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Fireside Tales

33
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A member registered Aug 16, 2024 · View creator page →

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Wow wow wow, I absolutely love this. From the cohesive thematic layout, to the amount of game-able content. I also want to highlight the area map and how it's keyed. Just amazing. 

While reading I came across a single typo:

"shot story" (p4, The Trench Grub's Thirst) Should be "short story" instead.

Props for tackling an entire new play system, that's no easy task when the limit is set at so few pages. Yet you've managed to hook me on an interesting world that I now want to explore.

Hah, it seems like I left this comment on the wrong submission. Let me read this one next and I'll have more fitting feedback!

Thank you! 

Thanks! If I can reduce prep time I consider my job well done!

Thank you! You can never have enough tables ^^

Thank you so much! This was my first try at this kind of style, and there is definitely a learning curve to the layout whilst retaining legibility.

Thank you! I'd love for this to live on as a mysterious recurring location in other people's worlds.

It was definitely a deliberate choice to play into the pulpy feel, which unfortunately came at the cost of legibility. I'm not against adding a stripped down black and white version for easier viewing when I find the time. Thanks for the suggestion!

I love the tone and atmosphere you've set for the Weirwood; complete with great encounters, interesting locales, and fitting treasures.

Here's what I got from proofreading the document:
  • "river grossing" (page 3, hex feature 7) Should be "crossing".
  • "change the sword's increase weight" (page 4, The Sword of Lady Lurden) Remove "increase" and/or switch "change" for "increase".
  • "This a series of pouches containing" (page 4, Elven Hunter's Paint) Add "is" between "This" and "a".

The Hysteria mechanic is elegantly designed and looks to be very intuitive. I'm also a big fan of how you've chosen to abstract distances inside the tower. Using hexes like zones make the whole space come together beautifully.

Glad you liked it. Wanted to do something with random generation and am happy with what I landed on.

Thank you! I recently got all issues of Knock! from The Merry Mushmen, and felt very inspired to try out a more expressive layout for the first time.

Props for tackling an entire new play system, that's no easy task when the limit is set at so few pages. Yet you've managed to hook me on an interesting world that I now want to explore.

I'm impressed by the amount of content available in only three pages (not counting the cover). There's a fun theme going on here with plenty to do and discover.

I like the elegance of the area keys used in this gauntlet. They convey a lot of info while keeping the areas terse and easy to parse. The great looking maps and bold colors fit the overall vibe of a professionally produced supplement.

To start off, great execution of the cover. But the real meat is in the way the mystery is laid out, with all the info on each NPC (asks/knows/hides/resources). Having all of this concise info so readily available makes this such a nice read.

I feel really inspired looking at the way you've managed to present a classic mystery scenario.

Clean layout, making it very easy to parse all of the information. I can easily imagine a whole collection of adventures in this format. That would be a fun collection indeed.

A really nice intro that sets the tone (combined with that awesome cover). I'm always a fan of flavorful magic items that see immediate use in the dungeon. Great work!

Such incredibly evocative writing. I thoroughly enjoyed reading the sinister descriptions of Pellen's unraveling psyche. Also of note are the listed weaknesses for each monster. These add a fun layer of tactical play and are a flavor win!

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I'm in awe with the art style and how well it supplements the fun ideas presented here.

Here's what I got from proofreading the document:
  • "Inside." (spread 2, A6. Garden Shed) There's an unintended line break here.
  • "Gale the Gardner." (spread 2, A6. Garden Shed) Gardner instead of Gardener.
  • "roll on the treasure table twice." (spread 2, Items) If this refers to the treasure tables of the system you are running, you might want to add that info. The effect and encounter tables are also referred to in this way, but are found within the document itself, unlike said treasure table.
  • Formatting. (spread 2, Random Tables) The first result of both tables is indented and I'm not sure if this is intended as it looks a little off.

It starts with a great history and overview for the hexcrawl. Within a single page I learned all of the area's important happenings and plot hooks. Additions such as the flying piranhas and the inclusion of faction progress are a bonus on top of that.


I'm impressed with the amount of playable content despite the game jam's limited page count. Great job!

It could use an introduction to quickly communicate to the reader what this product is about.

The content that's there is evocatively written and feels like it has a lot of history behind it all. It makes me want to find out more about such things as the oozing portal and the forgotten god. Also I want to call out the beckoning well, which is a wonderful concept.

This is a great town filled with built-in conflict and intrigue. This is a complete package that you can easily drop into your campaign.

The description of Mt. Argentine makes me want to explore that as well. How cool does the city of Cinderfort sound?

Nice evocative descriptions, I can feel the oppressive air the Rotting Horde has left on this destitute region.

Regarding the passage about your lack of self-confidence, definitely give yourself a pat on the back for joining and completing the jam! It's easier said than done, and you managed to realize a nice product here. A tip for future jams and projects would be to limit the scope when facing such a limited page count maximum.

I adore The Suspense, what an intriguing place to have the climactic ending of a dungeon. Both content-wise but also the contrast in pdf layout make it a great read.

A murder mystery, what a fun set-up you've got here. All the involved NPCs have plenty of depth and there are a lot of layers to unravel. Normally I worry that something like this would be hard to run with all the info keeping, but your use of bullet points and concise summaries have alleviated those worries.

A quick read thanks to the terse descriptions, making it practical and easy to run. There's plenty of fun stuff to be found in here; I especially like the Cathedral with strange goblin scrawling that turns out to be a handy spell, the Diorama Room with great implications, and the Forgotten Battlefield for the scene it sets.

The image of the players carefully exploring this house in the faint candlelight is a great one. It's a fun way to play with the light source, especially with the added mechanics on top.

Stuff like the clock (danger timer), the occasional pointers for the referee, and the built in fail-safes (eg. the office room providing the party a second chance of finding important items) show that this was written by an experienced GM. Excellent work!

Great atmospheric adventure, read it with some ambient sounds of swampland in the background and I was fully transported there. The general layout and design of the document is very well presented, and it wouldn't look out of place in a line-up of premium products.

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Very fun little adventure to drop into your coastal or nautical campaign. Love the ideas presented here, especially how alternative ways to tackle the problems are presented (eg. making Nessa come to her senses). Naraxus' statblock is another highlight with how he uses the titular N-ray; swiviling it around on its podium.

Great theme! The bulleted lists for the areas make them evocative and easy to run and I like how they all come with little hand drawn depictions. Also several fun (music-themed) monsters to play with.