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KingDunnad

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A member registered Aug 05, 2020 · View creator page →

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I really enjoy the premise of this mission! It's not very often you get to be a murderous AI. The card draw results all seem very fun and evocative, and the graphic design is very punchy. I'm also super impressed by the quality given that this was done in one day!

The only things I think would need improving are some of the graphics - there's one part of the image that's very crunchy, which doesn't really fit as well with the others. Plus the extra fonts in the map and where it says 'Imminent God' are different from the others, and maybe could benefit from matching the rest of the document.

This is a solid mission! I really like the premise and disease. and the mechanics for increasing heat look very elegant. It also looks quite easy to pick up and play.

The only (minor) thing that could be changed is the layout of the second page - it is a little hard visually separate the sections, and could perhaps use slightly more white space.

This mission has a great setting - I love the details on the space elevator. It has a very distinct feeling of place, and the encounters all seem very interesting.

The main thing that could be improved is having a specific objective/explanation as for what the players are there to do, unless this is a setting pamphlet. The art is also great, but should probably be more transparent under text to increase the contrast and make it more readable - the large map especially.

Another minor thing would be to move around the locations of the elevator on the first page, so that they match the art on the title section.

This is a fun campaign idea! I like the options presented to the players as to what resources they have to choose.

It seems quite reasonable to run, although  does rely on the GM to come up with the specifics of the actual journey itself. It could probably use more details on the ship itself and the machinery/equipment the players have access to. That would also help in terms of upgrading and maintaining the ship.

I also found the monospaced text a bit hard to read - maybe because of the character spacing? It could also probably benefit from a black-and-white/no background version for printing.

This is a very solid scenario. The premise feels very tense, and the following results/moral dilemmas are very fun. The NPCs all feel very realistic in their motivations, and the pacing is nice and tense.


In terms of improvement, it could use more white space, and some information could possibly have been bullet pointed for readability.

I would also personally like more expilcit details explaining the results of various roll/decisions the player can make - can you use up less Reserve by rolling well on a piloting roll? How much Reserve do you need to get from Survey 3 to Prospect?

First things first -  I really like the concept. I have been thinking myself about how to make these sorts of 'communication games' (what I like to call this sort of game, even if it's solo) - I will detail those thoughts after my thoughts on the mission.


I really like the format and design of a technical manual, as it really fits with the subject matter. But I found the text a little too small too read, especially given the relatively large size of the paper. Seems like possibly too much white space in places.

In terms of actual gameplay, it's a bit unclear what the player needs to do. I think it could use some more explicit instructions on how to play before throwing the player in there. 


Personally, in this sort of game I'd want some sort of feedback from the astronaut as to how things are going. I know the central conceit of this specific mission is that the comms are down, but potentially they might have some sort of alternate communications, even if that's morse code, or similar. Potentially, you could procedurally generate the astronaut's responses with tables when solo playing.

It's asking a bit more, but another thing I'd personally like is a (separate?) manual on communication protocols, simply for immersion.


My thoughts on communication games:

For context, I have played Keep Talking And Nobody Explodes, but not Apollo 47.

I think the strengths of communication games generally rely on the puzzles - complicated scenarios that rely on the player's ability to communicate effectively and efficiently within a time limit. They have to be designed in such a way that they are complicated and specific, but not too hard to decipher. (I think the two that you do have work well on that front.)

To translate it to a solo game requires a bit of a change I think, because you don't have the same dynamic between two (or more) people having to communicate, so you've removed half of the game.


I think there's definitely multiple ways to do solo communication games:

  • Keep the technical aspect, but put the player in the shoes of the astronaut. Then the game becomes more about the technical puzzle solving, perhaps with some way to give definite information about the players situation in conjunction with a technical manual.
  • Keep the talking game. I'm sure there's ways to make it more into a minigame - perhaps you have to say certain words for points, or bring up certain topics. Having a checklist visible from the start, with more things than can feasibly be completed could be a fun way to do this. The idea of having to prioritise certain topics in a time limit is quite appealing.
  • Have the other person be procedurally generated with tables, cards or similar - or perhaps be a fictional AI and limit their responses. Then you could play on your own, but still have a bit of that conversational dynamic.


If you (or anyone else reading this) have any further thoughts I would be very interested in talking it though more, since it's quite the interesting design challenge.

I like the premise and complications to the job! The whole terrorist subplot is very fun, and all the details seem covered.

Some of the big blocks of text could perhaps use a little more white space.

This is a good mission! I like the conflict between the corporation and the scientists, and it seems like it would be really fun to present to a group of players and see what they decide. I also think that the plot itself is very robust, and there are plenty enough details to run this just from the pamphlet.

Like  KURAGARI said, I do think a simple point map showing how the various places relate to each other could be helpful.

I really like the premise, and it is executed very well! The map traversal seems suitably interesting, the encounters are fun, and the story is very compelling.

The only things that could be improved on are perhaps a little more art/illustrations/white space, but it is perfectly usable as is. Also, a minor thing - the map would be a bit annoying to print, given the coloured background - it could be nice to have a black-and-white version with no background available as well.

Like KURAGARI said, the art is very fun, and with a little extra details I think it could be a fun mission.

Please note I have not read LUMENDARK, so please disregard any feedback relating to that rather than your work.

The content seems generally good - I really like the alien creatures that can be encountered and how their traits are described. One thing I think could be added is more visual and other sensory description - of the planet itself, the alien creatures, etc. 

Otherwise, from reading it seems like the flow of scenes would work quite nicely, especially with the big climax scene at the end.

Yeah, I think it works well at the bigger size for the headers, so maybe a similar un-caps font would work better for paragraphs?

A nice twist on classic mechs.

If you are unaware, there's three blank pages at the end.

This is nice! Looks like it'd be really easy to sit down and play.

I do find the font used a bit hard to read though.

As far as I'm aware it's still avaliable!

I've made 4 covers here: https://kingdunnad.itch.io/ttrpg-covers

Thanks for the feedback!

Thanks for the feedback!

I do agree with you about the lack of connections - I might make an extended version at some point. And thanks for the design resources link - it looks super useful.

Thanks for the feedback!
I forgot to actually specify in the document, but my idea was that she shows up floating in the pit after about three hours have passed in game.

Yeah, it was the enemy page (pg 5) and the arty page (pg 3) also.

I do think it works very well for the background, and just decreasing the transparency of the boxes behind the text would probably work fine to make it easier to read.

On page 3 the text box on the bottom also had some effects on it/the background that made it hard to read, but interestingly it is no longer a problem when reading on my phone! The inverted colour rectangles are only showing up as solid opaque rectangles.

Incredible graphic design, and a fun looking mission.

The room descriptions are very evocative, and I love the way each of the agent's motivations are decided at the very start of the mission.

This is real fun! I love the concept of the bank note.

I did find some of the text that's over backgrounds a bit hard to read, but otherwise the graphic design is very nice!

There's a very fun enemy here - I love an enemy who can adjust the parameters of the battlefield itself.

The mission could have perhaps also used a little more white space/paragraph spacing, but in generally it's quite readable,

I really enjoy the format as an old-school game, and the opponents that can be fought.

Love a good sea mission - while the layout is quite busy, it is also quite evocative and sets the mood well.

This is an incredibly vibey mission, I really like the way the building is set out and displayed, and the enemies really fit the setting.

This is a nice mission, I really like all the different Biomatons that can appear, and the cast of NPCs that playes will have to deal with.

While it looks pretty cool, I did find the red and green text quite hard to read - it might be worth making a black and white version for accessibility and home printing?

I like the vibes of this mission, the place itself is very evocative!

Ran this for three people, we had great fun!

Hello!

I'm writing an scenario for a game I couldn't find the license for and am waiting on a reply from the creators.

Would it be alright to submit a placeholder page now and publish the whole thing if I get the go ahead?

This may be too late, but when I've published things in multiple languages I put them in two separate documents and submitted them on the same game page.

Hello! I am considering publishing a scenario for EMF - what's the licence or policy for third-party content?

I'm glad you enjoyed it, those were the vibes I was going for!

I would be interested, that would be great!

All that I'd ask is that you put a line somewhere giving me credit as the original author.

If you want I can add the finished translation file to this page, or if you want to publish it yourself I'd appreciate a link to it to add here.

Plus, if it would be handy for me to pass on the original .rtf file that can be edited, send me an email at kingdunnad@gmail.com and I'll pass it along.

That's great to hear, I'm glad you enjoyed it!

If you want more random generic real names, this generator is useful: https://www.behindthename.com/random/

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Here's my list of my personal favourite systems:

(For context, these are all some variety of rules-lite,)

- Thirsty Sword Lesbians (https://evilhat.com/product/thirsty-sword-lesbians/) - PbtA, emotion driven narrative drama. Each playbook has an internal conflict that can be very fun to figure out.

- Orbital Blues (https://soulmuppet-store.co.uk/products/orbitalblues) - sad space cowboys just trying to survive in a space western world. Also has some great mechanics to set up a character's backstory and connection to the world.

- Mothership (https://www.tuesdayknightgames.com/collections/mothership-core-rules/products/mothership-players-survival-guide?variant=41210327269465) -  sci-fi horror. Very easy to learn, plus the player book is free!

- FIST (https://claymorerpgs.itch.io/fist) - PbtA-ish, paranormal mercenaries doing good where they can

- Orbital (https://mouseholepress.itch.io/orbital) - NDNM, GM-less, characters working together against the backdrop of an interstellar war. Like other NDNM games, has fun character options and playbooks.

- EXTREME MEATPUNKS FOREVER (https://sinisterbeard.itch.io/meatpunks) - PbtA, fight antifacists in a meatmech and maybe kiss your friends. Weird in the best way and one of the funniest rulebooks I've read.

- Mobile Frame Zero: Firebrands (https://lumpley.itch.io/firebrands) - GM-less, romantic ace mobile frame pilots. Has some very fun question based mechanics.

- Monsterhearts (https://buriedwithoutceremony.itch.io/monsterhearts-2) - PbtA, messy teenager drama, as a monster.

- The Almanac of Sanguine Paths (https://montfordtales.itch.io/the-almanac-of-sanguine-paths) - solo tarot based werewolf journaling game.

And I'm going to give an honourable mention to The Beginning is the End (https://adam-west.itch.io/the-beginning-is-the-end), because it's a game about making characters.

The bombs are already loaded onto rockets, the idea is that when the Leader hits the button they'll get primed and fired when the priming sequence is ready. I realise now that I forgot to add a time they take - something like 10 minutes is probably good to give PCs enough time to defuse them.


The stairs are intended to go between the floors of the rig, with arrows poining upwards leading to the floor above (and vice versa with the stairs pointing down).


I hope you enjoy it if you end up running it!

Yep! I've whipped a printer friendly version now.