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Archifex

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A member registered Jun 11, 2020 · View creator page →

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Oh interesting! I didn't see that rule, that makes sense. I may have to tweak the wording on that in an update. After I read your apprentice rules, I also think our rulesets could work well together lol. 

I don't know if popularity will necessarily translate to high scores, I guess we'll see! I know people love illustrations, so I imagine a lot of the views and downloads come from that.

I really like the concept of this monster, it feels really original and horrifying. The abilities also do a great job of translating the concept into mechanics, with all the forced movement and exhausting the heroes stamina. It sounds like this is meant to be an alien threat in the upper worlds, but for Vasloria games I think it would also work very well as some kind of fey threat in a wode somewhere. 

My only gripe is that I really don't see any connection between the project and the "one year of draw steel" theme. Very cool as it's own thing though!

This is really well done! These are solid and very powerful magic items with nice flavor. I could see a fun campaign-wide quest to gather all four antiquities to defeat some fallen celestial trying to undo the laws of time. 

I'm not super well studied on the divine lore of Orden, so I honestly found the first section pretty hard to follow. That isn't necessarily a bad thing if you're intending for it to be a more cryptic passage that rewards those with greater setting knowledge. But just thought it was worth noting as someone that has skimmed the mythos but isn't in very deep, it was a bit confusing.

Another minor note, I think the Floebreakers would have the "unarmed" keyword. If they're meant to be weapons (which the ability text describes them as) they would need that tag to fit into certain kits. You might also want to add the "head" keyword to the masque of the reaping, unless it isn't meant to be worn? If not, it might be worth describing as a totem or something.

Not a factor in the jam rating, but I also really like the layout on this! The background and borders are a nice touch that make the end product look more put together. Good typeface choices too, I think we use the same header font in our projects haha.

This is really cool, and super imaginative. I love how much this leans into the kind of weird, alien side of Draw Steel. Feels kinda old school, like a funhouse dungeon.

It definitely looks like a challenge to fit a whole adventure on two pages, but I think structuring it as one big montage test was a good way to handle it. I never thought of running a "dungeon" this way. The hooks and consequences you provide look super useful, especially with the whole moon phase system. The built in encounter and potential rewards are also really interesting.

If I had one criticism, I don't think it ties to the "One Year" theme very much apart from the general passage of time being a theme. But that's less of a point against the project and more a detail of judging it for the game jam. As a standalone project, I think it really succeeds at what it sets out to do! I could see this as a cool little folding adventure zine, like those Mothership modules.

If you wanted to build this out any more when you don't have a two page limit, I feel like some kind of puzzle encounter or NPCs to interact with would be a great addition.

These are really well done! I like the idea that these are kinda like a wode's immune system against law, these little creatures that cause chaos to maintain the wode's boundaries. It's also a surprisingly well thought out monster squad for being built on puns lol.

The abilities on these guys are well designed, and tie nicely to their names. I wish we had more descriptions of what each looks like, but I can see that it's already pushing the two-page limit so it makes sense that a brief note up top is all we get.

This is a really cool and creative concept! I do think it's a bit complex, so I would only give this to the more mechanically minded members of my play group. The idea of tracking which stage you're on, which benefit you've chosen, and changing that every respite seems like it would be a lot of added mental work to me. I could see myself getting used to one benefit, then forgetting I had switched off it at the next stage.

I love the names of all the benefits. "The Looming Quiet" sounds sick as hell, and works well with the mechanics.

I don't think that all the benefits of these stages necessarily have to be balanced, but it does strike me as a bit odd that some are just strictly worse than others. Like spring's "budding talent" vs autumn's "a change in color." To get a skill in autumn, you have to drop another skill and it's only in the same skill group? Sounds kind of steep. Especially when other benefits just give you static bonuses that will have huge impacts on combat.

Overall I really like the flavor, and the concept of cyclical boons is really interesting. I could see other versions themed around lawful clockwork beings, or the four elements, or phases of the moon or something.