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A member registered Nov 19, 2024 · View creator page →

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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! 

Glad to hear it! Excited to see what string of encounters you have.

(+) A fun setting that has an appropriate scene opener before things delve into chaos

(+) Clever ticking time mechanic to ensure the games run fast and get to the action faster

(+) Diverse amount of outcomes that can shape to a unique game

(+) A really engaging plot of tracking down a target and figuring out what happened, akin to an LA Noire

(+) Fun sketchy linework of key NPCs and the item people are after

(+) Great chase mechanic implemented to give guidance on running the chase scene

(+) A fun action-packed rule set to help bring context to where a NPC has been before a player takes control of them

(+) Helpful blank templates to keep track of any NPCs that have been encountered along the way

(+) Straight forward procedures to get the montage scene up and going

(+) A great selection of market items to peruse though and purchase

(+) Nice range of random events that players can choose to look into

(+) A good range of notable NPCs that give players inceptives to complete their favours for goods, services, and intel

(+) Very cool time mechanic that incorporates horror through stillness

(+) Very unique antagonist that invokes a celestial horror

(+) Novel effects of harm imposed onto the victims of the experiment that has taken place

(+) Great cover art that grabs readers' attention like it would in the game world

(+) Great take on the idol-fan relationship and twisting it to a horror premise

(+) Great chain of events that lead to feverous curiosity on what happens to the fans

(+) Amazing module opener that will surely get any crew to stop and see what is going on

(+) Prime example of how public domain art can be used to create a unique and amazing aesthetic

(+) Great cast of characters and tie ins to APOF while keeping the module independent 

(+) Super pleasing aesthetic and art that is still easy to read and gives plenty of breathing room

(+) Great options of factions to side with and what goals and secrets they possess

(+) Great layout to deliver generous amounts of information to detail the history, map design, rules to follow, etc

(+) Excellent use of the layout to deliver maps and tables while optimizing space for writing

(+) Lots of diverse locations with great mechanical implications in each

(+) Great details on the head staff and the various guests staying here, offering lots of good points to develop a narrative out of

(+) Very clever objective structure that is simple for players to understand and complete

(+) A vast variety of tables to quickly generate unique scenarios and objectives to find

(+) Great and simple replayability incentives for players to come back to these encounters

Thank you! It was quite the challenge to fit in all the essentials.

Thank you, that means a lot! I'll have to show the newest version of the module, because the new font change has taken up lot more space. But, makes it a lot easier to read through now. I'm still keen to hear these notes, as I may still be able to shuffle and trim things around.

(+) Cool toolkit that allows players to lay out an ambush for hordes

(+) Interesting choices to make on how to plan the ambush

(+) Dynamic roll tables to throw in complications for the ambush and final fight

(+) 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

(+) Simple and easy to follow objective procedures

(+) Nice variety in threats that can seek the players out

(+) Good collection of locations for players to traverse through

(+) Very clear job outline, with security details to watch for, and options with turning over the object

(+) Generous layout with clear readability and lots of breathing room for text

(+) Solid outline on the central object and its influence on any that interact with it

(+) Excellent use of pre-made art to create a cohesive aesthetic

(+) Great diegetic descriptions of the entities to give a sense of what they do

(+) Plentiful tools to get players into finding these entities in an appropriate space

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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

(+) Incredibly detailed and immersive map design to give the full lay of the facility

(+) Fun blend of corporate descriptions being overridden by the cold and digital horror of the situation

(+) Very clear structure and objective to help games be run easily and smoothly 

(+) Excellent blend of art and layout to capture the atmosphere and setting of this adventure

(+) Very thorough and well thought out string of connections and evidence to guide the players like a point-n-click adventure

(+) Fantastic final encounter set piece for a climatic ending

(+) 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

Thanks, and I don't mind at all! I know it's very common to utilize other Oracles in various settings and systems. So feel free to use Thousand Empty Light's expansive Oracle!

Thank you! Although it can be used as a travel generator for the Sink or Sink-adjacent locations, it was primarily designed as a GM-less journaling game.

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(+) Very evocative and cinematic read-a-loud passages to really help set the scene and the stakes at hand

(+) Great layout with an appealing color palette and sparse use of effective art

(+) Great location details with easy to implement story beats and player moments

(+) Great time ticking mechanic that both forces exploration and haste while capturing the feeling of being in a maze

(+) Fantastic retro comic art and texturing to give a unique sense of identity

(+) Diverse and evocative liminal locations with brief but clear descriptions 

(+) Very well laid out to deliver lots of information about the given mission and the locations

(+) Excellent security measure protocols to fully outline the consequences of player mistakes

(+) A diverse set of rewards and  medical anomalies to set the tone of the research in this lab

(+) 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

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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 

Haha all good. Even knowing time was spent giving this modules some eyes is still appreciated. I'm glad to hear there's great use for the Dream here!

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. 

(+) A great threat fleshed out with a thorough timeline, plot points to look into, and a perfect setting to explore

(+) Excellent grunge art that still keeps the layout clean and easy to digest

(+) Clear and evocative locations that give just enough about the various spaces for Wardens to work with

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.

Excited to hear what encounters you find!