Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Chimera Industries

10
Posts
1
Followers
1
Following
A member registered Oct 05, 2024 · View creator page →

Recent community posts

Oooo these are great ideas! Just another reason for me to put together a player-facing full-corporate pamphlet haha. I love the idea of incorporating shore leave rules there too. Thanks!  

I appreciate the feedback! My intended goal for module use is that the players will be in the clinic and at some point it goes into lockdown/doors shut. In order to re-open the doors, they need to get to the Control Room and disable the airlock to then leave. 

In the midst of the lockdown, the A.I. running the clinic has uploaded itself to the perfect specimen and is “performing survivability testing”, whether you interpret that to mean for the specimen itself or to evaluate the players. 

I figure this location could be used in Prospero’s Dream a few times without triggering the trap if players want a location name for shore leave or if they visit for other reasons. Then at some point, the A.I. triggers the events in the module. 

Based on folks’ feedback all this may be too interpretive/free-form, so I plan to  either add more concrete details in the form of “handouts” like the terminal entries that explain things further, or figure out how to explain this in the corporate pamphlet without breaking the “promotional pamphlet” feeling. Maybe using some legal jargon. 

The combination of corporate pamphlet shilling their product, ominous legalese, and tools for wardens to drop this into their games is masterful! Fantastic work!

Agreed that I think you have a really solid core here. The FSDD device is interesting, the initial mystery is intriguing, and the locations ooze charm. 

There’s a lot of info to digest here, but page 2 does a good job summarizing the backstory for the GM. That being said, I think there’s still a lot of details here. If anything you may benefit from cutting some locations for the pamphlet but you may also have enough to expand this into a larger zine/adventure if you flesh these out even further. For example the Hydro and Finkel’s Noodles are great locations that add to the gang dynamics and vibe, but may not be necessary for the core mystery. There’s even a whole chase scene and associated mechanic here that could be added on to!

Other polish item would just be some extra editing to catch some minor items.

Also wanted to note that I like the “Why are the Players Getting Involved?” options as it makes it easier to hook players. Once they’re hooked, I’m sure the vibe and the mystery will continue to draw them in.

Overall I think the module could use some polish, but this is a fun concept that could even be expanded upon as a several-session side adventure!

Oh I didn’t even consider that, I think that could really work! So like a fully fleshed out pamphlet without popups to share with players in-universe, and then a version for the GM with popups that gives a bit less room-descriptions and keeps the horror (basically what the pamphlet is now). 
Either way I love the idea of having a full in-universe pamphlet to hand to players with all the corporate stuff in it. Thanks for the additional feedback!!

I appreciate the feedback! There’s certainly a mix of details for the GM and things that can be used as handouts for players in there, without either being clearly defined.

Do you think specific details of what’s included in the rooms, told through the flavor of the “outer” pamphlet from Halcyon be helpful? Also, would more clear-cut “this is shareable as a handout” and “this is for the GM” distinctions clear things up or would this take away the “in-world” effect for you?

(1 edit)

Thank you! All credit to Dunadd from the Mothership Discord 3pp channel there haha. And oop I don’t know if that one was supposed to be visible. I might need to do another check to see what’s covered and what’s not. The meat of the module should be in the popups. 

I appreciate the feedback on the final threat as well! I can make that a bit more prevalent both in the stats and maybe in other sections post-Jam

Thank you! I’m glad you enjoy the last final touch there, figured it would be a nice surprise for players who were too confident, and a nice tool for the GM to keep in their back pocket. 

Thank you!! And noted for the monster stat in room 11. Will likely add a title after the Threat Assessment portion to say something like “Threat Assessment: Tempest, the Perfect Specimen”. Thanks for the feedback!

(2 edits)

I love the concept of players being trapped in a shifting maze of rooms. The mechanics of moving from room to room also seemed fairly streamlined once I got my head around it. 

The visuals and vibe are perfect for a harrowing trek through a liminal space. The image of the shopkeeper on the cover alone drew me in just like the players would be drawn into the shop! 

A point for additional polish, I think bolding the reference to Return to Start at the bottom of page 3 would help folks find it more easily.

I think this module is an excellent 1-2 shot to nestle into Prospero’s Dream!