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Deimoscope

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A member registered 94 days ago · View creator page →

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Thank you all for your feedback. Please post anything that comes to mind.

It is the slice-of-life that makes it special.

Probably the most useful entry. Really good! I'd love to run a campaign where every other mission is this trifold.

This is so good. I can't even...

Sure, go ahead.

This is a great idea. It weaves into the world. I wish it had gotten a little more detail. Nothing is off, but it could be more dense, and more. To run it I might add 3 crucial NPCs, a more solidified sinister plot, or some charming details. It is an excellent inspiration, and with some prep work I could use it in my game. Good work.

This is very good! All it is missing is one table:

1 - Get Taka's corporate secrets without anybody noticing

2 - Document Joseph's big deal for the feds

3 - Prevent Lain from destroying the Seven Sigma

4 - Get Kristoff off his screen, find Kelm a place to stay, and reunite Rita with her granddaughter

5 - Find out who killed Grantham

6 - Prevent Interplanetary(R)(TM) from taking over the Seven Sigma

What a great piece! It looks impeccable. The concept is refreshing. Everything is really clear and accessible. If I had to add one thing it would be a bit of depth and tension for the NPCs, maybe a way for Crew to connect, maybe factions for the breakdown of order. But I can do that when I run it. It is very good work!

This is an excellent concept, and it fits into Mothership so well! I think the explanation for making your own is superfluous, people will deduce that from context instantly. It would have left room for another artifact. The text needs polish, but it is really good!

This is solid. And very straightforward. Maybe it could have used a bit of a twist, competing thieves, or a security surprise. For a classic heist scenario I would need more approaches to the target. It is easy enough to come up with these things as Warden, but why not seed a few ideas in the text? The font is huge, there would be room. It will run fine as is, but it feels like there are a lot of opportunities for making it come to life and anticipating player ideas left out.

This has a wonderful theme and a perfect finish. But why Gibson? Would Dick have been too on the nose? If I were to look for a flaw I would notice that the map levels are confusing. I might miss a B-plot / red herring. But why mess with something this good? Respect.

A diamond in the rough. It needs cutting. The tone is good and the revelation fits the story. I'd structure the NPCs a bit more, they kind of flow together. Give some gang tats or some other marker, change their characteristics wording to be more evocative and less judgmental, and finish their portraits, at least ink them. The investigation is linear, that tends to backfire when players get a clue wrong. Add some redundancy or ex machina pickups for wayward Crews. The text needs editing, there are small mistakes, a doubling, nothing major but it should be fixed. The Black Veil AI made no sense to me, it feels like a placeholder. I think the core of this scenario is great, but it does need a little polish.

I understand it looks imposing. I wanted to create something without a predefined story. My rooms are not a progression, but sets on a stage. The play is pretty much up to the group, I merely seed a little tension. And that is challenging to run. I like that. But it is not a five room dungeon with BBEG shielding the loot. I am hoping it can be inspiration to run a very personal improvised story in a Dream campaign or standalone.

Yes. I had a lot of Warden advice in an early draft, but I had to chop it all for space. I think the remaining elements are essential. The advantage is more freedom to interpret, but I see the issue with the reverse: too little orientation. I can't wait to playtest next week and revise.

This one has a lot of potential. The setup is great. But the execution lacks detail. I'd love to see a next version because as it is now, I can only use it to recreate an unsatisfying fan experience. Traces of hooks are there, but they do not bite yet. As it is, it remains up to the Warden to make it engaging and personal. If I would run it, I might create an evil record mogul preserving this status quo to feed the hype for profit and influence.

This looks really good. I am getting strong 90s anime vibes. Everything is very accessible. The setup is simple, and the showdown inevitable. It is short. The art is awesome, but there would have been room for two or three God Fist members, a DOPtown NPC, a bit of a description on Billy, a more prominent Reaping element, or a few more tropes. The art on page 2 does not look like a drop to the death from the balcony, rather a desperate slide down a crumbling wall. But that's nitpicking. This is great!

This is useful for a group with 2 problems: The players do not feel inspiration to come up with or adapt character that fit a situation, and the Warden is inexperienced enough to rely on a list instead of improvising such things. But I fear that Warden may be overtaxed with keeping that extra note sheet. A more useful solution would be to prepare replacements when preparing loadouts for the game. I can picture a version 2 of this which helps Wardens create NPCs that could serve as replacement Crew during prep of a scenario. And I would make it address the main issue with replacements: a background and motivation to join the cause. Delta Green was invented for this. But I don't think we need to spin off a secret agent variant, preparing replacements up front will do. Glad you got this one in as well, quite prolific!

This is an entire mini campaign, 3 adventures deep, and more in the works! The morality is plain enough for any group of players. I think going evil is the more interesting choice for Crews. In a campaign it could be the dog house, where Crews who have failed and need credits quickly go. In future additions I would start putting more choices in the missions, things the Crew can conceal from Jig, more direct moral dilemmas, less clearly polarized ambivalences, to enable Crew to cling to a treacherous line that eventually crumbles to compromising dust.

This is already part of my Dream, nothing I can do about that. It is that good! Down the darkest hole you created a vivid slice of life that is presented ready to play. And you even came up with a whole list of new items to steal, rob, or murder for. Juicy!

A wonderful concept. I love how it can be tied into the story with tips, encounters, and a hype. And yet it is so ephemeral and not to last. I dare you to find a campaign that would not benefit from this little sidequest with possibly huge impact. Great work!

This is pure fetish fuel. I cannot use it, but I can imagine groups that can. With a bit of veiling it will make a superb NPC, maybe a villain. Thank you!

I love heists. And this one is easy to run. The location is scenic and fits nicely into The Dream. Crews can try disguise, bluff, or force. I wish there was more sneak, I might add ventilation... The walkway is very dramatic. And Lab C is a nice Horror staple at the end. Bravo.

Yes, DM me on Discord. This looks great for convention games.

This is the module most vividly set on The Dream of the ones I have read so far. I am not sure I get all the rules, do all players together have 20 actions total? That is challenging. I guess it is like a tournament adventure? I have no idea how this would play. I would think about more solid clues before I'd run it. And I would set up 20 tokens or dice to dramaticise the countdown. With just 20 skill checks, I may set a starting Stress of 5-8. I am intrigued!

I am in awe. What a trap! Steven King-esque tropes, a devastating NPC, and a very simple solution that does not present itself easily. The rest is deadly, and up to the players to get lost in. Vicious, but fair.

This is a good idea. I like the creature mechanics. I wish Marta had a bit more detail, she makes it all come together in the end. The hard drive clock takes a second glimpse, but it's great!

This is a very nice trap. Reminds me of a night at the opera, but I shouldn't discuss it. The villain has a lot of potential. And there will be one PC, who betrayed their crew only to get betrayed in turn, stuck with a murder charge, and forgotten - now back to settle the score with a demon!

"OONK OONK GWUUU" -Otomo Katsuhiro

High replayability in this one. The NPC customization is great! Crazy situation for a setup. I wish there was something to tie it all together a bit more. But the players will take care of that. It will be a mad ride.

Very pretty! That ship looks sweet. And I love the evil-mirror-twin spin of the Charred. A different, bright horror, or it could go action. And you even made it printable. It's good!

I have no experience with solo play, but this looks very intriguing. And it easily turns into a dungeon crawl. Very nicely done!

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I have never played Dead Space, but the moon sure looks big tonight. Very atmospheric! I love the slow creep. And if I make it not so obvious, affecting everyone, I can use it as a cult. I will use it, no doubt at all!

*mixed up my comments...

This looks expensive, almost like you've done this before. Solid Warden pointers all the way, I really enjoy that. It's a mystery, and it feels like an 80s Hong Kong flick. Inspired.

I had to look up Funicular. TIL...

That Meditative Stasis is a devious scorpion's tail on an excellent module. Bravo!

I love the layout idea. "Stop reading that boring text, this is the interesting stuff:"

This goes in the to-run folder!

Thank you! This jam has so many great results. And you made 2!

The NPC Death Memories are just horror moments Wardens can use as needed. It shows the players that things are not right when they see a victim dead, turn around, and there they are, alive and incredulous.

Cheers!