- Cohesive graphic design and readable layout.
- Solid module concept.
- Feels like it explains everything needed to run it.
- Theme is on point.
Myrmidont
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Very polished, but there's so much packed in here that I think the readability suffers a bit.
I do like the boss fight mechanic, but I think there need to be clearer or more straightforward links between what the Tell is, what the consequence is, and how the PCs can Cancel it. (Let us recall stories of player groups being stumped by children's puzzles)
For instance if a Warden uses "Fractured Reality" and says "The air around the black hole seems to fracture like brittle glass, you hear morbid whispering in your mind", then I think most players wouldn't understand that they can "self-reflect/confession/being true to themselves" to prevent the outcome, or that the outcome would be a copy of themselves appearing. I think they would conclude "space-time is being damaged, is about to shatter completely, and we should evacuate".
Whereas if the Tell was "Each character sees that their own shadow is starting to take solid form. They sense all the darkest aspects of themselves slowly turning into murderous reality" Then the consequence - they have to face down their corrupted copy - is much more easily anticipated, and the possible Cancellation - trying to repress or acknowledge the dark part of their psyche, or perhaps physically disrupt the copy from forming - is a bit more readily apparent.
- Polish is good. As others have said, diegetic.
- Feels like the main way to insert this into a campaign is just as a background event the crew hears about.
- Main issue is I don't really feel the Mothership vibes. The focus on human conflict as opposed to space horror. The visuals of Vietnam-era and contemporary, mundane military weapons doesn't fit my idea of what an insurgency looks like in a cassette-sci-fi setting. And so on.
I really enjoyed the creative concept and play on words in the title.
A bit confused by some elements; mostly the 7 people in the Bunker not being able to fit in the 12 person Rover - there might not be over 5 PC crew alive by this point!). These NPCs are likely to be a significant source of drama/conflict, could be fleshed out more (especially if they attempt to take the rover by force!)
Heya, loved Frieren so I really enjoy the vibe of this game. I couldn't help but cobble together a small cantrip generator - pdf here on my Google Drive if you want to take a look.
Thanks for reading!
When he created the setting and art, Sam has mentioned he took inspiration from the Zelda game series among many others, like Shadow of the Colossus, Princess Mononoke, Castle in the Sky, and other artists like Simon Stålenhag and Ma-ko, along with the designs of ancient cultures from history. That's probably just the tip of the inspiration iceberg.
I have a question. The character sheets have spaces for up to three "Additional Powers".
The only advancement rules I can find is the one sentence "Everything you salvaged during your mission can now be traded for repairs and upgrades or even new weapons, gadgets and abilities."
I assume this is not just exchanging Loot Tokens but also based on the value of the captured derelict or successful mission objectives in the story.
Does anyone have any guidelines for what kind of rate of advancement is suitable? I assume you don't just hand over a d8 Loot Token after the mission for a new special ability.