Please report back if you do end up running it! I'd love to hear how it plays with other people haha.
T.M. Lockwood
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I will admit, I think I preferred the simpler layout without the blood smears. Maybe a "singed" look would be more suitable?
That being said, holy smokes! This is great. The writing, the horror, the decision making. It's good stuff.
I agree with LionHeart's comments about child endangerment. If I were running this, I'd age Sarah up and make her less integral to the solution. I also don't think you need the Cannibalism/Zombification of The Charred. Without it, there's still so much horror and conflict, but it would open up more room for creative problem solving and roleplay.
I'm still so impressed on how you fit that whole "The Experiment" section into your pamphlet module. It really highlights your writing chops. And the cover art is still soooo creative. Good work!
Cool module! The way it bounces between game advice and in-world advertising is a little confusing at points, but once I got acclimated, it was easy to read.
I love the difference in stats when Delinquency mode activates! That's such a fun idea. I think it would be a fun module to insert into a larger campaign or design a small mystery around.
Good work!
Great art! Very fun cybermods! The entire pamphlet is dripping with vibes and cool lore.
I wish there was more to incentivize some roleplay. It may be there and I'm missing it in my reading, but to me it reads as "go in and kill Billy Chu." Which isn't necessarily a problem. Just something I might flesh out a bit more if I were to run this. That being said, it's such a cool setting for a fight so that kinda makes up for it haha.
Nonetheless, an absolutely remarkable pamphlet! Especially considering this all stems from a single entry in a d100 table from aPoF.
Thanks for the reply and kind words! I'm happy to answer questions.
The Boot Sequence Clock starts when the Reactor is powered on (second bullet point under The Reactor). There's also an implication the AI/Sensors have access to the Airlock Doors unless overridden. Hence, 00:00 on the Boot Sequence Clock begins with some of the Sensors getting pulled in and repaired, while others begin surveying The Cargo Hold seeking for test subjects haha.
But there are ways around that for sure! The PCs can open/close the Airlocks in Control. And that's part of the fun! When we did playtesting the events of the Boot Sequence Clock were often thwarted or pushed up depending on what the PCs did. For instance, pulling Faust out of the Reactor Room meant the Sensors could grab him and repair him quicker.
That being said, if the Sensors are ripping entire walls off, I'd say it's only a matter of time before they can tear through an airlock ;)
Pretty cool module!
I wish that there was a table to roll on for time distortion effects. I think there's a lot of potential there! The Felon is a cool concept, but I wish there was some more depth in regards to how possession works. Additionally, the map states that a vent connects Rooms 5 and 2, but there's also a connection. I'm unsure if there's a Hallway AND a vent, or if it's just the vent that connects them?
Either way, the art and layout are great! And I think this works as a "pick up and play" or as a "tear it apart for ideas" module. Good work!
This is really great! The art, layout, and writing are all stellar. It's paired nicely with some fantastic advice on running it too.
I do have questions regarding the premise though... If there's 3,000 composites running amok on The Dream, why is it our PCs are just focused on The Harmony Sector? Is the implication "someone had to be assigned to this sector"? Security has done a lot of heavy lifting for us already, if they have the list of names and have already raided this sector, what's stopping them from clearing these composites out themselves? Also, I'm a bit lost on what the layout of the Sector is. Is the entire sector meant to be part of the old Harmony offices with corporate-owned residential suites?
If I were to run this I might disregard the Sector Map and just run it as if each Composite listed is living somewhere in The Dream.
That being said, none of this prevents it from being an absolutely stellar module! I especially love how the layout aids the room descriptions. And I'm really impressed with how much detail you squeezed into the NPC descriptions without making it feel cluttered. Great stuff!
This sounds great! I think Thursday's suggestion of having a player facing "corporate brochure" and a warden pamphlet for when things go south is such a great way of doing this.
You could even include the shore leave/player facing rules in the pamphlet so it's not just in world stuff. It's actually useful to the Players!
I would detail some advice (or maybe a procedure depending on what the PCs interact with) for deciding when to put the place into lockdown on the Warden pamphlet.
Maybe the AI asks the PCs questions about "what is it like to have a physical body" and other ominous questions each time they visit until it decides to upload itself.
This is such a stellar piece of work! I love faction play and this is just writhe with so much personality.
I do have a couple of questions/nitpicks that I wish I noticed when I first read the module during the jam development.
1) A J-9 drive is crazy! Shipbreaker's toolkit lists J-4 as "experimental technology" so J-9 is almos inconceivable. Is this intended?
2) The timeline is so long that it's hard for me to rationalize why it took 2000 years to start building a second J-9. Is the implication that space is so vast, that's just what it took coasting on thrusters/drifting through space?
3) This seems to only be an issue in print (not on PDF as much) but the purple text on black background is very hard to read.
I would totally insert this into a Prospero's Dream sandbox. It's got Campaign material written all over it!
The design to this is slick! I do really like the premise of Hyperfast but I think it'd take a play of it for me to grok it.
I wish there were some NPC names but I suppose any name generator would do the trick.
Also I noticed there's a point where you say "everyone rolls a body save. Lowest one automatically rolls a Panic Check" do you mean highest here? Mosh being a roll under system.
Also I LOVE the tables you've included at the bottom of the pages. They're packed full of great gameable material.
The premise of a therapeutic get away spa going rogue is very strong. I love the idea of using a promotional pamphlet as your module too. But unfortunately I think it obstructs some of the information you're trying to get across.
In the end I'm not sure how to use the module. Right now it reads like a halloween haunted house where you go from room to room and encounter fun monsters.
I'd love to know if I missed some implied details (or even just missed reading something).
Wow! This is exactly the type of thing I didn't know I wanted, but now that I have it I'm super stoked to use it!
Funnily enough, Mothership is what made me grok soloplay so now that you've made this little oracle I'm so excited to use it. The art and layout are so good too! I especially love the shakey text for "The Whispers grow loud." There's also some very very evocative writing and art in here.
I'm failing to see how this relates to the Theme, but other than that I absolutely love this (and don't think it needs to relate to the theme at all btw).
I like the bi-fold! And I think you're right that they're allowed.
It's a fun critique, but I'm not sure how I would utilize this. I wish there was some sort of min-adventure hook associated with this where the PCs sign up for this driving gig and get stuck with the cybermod. Maybe some information smuggling or something?
I like the concept! It's a hard scene to simulate in RPG but I know exactly the trope you're emulating. It is hard for me to rationalize the mini-game in world. I think having a list of "traps" and having a procedure not tied to an actual map might be nice.
Also, I really do like the cover image and the Sergeant. Very unique style.
This is very well written and a lot of the information is very clear. I wish there was just one more plot thread to pull on that would really kick things in motion. As it stands, it looks like it relies on the crew uncovering that Grantham is dead OR getting hired by Lain.
The fully automated hotel with a murder mystery is a great setting and I do really enjoy the effort that went into all of the NPCs.
This is so good and I can't wait to get EASY MONEY phase 2 and phase 3 if they're in the works!
This module perfectly gets the gears turning for a Warden. The jobs are straight forward enough, that I imagine prepping them will be a lot of fun. It ends up being a "to taste" kind of module. The addition of "tells" "truth" "evidence" and "scapegoat evidence" are really well done.
I love the colors, layout, and the map! It did take me a re-read to figure out if this is part of The Choke or part of Prospero's Proper. But I love the premise and there's so much to go off of there. The events are very fun and show that it's a dynamic area with plenty for any Warden to expand upon (looking at you mysteriously conscripted corpos individuals!)
My favorite items are Suit and Tie (very Severance coded) and the Android RAM upgrade that's used for mining Cryptocurrencies for CanyonHeavy.

