I'm fine to wait for the full, refined thing! I bought in early and read one or two chapters, but I'm gonna pour through the rest on my new ereader I got as an Xmas gift so I'm ready!
MeatCastle GameWare
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I wrote up a full-on review of this module after playing. Spoiler alert: I really liked it! You can read my full thoughts here: https://meatcastle.substack.com/p/dead-weight-death-begets-death
Played this with a 6-player crew today as a three-hour oneshot, and it went great! I started with a 10 minute or so quick prologue of the crew's voyage so far and then we jumped into play with The Incident. I cut most of the recommended times for the various events in half (or more) to ensure we hit all the beats, and it had a really fun ramping up effect.
In the end, one PC died and the ship was torn to shreds, but they were able to otherwise survive the day (now if they are able to survive in the long run is a story for another time). Great module!
Clearly laid out with great player and warden aids. If you are reading this and are unsure of the various "endings" of this module or how it may play out at your table, don't worry - it'll all click into place during play.
I was wondering, am I'm sure more of this will come out in the full game: are there any mechanics behind the disguise choices? I succeeded but is it/will it be possible to fail? What determines it's chance of success? Some of the options seemed pretty wild if you were just trying to go into a store normally (like a guy coming in with a blindfold and ball gag might just get kicked out preemptively, lol) but with the others I wasn't sure if it was just vibes or something more (unless you want that to be hidden than don't feel like you have to explain it to me)!
This is a great proof of concept! I loved the art and the tone of it was really fun - half gross and grimy and half absurdist fun. I especially liked the shift in style to the very happy-go-lucky "Let's Make A Disguise!" screen play after all the visuals before and after, like playing Style Savvy in the middle of a Fallout game or something. Excited for the full release!
That's a great question and definitely an edge case I should include in the updates rules. My initial thoughts is that the refresh rates should stay the same as prior to KIA (since they often represent stuff happening around the soldiers from the dropship above and such). Also, that keeps there from being times it may be more advantageous to die and reinforce, which seems silly.
Thanks for checking it out and leaving your thoughts!
Like everything in TTRPGs, it find that it very much depends on your table and your players - many goodhearted adventurers would want to save the villagers, as many as they can anyway, and the Mouth wants to see the ritual to completion more than it wants to kill newcomers (especially if it may enthrall them as well and speed up its work). If a party of adventurers flees at a sign of danger, that's certainly a choice they can make, but it's not one I think many characters worthy of the term "adventurer" are likely to choose (after all, why do most adventurery things, in that case?). Also, if the GM telegraphs the threat at the heart of the adventurer well them leaving could even have interested play down the line as a region-wide, potentially world-ending threat is now on the loose - all because they chose to overlook it.
That said, it's not in my style, for this kind of very small release, to feel like I need to trap the player characters inside or give a reason for adventurers to investigate - I assume they will because 1.) that kind of inquiry and action is often at the heart of the game being played and 2.) the GM at the table can easily craft far more tailored hooks for a character or campaign than I can (perhaps the Mind Masters are allied with another dark god the party has been investigating already, perhaps the village is home to a character's mother they were planning to visit while on their way to the next location, etc.).
Beyond that though, I like your slow play option - maybe even having the Mouth (in the guise of another NPC) offer the party an old building to use as their camp and slowly have things reveal themselves over the following fortnight. Same with adding more clues regarding the Mouth - there is one as written in the adventure but more couldn't hurt (and locating the Mouth or avoiding it will still prove difficult). If I were to expand this out further or add to the Mind Masteriverse as well, I'd definitely be thinking back on your critiques and seeing how I could address them further too!
Thanks for playing (and reporting back with how it went)! I would definitely like to expand it out further down the line. I have some notes for a proper campaign of missions (and I'd want to touch up and expand the rules a bit too). Sometime!
You're generally right on the Speed vs Armor front. You can tank by getting high numbers in both but Speed, with what's there now, is typically the optimal play. That's something I'd build another bonus around for Armor in a v2, for sure!
Thanks for checking it out! I wanted there to be some allies in the space - or folks you could attempt to have aid you or build some sort of rebellion against THE MIND MASTER. Even still, it's likely an uphill battle when you are so outnumbered! I figured for the "bad ending" I should really go all out since that's more fun (and feels more in line with the jam's pulp influences).
Thanks for checking it out! Yea, having it be a mundane little town on first encounter that then changes over time after a full moon would be really fun. I put the phases is there as a way to either slow play it in the background like that or to let the GM sort of dictate a "difficulty" of the adventure if playing as a one shot.
Since most of the entries in the original Appendix N were not tabletop supplements but novels and short stories, I'm considering (outside of the time frame of the jam) writing a short story version of my module which (in this fictional Appx. N universe) is the "original" text that was adapted into the adventure (and then listed in an Appx. N alongside all the other titles). Figured I'd drop the idea here cus I'd love to see someone else do the same thing! I'd love to read a short adventure and than read a short story version of some heroic (or tragic) party making their way through it!
Hello! Thanks for reaching out! The next update is in development. I playtested some of it just about a week or so ago, in fact. Some big personal life stuff shifted a lot of my available time away from the project in recent months but things are progressing and my intent is absolutely to still see the rest through in terms of layout and art and such, though I can't give an exact timeline there yet.
The next update is going to be a new region for the Ahmian Almanac (Raconia) and a bit more of the included adventure. I'm hoping to get the rulebook headed towards layout as well after the next pass, if timing allows.
































