Thank you for the feedback, I'm really glad you like it! Hope to be publishing some more sci-fi stuff soon so keep an eye out :D
delcidkidv
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The layout just blew my mind, I'd love to know what software you're using and how you learned it because I've been trying to amp up my project layouts. The mini system in the back has some really fun ideas I'll probably lift from the next time I do a cyberpunk game, and while the mission itself is pretty straightforward I can see it working well as the start of a campaign, something that gets the players together.
I like the premise, mixing sci-fi and fantasy is always fun, and I especially like that the one with wolf in his name is the one hunted by a werewolf. It is a little hard to pick things out at a glance, I definitely think it would benefit from either going for like a trifold format and really nailing the usability or going for a straight up zine type of form factor.
I'll start by saying I love that you ran with the muppets theme. While I really like the deductive concept I think that it is a little too gamified in this case, if I were to run this I'd lean more on roleplaying out the different gaits and quirks. I'll also echo other commenters and say that the layout is a bit confusing, I think more use of bolded text and headers would help.
As someone who used to obsessively read and write poetry I love seeing it blend with my other love, tabletop games. I appreciate that I could reasonably run this as a one-shot in just about any system, though I would worry about losing some of the poetic feeling. The art is great and very fitting, and I really like what you did with the pixelated borders. It feels like the more digital and new-age elements are encroaching on the old art. Overall, while it would be a challenge to preserve the evocative nature of the pamphlet itself I would be excited to either run this or incorporate some of its elements into my own cyberpunk setting.
Thank you for the feedback! I was in a very Mothership state of mind when I made this one so I was trying to stick to the dice in that system, but I agree that generally the d6 is much more intuitive. Additionally, I think the layout and the NPC density tie in because this adventure was originally a couple pages of bullet points and I definitely lost some plot in the shuffle and attempt to make it look pretty. Going forward I'll keep in mind the final format while plotting. Thank you again for taking the time to leave a review, I really appreciate it! :D
I think you have a really interesting perspective as someone coming from games like Vampire the Masquerade. As someone who has run a west marches style hex crawl campaign, I actually found it to be heavy on improvisation and lighter on up front work. I could sketch out many encounters and place them in the world then just flesh them out on the fly. In my mind it's games with more overarching themes and arcs like VtM which I think would be heavy on up front prep and light on improvisation. I think it just goes to show how much of an influence the GM is on the way the game is run, regardless of the style of game they're running.





