I really love this, and also really appreciate the dev blog too. As others have said, the table is great, as is all the writing in general. Each entity is really well defined, and just abstract enough to be really interesting, while actually tapping into parts of character/game that will actually come up. I think for the right Warden/game, its pretty much perfect/ready to use as is. I don't really want to give criticism, because I don't want to imply this needs to be something else when the concept is so unique.
That said - I think as it stands, the rolling and tests are a really interesting and productive storytelling/character device, and very useable, but I feel like the entities themselves would be harder to lean into. I kind of like that, but its a weird thing where the more you play into them as non-meta/abstract, the less interesting they become. And so (again, very personal - this may be perfect as is for others), I feel this would maybe benefit EITHER from leaning more heavily into a great prompting mechanic for storytelling/character building, as an even more meta rule supplement, OR the opposite, and leaning into these entities as more tangible things you can learn more about, that also have the utility of providing those prompts (something more akin to the defined entities of Bungie's Marathon's AI Agents?).
Inglehook
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A member registered Jan 22, 2026 · View creator page →
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Reality bending Ancestry for Draw Steel. Created for Jams of the Timescape II.
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I really, really love the art/design/layout of this! Even just as a ship manual its great, let alone the adventure attached to it. The mechanics and ideas for that portion are also really cool and thought out - love the writing too, engaging and easy to read. (Personal preference, not a criticism - Would love to see the theme/flavour of Mnemosyne leaned into harder in the ways the artefact messes with the minds of the crew/potential players!)
