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

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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!!!

Yay, more space hotels!

Thanks Mcfin. The concept changed a lot in playtesting but overall I'm proud of the atmosphere! Would love to read your After Action Report if you ever run it for a group.

Used one of these pieces in a future module, credited you as asked here. Thank you for such great work!

Just couldn't give up the original context without it losing some of its flavor. If the scenario runs into trouble in the future I'll rewrite it but I'm proud of this one.

Posted it here!

Thanks again GA!

I have written up a scenario for Liminal Horror that is loosely inspired by the production of Nosferatu. It features the real life theft of FW Murnau's skull as a plot point, as well as the production designer appearing as a vampire. Looking for a second opinion on if the names should be changed as to avoid potential legal trouble, it's hard for me to say for certain as Murnau has been dead for nearly a century and the film itself is 100 years old. 

Would it be safe to publish as is or should the pseudo-historical background be changed for legal security?

Looks like an amazing book, Batts. I've been reading this for weeks now and the dungeon calls to me! Is the print going to be hardcover or softcover?

Thanks guys! Looking forward to it