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A member registered Jun 12, 2020 · View creator page →

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This is fantastic work, Alex! The map design is clean, the descriptions are actionable, the setup is compelling. Each panel serves a distinct purpose in running the scenario. I'm happy to add this to my collection. Any chance there will be a printer friendly option?

I am always excited for any Mothership pamphlet that can bend the genre in a different direction. I think this pamphlet, or the resulting post-jam draft, will end up right next to my Agent and Ultimate Badass rules tweaks. I think it would be interesting to pair this with Awaiting The Burning Gods. 

My only critiques are regarding some of the layout, all of which is to personal taste. The skill list for the new Sponsor class could maybe use some denser line fill as well as some skill explanation. Maybe sacrificing the ship stats and rearranging the interior panels might balance things out better as the ship is not the draw of the pamphlet? It could still be included as a digital printout.  Additionally, there are so many different colour shades on the page, it might be more cohesive if the colour palette were reduced a little. 
 
Minor notes aside, this is exciting. The cover art is evocative, the layout textures lend the pamphlet a real in-universe quality, and the Sponsor seems like a great class option for a real stinker of a player. 

I really appreciate this, especially seeing how good your entry is. I'll definitely be considering it while I work on a post-jam revision

Thanks so much Joshua! I wanted to present player choices between rooms but the actual room contents could probably use a little polish to make that clearer for Wardens. The real challenge I've faced here has been conveying something poetically while still preserving game utility. When it comes time to do a post-Jam revision of this, I'll likely reach out to you to discuss it. 
Thanks all the same!

The setup and information psychosis mechanic are the standout elements for me. Most of my critiques come down to personal taste or are mentioned by other comments already. I look forward to your next Mothership pamphlet!

I won't reiterate too many of the points already raised here.
This is such a cool location with some exciting internal logic. The z-fold format and two sided framework helps flesh out Tribune as a dynamic location. I think this premise and its major features are deserving of a larger zine.  

The main concern I have is actually turning out a play scenario fitting the setting. The factions and their conflicts aren't as plainly laid out as they might be in a larger project format. As the OSR and NSR scenes often preach Situations Not Plots, the way these elements come into conflict could have used a little more focus.  
The 'fighting fate' percentage roll feels almost too simple a system for what it determines, as it seems like a roll to see if this apocalypse can even be averted. I would have preferred that be rigid, or the space that mechanic takes up be used to expand the outcomes section to include the day phase colonists. 

Letter & Number is a great suggestion for the room scheme. I'll definitely make that change when I revise it post-jam.

I see what you mean about the title. The bracketed title was intended to clarify and add some visual style to a cover page that is entirely text. I'm not sure if I'll change that, but its good data to know it might be a problem. 

The font change on the occurrence table panel also was meant to convey the pamphlet's style, but I'll review that as well.

Thanks for catching the error! 

Posting my response from the discord here for posterity:

The intent is for it to be six fingers on one hand rather than total. 

I'll admit that directly referencing two relatively famous photographers with photo series on 20th century offices was done as a bit of an experiment. The tonal opposite to the language in the rest of the pamphlet. The majority of the pamphlet uses language to convey the feeling of the alien slickworld and then the office spaces are more clinical and familiar.

The Cube Space is being infected by human thoughts. The office stuff is psychically terraforming the slickworld. Human beings observing it and spending time in it makes the space more mundane. I wanted that to be the undercurrent of the pamphlet without it being on a timer or the dominant feature of the scenario.

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Thanks so much for the comment. An oxygen kiosk is a large tank of emergency O2 meant to be for refilling portable oxygen tanks. I envisioned it once being a communal asset to stave off suffocation for those who couldn't pay the tax.  

Wow, how did I never notice that I was misspelling their name? I'll have to fix that!

To echo the other comments in this thread, expanding on the effects of Slug is novel and easy to slot into a game. I did find the layout a little distracting at first, but the print friendly copy is easier to read. 
I like this one.

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The capture or elimination of 3000 composites might be hard for my player crew to accept as an achievable, so that will likely be toned down in my home game. 

That aside, I really like this scenario! The composites are a ticking time bomb and the guidance on revealing some of the PCs to be composites is useful. 

I've already shared my thoughts on the discord, I just wanted to repeat them here for posterity.

The location is well conceived, the Sensors are terrifying and the boot sequence keeps them easy to run. Marta gives the player crew an NPC to bounce off of as well as a human threat to contend with. I like this one a lot!

The arrival of Minerva-II to Prospero's Dream provides a dangerous and unique new  location to explore as well as a disruptive event to build a campaign around. I see the clone population as recently docking on The Dream and being on the verge of leaving their ship at any moment. It is a little hard to believe this revolution took hundreds of years to develop, for my purposes I may rework the timeline a little.  A very cool addition to the setting!

I think the premise of a performer feeding on their fanbase, with the twist that the corporate machine they fuel is the one facilitating the entire thing, is really compelling. The art is also fantastic! I like Selenia and want more of her as a character, behavioural quirks and tabloid rumors could have filled her Idol Profile section with more actionable details for the Warden.  To echo some of the comments here, it is hard to conceive of Cosmos as a location, it needs a map or encounter table. 

Most of all, I wish there was more presented for the player crew to do. Receiving the celestial goodies and attending the show take up a lot of panel space for events that occur passively and do not present the crew with anything to act on or react to. There needs to be more challenge and intrigue here. The facility is the one dangerous part of this pamphlet that player characters will move through. It too needs more environmental detail or perhaps a focus on how the Guardians behave and what they do as threats in this space. 

If I run this scenario, I will likely use Selenia and the premise while fleshing out the location to make it more engaging for my table. 

Thank you very much!

The corrupted terminals mechanic is really cool! I think leaning into the idea of an AI that knows more than it should about the PCs is intriguing. That said, I will raise the concern that I'm not sure how likely the PCs are to survive this module if Siren triggers are so common.

Moody and gorgeous! The tragedy at the center of this scenario is really compelling. The soundtrack is an extra surprise, and certainly something I will use at the table for tone and mood. 

I think that when I run this, I may need to add a small existential threat like a malfunctioning security system or advanced structural danger.  Some way to emphasize the investigation at the core of the scenario, possibly via The Company providing additional compensation, will also be required. I'm not sure there are enough clues to point to the Homogen in the room description text, so that may be something I iterate on during prep.

I agree with the sentiment that this could use a little work on the layout front. Personally, a point-crawl map to connect the different sites would have helped a lot. I am not certain what tasks the PCs are meant to do on the planet, aside from 'QA testing' . I wish there was more info on the families in the bunker. Who are they, what are they like, what about their presence here could be made more dramatic?
The image of the Death Mountain is terrifying, I love it!

This is one scenario that begs for more flavour and more detail. 

Down Bad has a fantastic premise and is a well organized scenario. The central conflict is well outlined, the timeline is dramatic, the external locations are well characterized. There just isn't enough of it. The NPC section, though useful, is compressed and disconnected from the rest of the action. How do those NPCs fit the different levels of the setting, specifically? The Sumu-7A Layout locations could use more texture. Maybe a small bullet list of unique things to find there or another sentence would bring them more in line with the Off-Site Locations in terms of usability. 

Overall, I really like the pamphlet and look forward to running it. I agree with a couple of the other reviewers that it is begging for adaptation into a larger zine format.

I appreciate having that reinforced. I think after the Jam concludes, I will revisit the way information is laid out in the pamphlet.
In future, I will reserve the TOMBS for my creature design documents, since it doesn't seem to add much for the space it occupies in the context of a scenario.

Thank you so much for taking the time to review it!

I adore this one!

It is worth noting my soft spot for any pamphlet that gives me a station to work with, especially one themed around a former luxury resort.
The depth crawl mechanics are easy to understand and implement. The goal of salvaging warp cores is simple yet immediately relatable to any far-flung PC Crew. I can easily see myself running this for my group some day.

I find the NPC panels to be a little underwritten, I wish there was more character and flavour there to latch on to. Considering the 'myth vs reality' surrounding the Peartree crew, it would have been nice to have a couple sentences devoted to each of them that better flesh out their legendary deeds and how that differs from the interactions with them in person.
Similarly, the ACT structure is written in a conversational style that suggests options but does not present concrete progression or pacing. There is some suggestion to have a few encounters with the dolphin creatures, but what tools to use to differentiate them are not provided. As a consequence of this, the scenario reads as one long violent sequence.

A cursory read of the pamphlet raised a few fundamental questions. What are the PCs fixing and how can those set pieces be made dramatic? What is some of the ecology of G'sliiit? How does the submersible spaceship work?  What is the value of the sentient pearl in credits or rimworld trade?
This is especially frustrating where the text concerns the sentient pearl, its nature is vague to the point of lacking character.

Doris, however, is extremely distinct! I think the idea of being stalked across a submarine by a sentient dolphin and the alien life it is connected with is really cool.
The art design is very evocative. I especially love the map for the Peartree. 

This was really thorough. I appreciate you taking the time to deconstruct my layout for the project.

Bionicle G3 is right here!

Oops, sorry about that. Will do!

Thank you so much! It means a lot to receive such kind praise. I recommend checking the inspirations out if you haven't before.

Thank you Watt!
I found a workaround so all is well. Thanks so much for the reply

Is it possible to include InDesign equivalents for the AFPUB files? I currently use InDesign for my layout and want to at least create something in the spirit of the CE layout. If not, I can work with what is there, but I would ideally like the option of the game jam layouts as a starting point

TOMBS is a system in Mothership's Warden Guide that provides a rough framework for the structure of a scenario. From the first encounter with the creature to its 'banishment'

Stats and TOMBS would be nice, but this art is AMAZING!

Is it possible to make a printer friendly white-background one for home printing?

This is such a unique approach to a Mothership Module! I imagine it will take some work to parse and run, but its inspiring

Love the title, I'll check this out soon!

I'd be happy to hear about it when you run yours! We can always use more hotel scenarios in Mothership.

Not Watt but you and I likely ran into the same situation. They're in a noble's body for now and will likely get their Crest, otherwise I'm keeping my group's bodyhopper's original stats. Would love to hear how your next session goes!

Stumbled across this, looks amazing!!

I too am confused as to where 002 is? unless this is product #2 and in-universe they don't publish in order?

Day one backer, this is such a beautifully designed and presented game

Had a chance to read this a few days ago. Amazing, looking forward to playing it with my table some time!!!