I wish itch.io did a better job of giving notifications; I do apologize for seeing this now. But this is genuinely awesome. I love how the map spans with the connecting features like the mag-lev. It even looks like a quake caused the sinkholes to take out part of the mag-lev tracks. I also really appreciate your adaptations of various icons; it gives a really gritty and crude feeling that falls perfectly into this setting. Genuinely pleased to see; I hope your time in this space was an enjoyable one. The journey certainly looks like it was.
Doc
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Thank you! That's awesome to hear (not the tragic Wanderers, but you know what I mean). The vibe I've been wanting to capture, as someone had put it, is quiet nihilism. So I'm glad it's been able to capture that for you.
I'm also happy to hear the skills have been useful for the setting. I wanted to make sure they had immediate use for the module, but still be applicable in other settings and modules. Three Sectors is still mighty impressive, given how much time and integrity can be lost in various encounters. But don't forget, this is your game. Don't be afraid to consult the Fool to find resources outside the given the rules to prolong your journey.
I do recognize that the module could be more integrated into APoF. A part of the reason I went against heavy integration is that some encounters in the Choke and Sink felt too hostile for the atmosphere I was going for. Other aspect was that I didn't want people to feel restricted by needing APoF to enjoy the module. One scrapped rule I did consider was making POIs use 2d10s instead of 1d20. And if you roll doubles, you refer to the Choke or Sink encounter table and resolve the die's matching result for your POI. So perhaps you can get some use out of that!
I'd love to see how your Sector maps turned out in your first run, if you're willing to share!
(+) Excellent build up of a contracting NPC with very shady intentions
(+) Great structure to deliver the outline of the job, subtle notes players can pick up on, and consequences for the completion of the jobs
(+) Great warden advice on how players can find dirt on the NPC and what to expect with the continuing modules to come
Thank you! That is the exact atmosphere I was going for; a world of darkness with pockets of hope if you look for it. I'm also glad the diagram helps with the Sector setup.
As for the theme, I have commented that wasn't the priority for my entry; a zero for my Theme is very justified. I instead put effort into the Prospero Dream focus. That said, the scale was also commented on, which I didn't catch the Sink is actually a lot smaller. So, I've revised the size scale to still be big for a person to travel, but a lot more to scale for a colony station.
Thank you!
Yes, I am aware the font is too thin. For some reason, the final export of the Canva final made it alot thinner than what the preview showed. But I've also darkened the background slightly to help with clarity. I will be changing out the font regardless. The inconsistent number was also something I noticed literally a minute after the deadline ahaha. But it has been fixed; it should have been 6. The diameter of the station is one I did not catch and I'll look to revise it accordingly; thanks!

(+) Very clear and easy implementation for a quick transport system in massive cities
(+) Thorough ruleset for players to be employed under this system, including how their gear is handled
(+) Fun twists in how its services have been modified for other purposes, bringing more dynamics into an otherwise simple system
(+) Great diverse range of powers for players to unlock, each providing unique uses and good advice on how to implement them
(+) Great word building to tie the horror into the world's observations and cultic obsessions
(+) Cleanly laid out while still taking some liberties to present its information in thematic ways
(+) Utmost respect for including a thoughtful section on using sex content, especially player driven content, and how to discuss its usage at the table safely and respectfully
(+) Great 70s style marketing/ advertisement art style and legalese
(+) Fun diversity in customization and malfunction options for players and lean into
(+) Incredible usage of corporate style art to capture the cold mannered job at hand
(+) Very nicely laid out to make navigating its information easy while developing its own visual identity
(+) A very compelling objective that puts focus on peer-to-peer investigations to hunt down replicas, while perhaps stumbling onto the twist
(+) Very generously laid out module that makes it easy on the eyes while still delivering all the information needed
(+) Lots of nice resources to help guide the Warden on how to progress the adventure and how the players can learn the transgressions
(+) Very simple but plentiful locations that give enough descriptions to capture the calm atmosphere the horror utilizes to capture their victims
Thank you! Art is the forefront priority in this module, so I'm glad it's to your liking.
Solo play is well worth the try, letting you conjure your imagination to play out the movie of a session you're building. Once I make the blank map pages, I'm hoping this module can be an easy to entry solo play for those new to the genre.
(+) Super clean layout and a great pallete and effective usage of art, making reading both easy and a pleasure
(+) Great setup with a clear sequence of events to use to complete the presented objective, as well as a strong timeline of events to evolve the sessions narrative
(+) Excellent writing that uses environmental story telling to guide what players can do and offers great advice for running the session
I'm glad to hear that! The Oracle will need a bit of tweaking in terms of swapping a couple prompts for more appropriate ones to the setting. But it is such a system that made solo games feel accessible for me.
In terms of the theme, you are very correct because it was not something I put consideration into. I mainly used the jam for the Prospero Dream focus and something to drive finishing this module. If the rating system could award you zero stars, I very much expect for people to do so for the Theme here haha.
Thanks! Solo play is indeed a beast on its own. It often never meets the full narrative expectations that a GM run game can have because it falls on you to expand on the narrative as you see fit. I am admittedly not very good at that, despite loving solo games. My hope with this module is that, even if you don't spend a lot of effort on the narrative, you will still come away with a unique map and string of encounters; something to call your own.




