Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Joshua Kramer

46
Posts
88
Followers
17
Following
A member registered Aug 22, 2024 · View creator page →

Creator of

Recent community posts

What I like from this one!

  • Unique monster with a good variety of behaviours and abilities.
  • Cool map, lots of opportunities for PCs to make up their own plans and direct the pace of the scenario.
  • Some solid setup for Wardens to pitch the adventure to their table and conceptualize how it should be run.

Places I feel it could be improved:

  • Text is pretty tightly packed. It's readable but a bit cramped.
  • I feel the writing could be condensed to communicate the same ideas more succinctly, giving you more space.
  • Warden notes and procedures are a bit confusing to me and open-ended - as mentioned in other comments, some descriptions of the monster don't gel with the others and it feels difficult to adjudicate how to have the monster adapt its strategies.

All told I do like a lot of the elements in this module! I feel it meanders a bit and could use a bit of developmental editing to clarify/tighten up the procedures from running the horror, but it's absolutely solid bones to springboard off of! Well done!

For sure! High-level stuff:

  • Somewhat personal preference, but I'd look into actually handwriting the Title/Author name instead of using a font (scan it in or use a tablet, either would work). It'll just give the title more character. Break the margins of those boxes a bit, maybe even splatter some blood around?
  • I'd swap out the background image for a paper texture or something like that to further the "medical form" aesthetic.
  • Recommend vertically centring text in text boxes and giving them some interior margins wherever possible. Text is pretty cramped into boxes as it stands. Also goes for the Patient table cells.
  • Text is pretty small but I think it works fine, it's just the line spacing that is really tight. Headers especially could use some space below them to give paragraphs space to breathe.
  • Location names on the inside panels could be bolded or given a heavier typeface to increase readability and depth. Match the treatment for the numbers to the treatment of the numbers on the map itself so the brain automatically associates the two.
  • "!" and "?" lines could be colour-coded to help them stand out.
  • On the map, I'd make the line through locked doors a tad more prominent as it's a little tough to see at a glance.

Small things individually that I think will really punch it up! Thanks for listening!

You've got a solid pitch that keeps PCs focused on the exploration + drags them deeper into the wreck, a solid horror, and lots of juicy encounters in the D10 table to terrify the table. With a visual overhaul (many folks here have already mentioned some pain points) and some writing tweaks (I'd love to see more expansion of the "it's actually Earth" twist) I feel like this could really pop. Solid foot forward, well done!

Pinnacle absurdist dark comedy here with a distinctive and extremely sleek style! Very, very polished, excellent ordering of information. Tons of little details and subtle, handcrafted touches that highlight and compliment the writing. The custom horror element is really novel and each NPC is fleshed out just right for my tastes!

I'm concerned that some margins or bleed might be needed for a print version with how closely some info hews to the edges/fold lines, but that's about all I have critically! You've put together a really hilarious romp and I am very compelled to drop this on my table soon. Someone save that poor delicious blobfish...

I really enjoyed reading through this adventure and I think it's got a really distinct identity apart from the standard "biolab gone to shit" plotline! Love the melancholy Signalis-style buildup. The NPC relationships are well-considered, the horror itself is cool, and the art direction is excellent. I especially want to highlight the map! Its icons could be bigger for my terrible eyes, but it establishes a great sense of geography for exploration and I really value that in modules of this kind! I'm also a fan of the oxygen resource tracking, perfect way to incentivize the PCs to keep things moving and make interesting choices.

I do have some concerns around the formatting - text tends to run into margins and the condensed body font + thinner headers creates some readability issues in some areas. Grey highlights fade important text into the background more than it should - underlining or using red might pop more effectively. 

All that said, this is a really cohesive module and a great showing for the jam! Oh - I can't not mention the full EP of ambient tracks! Incredibly impressive extra mile, very immersive and vibey.

(2 edits)

"Who Will Get 1 MCR and Who Will Die" cracked me the fuck up! Really good showing here, I feel there's a good balance of time pressure, NPC interaction, exploration, and Worm Confrontation. I think this antagonist is really cohesive (not to mention horrifying) and most groups will have a great time finding a way to evade or fight back against them (especially the acid blood/basic solutions weakness; easy to extrapolate and discover in this setting). Visually, I think it could be better in a few ways across the board, and I noticed a number of grammatical errors throughout. Totally understandable for a jam setting, and easy to refine after the chaos has settled. If you'd like some specific bits/pointers on the visual side, I'm happy to expand here or in DMs.

Either way I do really like the heart of the writing, the pacing, the tone. Anyone who likes The Thing, medical dramas, or the idea of a Smart Worm will vibe with this one hard! Great work!

Absolute masterclass in usability. Phenomenal Warden's notes throughout, great set of NPCs, logical and engaging flow of information for Wardens, perfect amount of time pressure. This is Mothership's version of Armageddon with 100% less Michael Bay! Balances the premise with a couple nice little complications and twists that let the players take the reins on an ending that will be easy to adjudicate and very fun to play out as a group.

I'm a huge fan of the visual treatment, it really echoes the official MoSh offerings! It's not complicated, but it doesn't need to be. It's punchy and minimal. Only points of criticism would be that the text size in the content warning graphic is pretty small, and I had a hard time reading "1a" - "1d" as such because of the condensed font.

Overall, stellar stuff here! Love the "ponder the orb" inclusion towards the end, haha!

Excellent outing! Most one-shots require FAR less written content than a pamphlet can hold, so it's great to see one that intentionally leans into empty space vs. packing the space to excess. This is a lean and engaging adventure with great focus and a superbly readable style. Big fan of the two-tone colour treatment and the creepy art!

Critically speaking, the line spacing on the text bothers me with how tight it is. I feel there's room to increase it a point or two to keep lines from overlapping. I was also thrown off a bit by the second statline in the "Vampire" section. Is it for a swarm of bats? Wasn't incredibly clear to me. I also wonder if a second weakness might be good to include since "Weaknesses" is its own header with only one entry.

Excellent showing all around. Reminds me to check the rest of your catalog out!

(1 edit)

Really really enjoy the synergy between the fiction and the visual design. An in-universe pamphlet doubling as a module is brilliant! The timeline is well-presented and compelling - although it swaps between past and present tense. Each of the rebel statblocks are concise, unique, and sound very fun to run. Again, great mix of mechanics and flavour to communicate world-building.

Inside panels are especially excellent. Great thought put into the weapon options and I feel like a lot of them would see a lot of use at most Mothership tables! The ambush map is a clever way to include a one-shot scenario without tipping the hand too much and ruining the in-world idea. I think the text gets a little too small in places and I'd be concerned about how it reads after home printing, but shop printers could probably manage it.

Awesome work all around, very unorthodox approach to a Mothership pamphlet but all the better for it!

You've got some great concepts in here! I also really like the grungy header treatment on the outside pages. The timeline is constructed well and the pitch functions as a solid one-shot starting point. I think there's some great implied history and the spy vibes are welcome in a typically blue-collar universe. I also dig the Hyper-Real encounters table - tying results to stress makes a lot of sense and there's a good variety in the entries.

Where I feel there could be improvement is partially in the writing of the locations and in some visual aspects. The 3x3 grid setup on the inside is a tad rigid, I think the typefaces chosen are a bit of a tonal mismatch with the writing, and a lot of encounters focus on violence without alternatives (although this is substantially helped by the respawning gimmick).  This all said, it's a solid module and there's plenty more potential to be squeezed out if you're looking to!

Clever premise with a lot of great ideas! I really like the cover panel and the title treatment. The map is also really stylish and useable, super cool wireframe aesthetic. The art direction is a really good retro NASA-style balance that I feel would direct me to run it much more groundedly than some other modules. I think the horrors are super classic, I love a good doppelganger plot and/or malicious Company android. The countdown of "5 days until retirement" provides a good framework for placing PCs on the moon and giving them motive to engage with the material at hand!

Also strong, the inclusion of Mods! Signposting potential mechanics for the adventure that Wardens can use or not without worrying about impacting the rest of the module is a great setup. I know lots of adventures that could use this kind of thing.

Now some things where there is room to improve:

1) Text treatment could be pushed a lot further. I think especially the numbered lists would look better as tables and read a lot more smoothly as a result. A more consistent grid system, some spacing/styling tricks to help guide the eye could really pump this up! DM me on Discord if you're interested in some more specifics.

2) Performance reviews are a compelling concept but they read very subjectively. I can guess what might constitute a "failed" review in the Company's eyes, but further procedures for how Bentley grades the party + guidelines for how to lie to him etc. would go a long way. I would also worry about potential repetition day over day, so I'd consider potentially some kind of "fast forward" mechanic for covering the fallout of a session without going question by question.

3) Information is a bit scattered. There are starting points, there are endings, and some stuff between but I feel like it floats around a bit and it would require players really pushing forward to put some of the pieces together. You've mentioned in another reply that you have plans for an escalating timetable and more procedures for mining and that's exactly what I think is needed. Each individual element is solidly compelling - you just need something like that to gel it all together.

Ultimately you've done solid work and you sound like you've got a good handle on where to take it next! Congrats!

Clever premise with a lot of great ideas! I really like the cover panel and the title treatment. The map is also really stylish and useable, super cool wireframe aesthetic. The art direction is a really good retro NASA-style balance that I feel would direct me to run it much more groundedly than some other modules. I think the horrors are super classic, I love a good doppelganger plot and/or malicious Company android. The countdown of "5 days until retirement" provides a good framework for placing PCs on the moon and giving them motive to engage with the material at hand!

Also strong, the inclusion of Mods! Signposting potential mechanics for the adventure that Wardens can use or not without worrying about impacting the rest of the module is a great setup. I know lots of adventures that could use this kind of thing.

Now some things where there is room to improve:

1) Text treatment could be pushed a lot further. I think especially the numbered lists would look better as tables and read a lot more smoothly as a result. A more consistent grid system, some spacing/styling tricks to help guide the eye could really pump this up! DM me on Discord if you're interested in some more specifics.

2) Performance reviews are a compelling concept but they read very subjectively. I can guess what might constitute a "failed" review in the Company's eyes, but further procedures for how Bentley grades the party + guidelines for how to lie to him etc. would go a long way. I would also worry about potential repetition day over day, so I'd consider potentially some kind of "fast forward" mechanic for covering the fallout of a session without going question by question.

3) Information is a bit scattered. There are starting points, there are endings, and some stuff between but I feel like it floats around a bit and it would require players really pushing forward to put some of the pieces together. You've mentioned in another reply that you have plans for an escalating timetable and more procedures for mining and that's exactly what I think is needed. Each individual element is solidly compelling - you just need something like that to gel it all together.

Ultimately you've done solid work and you sound like you've got a good handle on where to take it next! Congrats!

This is an incredible module for me, full-stop. It's got a deceptively cohesive and well-considered visual style, with excellent discipline on colour coding, economy of language, and delivery on information. Reading through I felt intrigued rather than confused, as information was revealed at a steady pace with a good sense of priorities. Based on how it's unfolded, I have a sense of how I should reveal info to players as well - very natural and intuitive.

Monster statlines are great and also well-considered, I fucking LOVE that Tsubaraya gets SBT ship stats, and the basic idea of "stomach empty > waking up to hunt" is a really concise source of tension. Of COURSE the Company wants to extract it all, it's so useful. Players might even agree since you've got the mechanics for using the fuel!

Rolling in warden advice on campaign play, one-shots, etc. is excellent. Wherever there are blank spots, they feel considered and open-ended rather than potential pitfalls. Social elements like stuff to buy, factions, etc. is all really focused on the important bits and I feel super comfortable filling in the rest.

Only thing I'm curious about is what would drive someone to wear the grit mite gloves. They seem like so obviously a disaster waiting to happen! Some bigger upside like increased durability or "the mites swarm in the direction of the nearest acid deposit" would help me convince a PC to fuck around and buy a pair.

Verdict: 5/5 from me, sick as fuck, well done. I want a print copy.

(3 edits)

This is a sassy module and I really dig the conversational tone. It's like a stranger in a bar is coaching me through brain surgery! There's absolutely a niche for this kind of minigame within almost every Mothership campaign and not a lot of other modules that cover it.

What I think is successful:

  • Inside panels communicate their information really well. Getting example jobs is huge for useability on the fly.
  • I like the cyberpunk/neon-soaked art direction. There's a subtle grain on the background gradient and the title that gives them more texture and will look excellent in print.
  • The "things hackers ask" segment answers some really clear edge cases. This alone makes the minigame far easier to run!
  • Rotten Rico's is really novel and I love how it breaks the 6-panel format. Very Borderlands!
  • I was initially worried that the Escape could be long in the tooth after all the previous rolling but it boiling down to a single "don't match the dice" setup is really succinct. I could envision that roll eliciting a lot of held breaths.

What I think could be improved:

  • Body text (Bahnschrift?) is pretty heavy and blends together a bit with the headers. Something lighter might help with the hierarchy of information and the general depth of composition.
  • Having the "Warden's Eyes Only" panel on the back of the pamphlet may not be wise. Recommend swapping it and the "What You'll Need" panel?
  • That second panel in particular feels a touch redundant when the inside panels already walk you through the steps to a hack in a more comprehensive way. I feel it could give a basic overview of the dice mechanics too since it references Layers and Nodes but doesn't really cover what that means.

In the end, I think this is a really fun and unique take on the jam's theme, and a compliment to pretty much any Mothership table. It's got a bit of tone and setting, some fun dice rolling, and a generally novel approach to encounters that many Wardens will get a kick out of! Well done!

(1 edit)

This is some supremely evocative writing! And my god, the visuals are just so damn good. I love basically every bit of this. Half the game in TTRPGs is posing interesting questions to your players, and this module has a great series of questions. Especially for lethal games like Mothership, a villain who can be reasoned with and "beaten" without direct combat is incredibly welcome. I love a "8d10 instant death parasite" horror as much as the next guy, but they can typically only be run one or two ways. Kier by comparison is a really open-ended and compelling figure and pairing him up with a combat android means you can spin the conflict in a variety of ways!

Only things holding it back for me are some minor typos throughout the text, and I think maybe adding more content to the inside (or shifting existing content to the inside) to balance out the composition since the map leaves a lot of empty space around it. I also think the numbers keying each room on the map could be enlarged/given a white-on-black treatment to make them pop a bit more as they sort of disappear into the linework of the illustrations currently.

Phenomenal work overall! Another of my frontrunners!

The energy in this writing is fantastic, I think it's got a flair to it that draws me right in and gets me stoked to run! The monster life cycle is really well-fleshed out to me and gives me plenty of information to spin off into emergent encounters. Each location on the map is illustrated sensibly and the NPCs have a good spread of motivations to engage PCs/communicate information/stoke conflict. Overall I think this is an excellent manuscript.

Points of improvement:

  • Visually, this is very barebones. This does mean it's easy to read and utilize so it's not at all to the detriment of the writing, but with how much personality the writing exhibits I would love to see a comprehensive pass! More colour, more depth, more art. It deserves it! This could help hammer home the sci-fi aspects as well.
  • Encounter procedure feels a bit shaky, since there's a flat 10% chance the PCs will run into Dr. Ranier whenever they go somewhere so it's possible they never run into him. Having some kind of escalating chance (+10% each time nothing happens) could help alleviate this!
  • Usage of d4s where most Mothership stuff sticks to D5s/D10s/D100s.
  • Not sure if IP needs to be its own stat. I feel it could be tied in more directly to a PCs body save to save on cognitive load for Wardens and PCs. The stages of the infection (and the idea of each "success" making a future failure more likely) are still good in my book, though.

List looks long, so I want to clarify that the writing is really, really strong and I like this entry a lot! It more than makes up for any nitpicks. Some good fucking seafood here!!

This is a classic sci-fi horror setup! What I liked:

  • Really strong headers that grab attention and organize information well.
  • Black and White aesthetic means it's already printer-friendly and more approachable for the average Warden.
  • Good exploration of the hive-mind's motives, behaviour, and abilities. Makes them a well-rounded adversary that can drive a lot of emergent conflict.
  • Crunchy art that evokes the tone of the writing, I especially like the piece of the miner(?) on the inside-left panel.

What could be improved:

  • Text is pretty small across the board, too big on the cover. Removing the second map from the outside-middle panel could give you some wiggle room to resize.
  • Redactions on the NPCs, as others have mentioned.
  • Premise is fairly conventional within the broader Mothership catalog.

All told though, this is a solid module. It's straightforward and appealing. I feel it would be a great pick to run at a convention or as an introductory one-shot!

There's a ton here to love, I think it's weird and trippy and unique in its exploration of the "under the surface" theme! I think the art is excellent and the idea of doubling the cover art as a map is wicked smart. Warden advice for portraying the dream world is very welcome and structuring the player experience into acts helps make the volume of information more digestible!

My only real issue is that the text is all far too small to be feasible. You'll want to look into some strong revisions in order to accommodate some of the limitations of print (bleed, margins, etc.). Even if it ends up expanding into a small zine, you've got a strong concept and some strong writing to make a potential jump worthwhile! Good work!

The name is great, “FU!” I also love leveraging the look and design direction of Mothership’s spaceships for an adventure. It’s got a good balance of humour and darkness, lots of great opportunities for roleplay/violence/money making. I feel like I could have a beer with this module!

You've got a very useable, clear timetable, stakes, procedures, etc. in here. You could plug any individual element into basically any Mothership game without trouble. The link to "under the surface" isn't as strong to me, and I feel like something is missing from the artistic treatment of the octopus on the inside-right panel (maybe sized up a bit to fill the space? Or an action pose?). All in that though, great cohesive package! Well done.

Happy to expand! Here's the big three for me.

  • The Map. It's got a reliance on basic shapes that breaks my immersion in the atmosphere of the writing. Especially the starburst for the Dream Eater and the cloud elements are just too identifiable as "basic shapes" from a design program vs. bespoke visual elements for a particular module.
  • Text Frames. The white-transparent look is a bit dry when there's so much colour in the background. I also feel like the text hugs really closely to the edges of the frames at the top and bottom edges, while the sides are getting more breathing room.
  • Backgrounds. Stock imagery for backgrounds is not my preference, so this is more subjective, but I feel it'd help to slap some grainy, analog, horror-style filters on them to take them away from photorealism and more into the realm of "graphical/textured.

Happy to chat more on solutions and stuff via DMs if you're interested!

Player handout is a great solution. Looking forward to it. Please do a print run!

For sure, happy to chat more via Discord DMs if you'd like!

I see! Yes, Discord is great. Looking forward to chatting!

This feels like a perfect distillation of the horror of visiting a giant, corporate waterpark! There’s some intense dark humour in here and I feel like playing this as some kind of “evil dead meets that hitman from Fargo” vibe would be incredibly fun.

You've got a great visual treatment, I love mixing up the 6-panel format with the D10 Random Park Visitors table (also just love that kind of table for adventure like this with lots of bystanders). It has charming header treatments that are gaudy without being unreadable or ugly, a tough balance to strike! It reminds me of a visitor’s pamphlet in some ways.

On the critical side, I feel hierarchy of information is kind of borked, with headers and bold and italics being used kind of inconsistently. The idea of having pre and post disaster text is excellent but it needs to be differentiated with more than italics.  I also feel that the statlines/traits for NPCs and monsters are listed without much visual treatment and feel harder to read than they should be.

None of these detract from the punchy, mean, darkly comedic core of this module though, and it's got a lot to recommend it! Well done!

Down the Hatch is easy on the eyes, has a fun title treatment and great text boxe design. Information is well organized and follows the classic “Ypsilon-14” tradition of map layout (not a bad thing)! The writing for the KRONOS has great SHODAN vibes - the menace and seething human hatred is palpable.

A mining drill that takes an android logic core as a CPU is a horrifying thought and I love it. You've got a decently linear and very deadly dungeon crawl, but it’s got lots of character and some really clear room descriptions where I've seen other adventures turn industrial guts into vague purple prose that players can’t do anything with.

Recommendations: 

1) Kronos doesn't need stats if it's indestructible. Save that space!

2) Some headers (i.e. "Intake Shaft" and other room names) could be full white instead of the same off-pale-blue. Might create some better readability/visual hierarchy if/when you go to print!

Great work!!

I'm down bad for this one (had to I am so sorry)! God, this is a really sick premise. Putting the rich folks on the “lowest” level because its away from the radiation is really novel and gives a great ironic twist. I buy the vibe of desperation, panic, and horror pervading the whole thing!

The module explains itself as you go, making the eventual running really easy! I like the inclusion of some off-site locations for exploration/wrap-up, and “In the Crush” is excellent for making a fail-state interesting and horrifying. Losing is winning in Mothership after all!

While some elements feel prohibitively small (helping hands table) to be effectively useable, this is some great commitment to "under the surface" while working as both a unique shore leave destination and a super engaging "natural disaster" one-shot!

Inject this shit into my VEINS! Love the front panel art and overall aesthetic. This module introduces a classic premise, contains excellent art, gives great PC/Warden guidance, and gives some concise content warnings.

I really love the formatting on enemy statblocks. Great information organization while keeping real estate down. The Mirror World has a fantastic set of open-ended ground rules that allow Wardens to judge edge cases and for players to create unique situations. Having NPCs already in the mirror world keeps the pace up and creates an easy hook to ramp up the horror/tension.

The “managing coercion” section is such a great inclusion, tons of well-meaning Wardens can still screw this up with D&D brain!

Only question in my mind is whether there would be directional issues in the mirror world since wouldn't left be right, etc. which could get confusing with the one map? Perhaps this works out fine in playtesting, it just occurred as a potential point of confusion.

All in all, THIS HAS THE SAUCE. Amazing work!

Really appealing and printer-friendly art direction! I do feel the text is a bit condensed to its detriment, though, and some columns are lack spacing between one another. The map legend is also pretty squished in there.

That aside, you've written some excellent body horror here! The dungeon essentially tells the story the company and their product - I think a lot of dungeons tend to miss that. The more you explore, the more you learn, and the worse things get. I also really, really enjoy the timeline of events, they're explosive without being railroady or too narrow. I get a good sense of the narrative arc a one-shot might take by reading them. Well considered and great work overall!

I think the art is perfectly Mothership and charming as hell, and the idea of a sci-fi racing horror adventure where I've been forced to participate because of debts to the mob is excellent!

Unfortunately though, I feel I have to recommend a page-one revision here. Too much is left up to the Warden to flesh out themselves (a map/layout for La Laguna would be very welcome for Episodes 1-3) and other stuff is rail-roaded too hard to be reasonable (mob debt/math of the racing checks/random nature of possession).

I've got lots of ideas on how you could tackle this one if you're open. Happy to jam on them (no pun intended) in DMs!

This is a bonkers-ambitious trifold with a zine's worth of content and a great deal of flair! Hidden agendas, multiple factions, multiple entire dungeons, a new panic table... I think there's a lot here to love and you can't beat this kind of value for space. It's complex and sprawling and could power a whole mini-campaign.

My biggest point of criticism here is simply that the trifold format means you must compact information into the space so far that it becomes unintuitive. There are so many moving parts, sub-systems, and light-speed explanations that I find it exceedingly difficult to parse, even with a high degree of experience in icon-and-shorthand heavy modules and games. It's not inherently a bad thing - once you do figure it out you've got some genuinely imaginative and exciting content! Veteran Wardens looking for something novel will find a lot of value in this module. I just feel it's sacrificed a ton of accessibility and readability to get there, and I value that kind of thing really highly in a pamphlet.

Huge props for taking such a big swing and not going mad in the process! The eldritch scholars will be proud.

I like this module! Great flavour. I love the moonbase-meets-system-shock-2 vibe, and fitting a full planet surface point-crawl onto this little space is impressive. I especially love the "scattered papers" aesthetic to pack all the maps into the inside, it's scrapbooky and imaginative!

Two things I feel could punch this one up for usability and polish! 

  • Text readability. The header font blurs together at small sizes and a couple pieces of body text (cassette, moon map) felt hard to see against their backgrounds. 
  • Monster descriptions lean on really flowery language that is evocative but doesn't really get balanced out by  concrete "this is what the player is looking at" text. I like the vibes they give out but I find myself a bit lost!

All in all, fantastic effort. Lake of stomach bile is going to haunt my nightmares!

This module gives me a lot of Annihilation/Scavenger's Reign vibes which is good as hell! It's got an engaging hook and the ongoing "starve or further your assimilation" push/pull is an AWESOME dynamic to get players role-playing and interacting with your NPCs. It's all organized well and it's dense without being difficult to read.

I do feel that the visual treatment, while solid in its own right, doesn't really mesh with the content or themes. Following the "field journal sketch" aesthetic direction alluded to by the illustrations would make a lot of sense and communicate the themes visually as well as textually.

When it comes down it though, the writing is what matters here, and you've got some winning writing. Lots of fun levers to pull and likely multiple sessions of evocative alien wilderness crawling. What's not to love??

While I'm pretty let down by the visual treatment, I think this is some of the strongest writing and execution in the jam! The "under the surface" theme is echoed in several areas of the module, and it functions really effectively as both a narrative adventure and a primer for a full-ass shore leave destination.

You can piece together the truth in a variety of ways and there's something interesting around every corner.  You've a good few sessions of sandbox play packed into this one and that's a hard bargain to beat. Cirrus Station could be plugged into any campaign and it would be well worth the detour!

I quite enjoy the mechanic of uncovering new information about a location every day you spend there! It makes for a great tie-in to the jam theme, in addition to the tie-ins made by the radishes and the presence of the Death Mountain. It's not just lip service, it's mechanical!

Unfortunately, the visual execution here doesn't hit the mark for me. There are too many different fonts used, making it hard to parse information effectively. I feel many Wardens will also struggle to give their PCs things to do, since Rover handles drilling/sample collection itself and most encounters boil down to "attacked by a monster." Making Rover less autonomous and giving PCs each a job during sample collection could make for more role-play and encounter opportunities.

That said, I think the Death Mountain is a great threat to build up to (Mothership Godzilla!), and the choice to remain at a location to uncover the full story vs. move on and conserve resources is a really effective one. With some more iteration and visual pass for consistency I can see this being a very strong module!

This is a very compelling premise akin to an episode of Black Mirror or the opening of Prey, which is a great starting point for a one shot! I like the visual treatment and I think especially in print this will really pop!

I do feel that it could be tighter in the execution, as in reading I found a variety of edge cases that could cause friction for Warden usability. It's not clear from the maps specifically how the studio and set fit together, and the "rules" of the game show feel a little vague. I feel some more fleshing out on the "it takes the form of your worst fear" front would be welcomed by a lot of Wardens who struggle to come up with that kind of stuff ahead of time/on the fly, and also good to address potential trigger warnings with the players. People might be prone to taking that concept too far if they're left in the wind to improvise.

In the end I think that with some cleaning up on these fronts, I think you'll have a really slick module! You can layer in like three twists in as many hours and keep a canny group of players on their toes. Letting them end it all with an interview gone wrong (resisting sedation) is the exact kind of memorable end-scene I love to see in a one-shot. Good work!

You've got an intelligent, scary monster, zombie crewmates, an SOS signal, close quarters... feels like “Mothership comfort food,” by no means a bad thing! I fucking LOVE comfort food.

While its a bit visually jarring with the off-white/pink and teal, it does create good contrast. I think it’s organized really intelligently with some excellent hierarchy of information. In print, this kind of thing is super important and a print copy of this would be welcome on my shelf. This could be a really easy, fun night of gaming where some other “more stylish” modules would require more input and filling in gaps from the Warden. Highly successful work!

The real-time element is a really fun gimmick! I feel it could be expanded further with respect to risk vs. reward - either rewarding you with time saves for skipping use of a tool/making sloppy moves, or having some other element of the adventure intervene to disable/steal equipment, forcing PCs to skip them and risk making things worse. As it stands, I still like the adherence to realism in asking the party to track their equipment and make drilling an active minigame beyond "I roll for this > done." You've gotta have your hands on the controls and watch the clock tick down. Make your players spell each other off to go refill drinks and chips. Lots of fun ways to shake up a typical night of TTRPGs!

The isometric-ish map art is great, and I think the Last Caretaker is a really strong horror. Succinct and useable breakdown of motives, the build up to its appearance with the timeline is full of all banger "trailer shot" set piece moments, and its differing behaviour on each Wound will effectively keep the PCs on their toes and lead them further into the adventure's finale!

On the critical side, I think the outside middle panel could use a visual touch up. The gradients on the text boxes feel weak and the equipment images are really squished together. Century Gothic doesn't serve well in body text in my opinion and could be swapped for a more versatile typeface. I also personally question the choice to plug socials on the front cover, especially as hyperlinks. Changing that for a print version might be welcome.

What I liked!

  • "You bipeds are shit" had me cackling for a full evening. Doris is a really fun villain!
  • Pixel art map + general art style is really well done!

What could use improvement:

  • A pass for grammar and consistency.
  • Encounter mechanics for the monsters are a bit vague.
  • The background lore takes up a lot of space but is not immediately relevant to the scenario. It informs the villain's motives and gets the PCs into position, but they'll still be spending most of their time being hunted by Doris. Could be compacted to some important highlight and more space could be given to other elements.

I like the direction though and would love to see Doris go on a rampage across the stars. I'm happy to chat more about my thoughts in DMs if you'd like!

This adventure has the sauce! A cohesive look, text-heavy but still readable with excellent hierarchy of information. Reading linearly outlines everything I need to know to run it, and more important gets me stoked with ideas. I love the risk vs. reward of the depth crawls procedures. I feel like I could throw this at my table with 5 minutes of prep and it would be a great night of Mothership!

Only place I feel it falters a bit is in the front panel. The body text treatment is ever so slightly larger/different than the rest of the pamphlet, and I feel the bubble elements/title treatment could be pushed further into analog sci-fi horror territory.

That's a nitpick, though. This is really great plug-and-play module with a lot of inspired elements!

I think the visual treatment is lacking in some big ways (image credits as subtitles feels awkward, some choices on the character sheet panel) but I really fucking love this content! This module being a Session 0 for a brand new MoSh campaign would be super engaging.

Any supplement that just comes loaded to bear with rollable tables has a special place in my heart, and the inside panels give me "Stars Without Number" vibes which is absolutely a good thing. Mothership needs more modules like this!