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ChrisAir

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A member registered Oct 26, 2021 · View creator page →

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Hi SteamMonkRPGs! This cover expressly takes inspiration from Thracia and is the cover image for the Jennell Jacquays Memorial Game Jam, Return to Perinthos. All of these entries are currently undergoing writing, illustration, editing and layout preparation to create a for-charity crowdfunding project. You can read more about it on the Jam page!

This isn't pixel art; it's AI art.

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Thanks! More nuggets in the upcoming zine, too, including some info about the Serpents, :)

I must admit that layout design is not my biggest strength, haha, so I've got the character sheet on the backburner for the Zine Month itchfund!

Decided not to rush this. Updates are coming, but with a fully fleshed out chargen procedure.

This is such great dark comedy for a space horror game. The oneshot we played featured a riduculed Marine whose colony was taken out by "goblins." They came out maimed but victorious on Icarus Station, so I can't wait to send them to Goblin Planet!

Fun writing, great design, and a whole lotta (goblin) heart.

Haha, glad you liked that one! I love that weird lil freak.

Yes, I'm working on the player's guide for a February release!

The new character generator has a new class (changed to Mind), ten Forms with Loadouts, and a d100 Past Life table.

The book will be text only for now (maybe my goofy and bad illustrations). I'm thinking about doing a Zine Month itchfund to pay for professional art, and continuing work on character advancement.

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What would you say to a Weird Places Cut'n'Paste Zine Jam?

Thanks! A hodge-podge from my photo gallery of impactful moments and various voyages: D.C. Vents, German bunker tower, and that hallway I wish I could forget that's entirely too close to where I live.

Yes! We've had so many great games this year, and more to come!

Thanks! I built these with a mix of Affinity Publisher and GIMP (and a bit of Blender for the fleshy texture on the bio-ship). But Affinity is what helped me keep these rooms so clean and structured.

Thanks! It's probably my deadliest Mothership adventure yet, haha. Let me know if you manage to get it to the table, :)

Thanks! The adventure definitely took the longest to write, so it's wonderful to hear that work paid off, :)

Thrilling and compact game of medieval intrigue. It's been nearly 20 years since I've been to Salzburg, but this pamphlet game took me right back to those streets.

Reading this makes me want to print a pack of these and drop a few in some cafes and pubs around town.


Thrilling and compact game of medieval intrigue. It's been nearly 20 years since I've been to Salzburg, but this pamphlet game took me right back to those streets.

What a lifesaver. Thanks so much for contributing this to the indie scene, you're the best.

You're a winner! Consolidated Sentience has awarded your Crew with a Free Android and Factory Tour voucher, so please, join FLASH and GOLD on this illuminating tour of Con/Sen's facilities...

When I saw the Bot-tober Jam, I immediately had the idea to do something with Mothership Androids linked to my Proxi MT Android Merchants, but wasn't able to finish the project in time.

Thanks Kay for adding this late submission!!

The dread strikes through so well in the writing. I especially like the idea of assisting the people of Sorrow's Field as some strange new horror wanders into their desolate lives.

If I were to run this hexcrawl, I think the locations are adaptable enough to mix and match with an existing dungeon (especially C & F), and this 18 hex field would be the aftermath for the survivors to explore. 

Hi Andy,
This is an unofficial, as-yet-unlicensed Mothership RPG adventure, sorry for the confusion. Those letters stand for Combat, Instinct and Armor Points.

Fucking hilarious. This needs to become a new standard.

I am at a loss for how to run this. I read through the All4Two/Scene Builder rules on the Goblin Market page, but was still left a bit confused. Being more declarative in the introduction section on what the players are getting into could help a GM to figure this out. 

The situation itself is wild! There's a solid feeling of opposition, push-pull, going on, and it's hilarious that a wig is the cursèd item that can set this off. That said, Donatela's role could be more explicit for the GM, and the "Plot" section feels a bit railroady. For example, I think it could be interesting to build in a piece which would allow Acting Governor Orville to be corrupted before Barnabas releases the new song. It would be harder, but with added payoff, perhaps? Just thinking out loud here a bit, feel free to ignore me, haha.

Wow, this is a proper zine!

First, gotta say that other than that rather rad-looking Sloshies dude, I don't find the AI art very interesting. AI art in general is all so samey, so many people are using it now, and its contrast with the much better illustration work is jarring. I’d love to see Gabriel Hernandez illustrate the rest of this zine (that 17-18 spread is fantastic), perhaps using the included AI art as templates to keep the same feel.

Austin’s writing on this zine had me cracking up. The rent-controlled motel, Punchcard Policeman’s Mien being determined by the Fashion Value of the PCs’ hat, the puns in the gangster Mien tables, the background descriptions, it was a fun read. Not many clues exist, however, for the players to be able to solve this investigation. The setting and characters are so well written that the whole neighborhood comes alive around the hotel. With all the dynamic characters and locations, I would want to spend more than one session with this adventure!

I agree, but since The Great Crossing Heresies isn't an officially licensed 3rd party product (yet!), I erred on the side of caution and decided not to cite the product.
Thanks for the readability feedback. I'm in the process of developing this as a gatefold pamphlet with slightly larger text, and I'll lighten the backgrounds by another 5%.

The "Annie's Personal Collection" table had me cracking up. I can already see how I'd run this as with corrupted GLaDOS vibes for Annie. In fact, I'd probably add some annoying ttrpg "puzzles" into the session to reinforce that angle. Looking forward to the spiral bound copy!

The metro car/trailer park setting location is just so much fun, with their nutso dog chasing away intruders... reminds me of my childhood, haha! For real though, it's practically refreshing to read such a domestic (domestic, as in dealing with the home and normal life) problem for a SF adventure.

My favorite mechanical bit is the dog's innate radio-jamming ability.

My favorite narrative consequence only applies if this adventure is set post-Eros incident. How would the players react and deal with the owners in that case? The dog isn't a monster like the vomit-zombies, but it's still a dangerous protomolecule hybrid. That's an angle that could be further exploited in the adventure, especially knowing how valuable that dog would be to potential buyers for the players.

Also, after reading your adventure, I better understand what kind of rpg writing style you prefer!

The map is indeed a watercolor painting I made and scanned, ^^

I am a bit confused, however, about what you found hard to understand with regard to the situation, problem, and goals (resolution). The situation and problem are along the banner of the pamphlet, and the title states the two potential goals: Evac the Exec, or Snag the Suit. The players choose which job to take, either evacuating Ori Moineaux, the executive, or snag (i.e. kidnap) the man while the station is in chaos.

Thanks for the feedback, these jams are always good to dig into the misunderstandings people have with an adventure. All about helping each other improve, so please feel free to dig into specifics!

Hilarious tone, and definitely a cathartic adventure for many players, haha.

I like the countdown timer, and especially the 5-minute events. I suppose the most difficult hurdle to running this is generating enough obstacles to obstruct players from completing the sabotage without time to spare. Perhaps more varied goals that bring players closer to the limit, or even not explicitly naming the goals.

Awesome, thanks for the opportunity! Here's the link: https://chrisairiau.itch.io/great-crossing-heresies

Well I'm a big dummy... thought this was noon on Sept 15. Just finished a playtest.

Any way you'd accept a late submission?

Thanks for the comment! It's so great to get some writing feedback. For the (maybe overly) technical bits, I'm gonna take a guess you mean the Snag/Evac Operation Actions on the inside flap (1st page, left)? Or was it more so an overall tone kinda thing?

The inside flap was my attempt to summarize and adapt the greater portion of Jean Verne's Follow the Convoy pamphletinto one pamphlet section. The inside of the pamphlet, the tables, map and tile types were the most fun to write, :)

I'm hoping to read and review Hyperspeed submissions on Thursday.  Looking forward to giving KPED a read!

Ha, Tachycardia, yes? That one's got a slick layout, and I love the station design.

Awesome! Thanks a million for clearing all that up.
I'm hoping to get an official license on this one before I submit, but I will plop in the unlicensed version if not.

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Hello, so this Jam and the Follow the Convoy Jam schedules cross, and I created a submission with the rules and themes of both jams in mind: Using the FtC procedure and Hyperspeed's "Keep moving. You never know what might be catching up." theme. However, I'm just now seeing the "specifically for the jam" and "no more than five essential images" part of the submission rules. Snag the Suit/Evac the Exec was made specifically for two jams, and I'm not quite sure what counts as an "essential" image, but I think I'm OK there. FWIW, I may have been led a bit astray by some of those that have already submitted, :sweat_smile:

All this to say: Would you be so kind as to verify whether or not Snag the Suit/Evac the Exec (which will get an font & small writing revision update this weekend) is suitable or not to the Hyperspeed Adventure Jam? Thanks for your time!

edit: for clarity

Great to see a jam open to all sorts of ttrpg systems! And there can never be enough pamphlet/short format ttrpg jams. Ryan, your Lumen games look great!

I'll be submitting a Mothership RPG one-shot. I'm planning for it to be within the same setting as my Themed Horror Jam #7 submission, and my forthcoming submission to the Follow the Convoy Jam.

Alien creatures, space-religion zealots, Gothic horror setting on a Forever-Rain planet. Excited to start putting it together, :D

Thanks for playing! I know ttrpgs aren't the easiest to go solo, so I really appreciate you giving it a go, :)

Intense atmosphere, and I dig the grainy filter. A bit of UI problems with the journal not getting out of the field of vision. And while the high camera angle helps to create a limited, sort of claustrophobic field of vision, I'll echo the criticism that it's more of an annoyance to fight it than adding to the experience.

The soundscape, landscape design, atmosphere and lighting is quite spot on for the feral beast horror vibe. At first, I was a bit jumpy, even. The actual gameplay and story doesn't build much beyond that, unfortunately.

I had no time to read the intro, and had to look up the itch page to figure out what the point of the game was: to find the village by following the moon. A couple title cards playing out a little longer at the start could solve this.

At one point, I stood a few steps away from the Tiger just staring at it. It doesn't move. I turned away to see if it'd move towards me with my back turned, and when I turned back, the tiger was gone. If the tiger would come closer, even slowly, towards the player, it'd be much freakier.

The soundscape, landscape design, atmosphere and lighting is quite spot on for the feral beast horror vibe. At first, I was a bit jumpy, even. The actual gameplay and story doesn't build much beyond that, unfortunately.

I had no time to read the intro, and had to look up the itch page to figure out what the point of the game was: to find the village by following the moon. A couple title cards playing out a little longer at the start could solve this.

At one point, I stood a few steps away from the Tiger just staring at it. It doesn't move. I turned away to see if it'd move towards me with my back turned, and when I turned back, the tiger was gone. If the tiger would come closer, even slowly, towards the player, it'd be much freakier.

A fun solo journaling game! Could be a little bit harder on Day 1, I think. I've made a blog post sharing my game playthrough and thoughts.

The trigger for the protagonist to see Faye is still in place after the first time. So if you leave the room and backtrack, you'll see the same dialogue twice.