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Myrmidont

19
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A member registered May 16, 2024 · View creator page →

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  • Cohesive graphic design and readable layout.
  • Solid module concept.
  • Feels like it explains everything needed to run it.
  • Theme is on point. 
  • Polish and visual appeal is very strong.
  • I really like the implementation.
  • However I don't know how I would use this in a typical Mothership game, except as background.
  • I don't think this matches the Jam's theme at all, though. 

Very neat visually.

Unfortunately I can't run this "as is" without prep, and although the diagram looks good, it's not especially usable for tracking where people are. 

I like the cohesive design and art. 

Interesting premise. I like the clock system you've used here. 

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.   

I really enjoy the aesthetic, setting and NPC characterization. 

Could do with some further editing; Quite a lot of unused space that could be utilized, such as more detail on what Doris has access to, how the PCs might attempt to wrest back control, etc.   

A very good entry.

  • 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.
  • Feels inspired by Cube, Hypercube, and Diamond Dogs so that's a big yes from me.
  • Really like the aesthetic and graphic design. 
  • The main issue I anticipate is the players not understanding what they have to do to escape the pocket dimension. 
  • Consistent layout, but very basic, not very evocative or stylish.
  • Can't go wrong with alien crabs!
  • Feels like an easy premise to insert into an ongoing campaign, but may need some work to keep the PCs from saying "not my problem" and leaving.
  • Creepy premise. 
  • Space worms are a classic.
  • No idea what the medical terms mean.
  • I feel it could do with a lot more polish and consistency in the editing, layout and art style.

A classic mystery format. Style and layout is effective, but could do with editing. The redacted text in NPCs feels unnecessary. Overall, seems solid.

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!)

Word from the TKG staff Kharrak.

(1 edit)

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 appreciate your spirit in making these and hope to use them in my own projects soon.

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.