!
AeonDez
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Pretty cool. Others have already stated that this reads like someone wrote a scenario for a game they don't fully understand the mechanics of. I would personally have liked to see more interaction with the survivors, and a better reason for entering. Maybe like a "we traded our important macguffin, and now it's dormant because we have no fresh shiny tech, can you maybe go in there to buy it back with your cool weird modern tech" would give a strong reason to engage with this, and it also telegraphs the gacha trade mechanic a lot more exciting because they keep trading important stuff to get the quest item.
Otherwise, this is cool. I'd personally borrow pieces, and add a few more human interactions and a better driving motivation (like mentioned above) but I'd run this.
This is decent, but could be improved in a number of ways. It's got good bones, but the combat overshadows the human element.
My biggest complaint is that this is basically D&D in space (but actually still in a dungeon) using Mothership rules. There's only really one way this is intended to end, and it's pretty combat-heavy throughout. It's a decent little dungeon-crawl scenario, it just doesn't really fit the Mothership vibe in my opinion.
The layout and art are serviceable, and the plot is fine, but there isn't really anything to solve, and there aren't really many meaningful player choices that resonate. Sure, there are mechanical tradeoffs to be decided on, but there are no real stakes aside from picking your flavor of danger.
As much as I personally dislike the usage of churches and religion that are analogs of Abrahamic religion (mostly because I consider them to be low-hanging fruit), this isn't terrible. Needs some more polish around the layout and some minor editing tweaks (like calling it 3 Cathedral instead of 3: Cathedral) but the politics are actually pretty neat, and this is a clean and uncluttered layout with a cohesive art direction.
You are certainly not wrong, and I respect your honesty. This is my first published scenario, and I learned a lot in the process, especially when looking at a lot of the other entries. The primary thing being that art and layout aren't make or break, but they certainly count for quite a lot when you've got 2 sides of one page to form an opinion. I'm not an artist, so I went for functional over pretty, and with more time in the oven and maybe a collaborating artist I definitely would have have liked to punch it up a notch and make some deeper thematic connections.
I had some additional ideas for the monofiber's mechanics, as well as navigating the labyrinth, but in the end they were too gimmicky and took up valuable space I needed elsewhere, so I made the decision to cut them.
I appreciate the feedback!
Ok, that was a choice. I respect your power move to make 2 of your 6 panels exclusively dedicated to a random spacer in a bar telling a spooky story. If I wanted to foreshadow (pun intended) the Iralos then toss it into a later scenario, I would definitely reach for this as a downtime activity. I'd really like to see a part 2 with a proper encounter, but hey, you did the thing. GG
Ok, this is cool.
I keep trying to find reasons to hate it because I have strong feelings about tossing around names like cathedral and Solomon and altar, but...you nailed it. I can't find anything to complain about. I'll try anyways.
The layout is a bit dense, and it takes 2 reads to understand what is actually going on and how it all works. Easy to miss key details that way.
You do have a typo in "Thrusters", though. Your version says "Thursters" which I now wonder if this was intentional...
Good stuff!
"Random mysterious thing that drives most of the crew insane except the player characters" is a well-worn trope, but it does what it needs to. The Melded are my favorite part, without a doubt. That's a clever mechanic for determining HP, and the name and visuals are good. The NPC tiers seem like a design artifact from an early draft, and could probably be cut. I'd recommend swapping the stars with various numbers of points for alternate shapes for black and white printing friendliness. There is a lot of purple prose taking up space that could be better utilized, which seems to be a common theme across the submissions to this jam, but they add some nice flavor, so they get a pass here. The art and layout are good, but I can see this turning into a confused maze. The whole thing is basically "navigate a bunch of enemies to get the doors open to kill the captain and use his keycard" and I'm not really seeing the "Survive, Solve, Save" elements and this reads like a prose-heavy DOOM level more than I think it needs to. Overall, it's a fun little dungeon crawl, but I think it's missing that special something that makes it memorable. Final note, the setup does not account for players who already exist, and a quick note that any personal belongings or weapons are stored in the crew quarters or armory fixes this.
Thanks for the feedback!
There is a boatload of mythological significance scattered throughout, but they are deep cuts that aren't immediately obvious. I was going for subtle, and didn't want a simple retelling of the Minotaur tale.
The d55 dice cause a probability cascade. The base chance of getting a story encounter is 20%, and it increases by 4% after each random encounter. A d20 would unfortunately break this and make the scenario a lot flatter.
Statistically, this is only about 12 encounters long, including the story beats, so while individual entries are punishing, it's unlikely players will see everything in a single playthrough.
Thanks for the feedback!
The T9K is certainly deadly, but a monster that blows over in a stiff breeze would be anticlimactic. I'm newish to Mothership overall, and haven't quite nailed monster threat levels quite yet. I figured it being able be paralyzed after 2 rounds of riding the bull would be sufficient to end it without a TPK.
As far as the tables go, a d20 is actually not right for the math in order to get the desired outcome here. It's a weighted escalation table, where the longer you play, the more likely you are to get a story result. It keeps the scenario to about 12 encounters total, and you're only likely to see less than half of the results on a given run.
1000% YES. THIS is how you do Mothership. Weird, dangerous, and extremely likely to get players killed, but they'll jump in feet first.
I agree with the other comments. This is going right on the top of my "ready for game night" pile and this franchise will exist in every backwater spaceport and grungy station.
Phenomenal. This is peak Mothership. Admittedly, I can see some players getting annoyed at the prospect of losing their ship, and the random encounter rolling is a bit aggressive at every 10 minutes (takes my group like half an hour just to figure out if they want to open an unlocked door) but that's relatively minor critique.
It'll take a bit of work to get this ready to play, but I will definitely run this.
Love it.
My only two complaints are that this is linear (I personally prefer players to have more agency, but that doesn't make this a bad scenario) and that I'd like to see slightly better layout in terms of separating the days/nights. Maybe some slightly thicker lines or something. Super minor overall.
Fantastic work!
Clean design. Maybe a bit barebones on the layout front, but I am a sucker for a clean printer-friendly black and white design. There is a bit too much text overall, but this could be fixed by stripping some of the purple prose and letting the Wardens do what they do best (for those Wardens reading this, SPOILERS: The thing you do best is describing things). This reminds me of a novel in the Laundry Files series (high praise for you in case you've never read it, because that book series is my jam, at least for the first few books). That being said, I actually really like the tongue-in-cheek humor and presentation of the flavortext. It's like you read my mind.
The only thing I think is missing is an "oh, fuck" moment for the players but maybe I'm missing it. The final encounter feels a little forced (I'm not a fan of psionics in my games, but that's just, like...my opinion, man).
So in summary: clean layout, good use of simple tables, fun scenario, tighten up the text and break up the wall of text with a few boxes or horizontal separation lines, and this is a solid scenario, but personally I'd replace the final encounter with something less predictable before running it for my group.
This is awesome! I would really like to see this expanded out into something much larger, like a full-blown space station across several full pages. This almost reads like a teaser for all of the questionable things that could be going on. It's trying to do far too much for a trifold, and suffers from feeling like it's stuffed into a box, but that box is still full of cool stuff.
Well done.
Fantastic supplement.
As others have said, I really think the strongest part of this is the table, and I'm extremely likely to use this. I'm ambivalent about the rest of the it, as it's not quite my jam to track yet another thing. Objectively, this is a very good way to add some much-needed depth to Mothership characters.
This is very cool. At first, I was not very enthusiastic, but the more I read, the more I see the chaos this scenario will sow amongst my players.
I'd recommend giving it a little more time in the oven and tidying up the art and the spelling/grammar/editing, but it's pretty close. As is, it reads and looks like a rough final draft.
That being said, this is cool and very Mothership. I'm excited to run this one!
I'd play this, although I'd probably change a few things around to fit my group. The monster is very strong, which isn't necessarily a bad thing. It's a solid scenario, and does exactly what it says on the tin. I would have liked to see some deeper mystery behind the Siren or the scenario as a whole that's worth investigating.

