I am so sorry, I some how missed your reply! I see your a little better now and I think it might just come down to a playstyle thing. Random tables I fall in love with are all filled with really specific, juicy, and wierd results, but I think that is more of a personal thing. I can totally see your tables can fueling creative flows and hitting that sweet spot is no easy thing.
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What you have here is brilliant. I didn't see everything but out of what I did look at, the Golden Crossing is my absolutely favorite. I would love to see a more detail piece depicting the ship itself and the format of the room connections took a minute to figure out but those are nothing compared to how awesome everything else is. Amazing work!
Having some sort of prompt that leads them to S4vant is a good call I think, but in terms of when the first reset happens, I would have it happen organically. From just reading it, the Apotheosis Engine seems to cover its bases well so I would let it do its thing: If the defeat a myth, that triggers the first reset aand they will reset to where every they were when that happened. If they are going to be killed, the reset triggers and they respawn thier for the rest of the adventure. If someone else is going to be killed, where ever they are when that happens becomes their reset point.
It could get a little complicated so maybe having some guidance on it for the GM on the first loop would be good. Its extra but you could also have a little check box beside each location for the GM to physically fill out when they set it as a reminder.
Does that make sense? It is totally possible I am missing something
I always am in need of shady locations and this is ideal. Highly usable, great mechanics for a downtime location or an adventure. Bringing the colour palette together a little more could be good, but that might just be a matter of taste. You have made an evocative location and packed with useful details, this is one of my favorites in the jam, great work!
It does take a bit to parse through it, I personally had fun with the more program-esc language but that could help. The biggest stumbling block for me was how to deal with the first resest and why it occurs after meeting S4vant for the first time. Everything made pretty good sense besides that but I am not clear on how that interact causes the Apotheosis Engine to reset.
Modern myth is a fun take and is at the center of this adventure which is awesome. To take this up a notch, these are the things I would focus on:
- Readibility is tough: higher contrast between the background and text would go a long way, as would using fonts that are a little easier to read.
- Mechanics aren't clear in how to run this: Clear prosedures and reasons for the players to be there would go a long way.
- Colour palette is a lot; scaling it back and using fewer could really help.
Snipe generation mechanics are cool and another direction you could take this is a full monster creation tool kit, which would be dope as hell.
Looks incredible from start to finish and the two scenarios presented are intriguing right off the bat, but could be worth condensing to make room for other stuff. Ruin generation mechanics are solid, I would love to see more tools to help GMs fill those ruins and engage their players. All in all this is a cool tool kit with a lot of potential that looks amazing, fantastic work.
Unreality as the core of your adventure is an ambitious direction. There are a lot of cool ideas mixing around in here and I like how this could spin into other adventures.
That being said, it is going to take some work to get this there. Condensing the encounter table into one, designing concrete ways players can interact with each room, and providing GM facing details for what is going on would be a good way to make what you have easier to parse at the gaming table.
The Cube has potential and I am stoked to see what direction you take it!
Great execution on the theme. The poem is brilliant and serves a lot of functions in terms of tone and roleplay, great add to the "Art" category.
Not huge on the background images and the visual style is where there is the most room for improvement for me. The text boxes as the map is a great touch, though, adn the icon linking areas are awesome.
This is a cool adventure with a great take on the theme, super solid.
I see the vision here and I am stoked about it. Art and map are excellent and the central idea is dope.
From what is here, I think you might be treading some ground already covered by the Shipbreaker’s Tool Kit. Could be worth looking at what is there and expanding on it for the ship systems than making GMs learn a whole new set of mechanics.
On the whole, this is headed in a really cool direction and I can’t wait to see the full 1.0 version.
Awesome cover with great colors and Kyle Ferrin’s top-notch portraits augment the NPC descriptions well.
Feels like this adventure has an identity crisis; it is presented as a deep space survival adventure, but plays like untangling a social knot. Choosing which one it is and going fully in that direction feels necessary to make this module work.
There are cool ideas in here and the good visuals.
Aesthetics are on point and art is good. Fun to see a z-fold module!
Mechanics are cool but, as it stands, players don’t have a lot of reasons to interact with them. A more robust objective and increased player interaction at locations would go a long way.
Overall, novel mechanics and a good visual style. Tightening up the flow could make this really pop.
The disease, the ship, and the class give GM good tools to deploy.
Could be improved by including more ways that players could interact with it:
- How does the faction reward their allies?
- What tactics do they employ against their enemies?
- What resources do they have at their disposal and what would it take to acquire them?
Interspersing stuff like that in sections of lore would add a lot of utility. Good starting point, though! A faction pamphlet is super cool.
Solid and clear, brings a unique concept to the table and illustrates it well. Fun dungeon crawl with good mechanics, gives players options in each area.
Bright highlighted text clashes and could just be gold or black without losing too much readability I think. Transparent text boxes are a little disorientating.
Alchemy is a sweet take on the theme and is woven through the adventure well. This is a great drag and drop adventure, I am a fan!
Great map and visuals. Pressure cooker timeline has a great feel to it and the giant nuclear drill is a great set piece. Skill checks feel like they lack consequences for the most part should maybe be auto successes if a character has the appropriate skill.
Overall, it feels like a very usable adventure that will lead to lots of unique plots, love it.
Very cool concept that is executed well. Descriptions are clear and the reality reset rules are a great touch. Great use of the theme. Biggest critiques are:
- The colour palette isn’t working for me, especially on the cover. The gold is great, less a fan of the blue and orange.
- Requires a close reading to use without contradictions.
Overall, clearly communicates a complex concept with good targeted guidance. Could use a bit more dialing in in terms of usability, but fantastic work on the whole.
The colour palette is good and the layout feels dynamic. Unique idea and feels mythic. Good use of radiation mechanics. A couple suggestions that could improve it:
- Summary first on the cover presents it as a location and the UCR call out is very hard to see, creating expectations that are thwarted. Shift some of the order around could really help make it more clear.
- Large amounts of flavor text impacts usability, breaking it up or scaling it back could help.
- Making the gold lines thinner and less obtrusive would improve the design in my opinion.
Using the Golden Record is a sweet idea and unconfirmed contact reports are a great niche to fill!