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Myrmidont

67
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A member registered May 16, 2024 · View creator page →

Creator of

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Great work in all categories. Wonderful wierd science concept. 

Would love to leave a rating but there doesn't seem to be a file included on the project page?

I'm quite enchanted by this weird little planetoid as a micro-setting. 

Very cohesive design and thematic art direct. Seems easy to read and would be useable at the table.

Thank you, and yes, the replayability is a deliberate element I wanted to keep from Emmy Allen's depthcrawls.

I found myself very intrigued by the drama that the sequence of events creates. Interesting adventure.

Very cool art and cover design, and a very science-fantasy feel.

Great visual design and neat layout, but when viewed at the correct scale for A5 the text is quite hard to read.

Some great visual design but I struggled to read it at the A5 scale.

Very cool visual design. 

Also noticed this - not a huge deal for judging but something for Liminitch to fix up later.

The sour decadance comes across well. Good module.

Very aesthetic and well put together!

Very cool art and layout!

Groovy!

Rather neat interpretation of the title theme!

There's quite a lot packed into this adventure!

A very neat and weird little concept, I like it.

Nice adventure.

I really like the art, layout and general concept of the module.

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That's very high praise coming from Ravensridge Press, thank you so much.

Thanks for trying out my game and the writeup!

Thanks for covering my game! Glad you enjoyed it.

Thank you for your very high praise, I hope you enjoy playing this little project.

Must have pasted something over while formatting.  It should read "If your BLUE die is a 6, a helpful thing is strongly present."

Corrected version will be up momentarily.

Thank you, I really appreciate your kind words!

Squeezed my entry in. Thank you for running it.

I would very much like to see a final version. 

Sorry, that's actually someone else. 

I based A Wanderer's Journal off the Eternal Ruins setting as a fan game (with the creator's permission), before the official Eternal Ruins RPG was announced. The kickstarter is actually a completely different game, dev team, etc.

The concept is good but in terms of Game Design and Utility, I fear that Wardens already have enough to track in a module without a metatextual level. Art, writing and layout are all functional. 

Solid ratings all around from me.

Very good all around.

As a long-time Eclipse Phase player & GM, me and infohazards go way back.  Art & Layout - 3 - get the job done. 

Art, writing and layout all pretty good. Jam theme seems absent though. Not sure I could convince a crew to shop here once they work out what's going on. 

  • Art 4 - Very good overall, but the white text on the red panels is a bit hard for me to read. The non-selectable text is also a small issue for on-screen accessibility. 
  • Writing 3 - some typos like 'Revalation' and 'eanxiety' should have been caught with spellcheck. 
  • Game design 3 - I feel like I need more clarity and detail on what each stage of the Revelations consist of and what thresholds players need to cross to get to them. through exposure to the Ichor. 
  • Utility 3 - I feel like if the players are investigating/stealthing into a location like the Bio-Syn lab, I would want a lot more information on how many people are present, the layout, etc.

I'm working on this one, just forgot I need to submit to TKG for approval, so I'm going to need to do them all at once!

I think I will take a crack at some Mothership characters. 

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Sorry I wasn't clear. The top and bottom edges of the card are short edges. The left and right edges of the card are the long edges.

On every card, you have that arrow that points "to the previous room", which is always at the bottom of the card when viewed on screen. 

Similarly, all the "dead end" cards always have an entry point that leads to the bottom edge of the card (when viewed on screen). 

I was trying to suggest that if the arrow sometimes pointed at the left or right side of the card, or the dead end's entry/exit lead to the left or right of the card ("a long edge"), instead of always the bottom, that would increase the variety of layouts.  

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I got this through a bundle, printed at home, and I very much like the style and simplicity. 
Would love to see a greater variety of shapes/room types in a future series, like dead ends that come from the long edges of the card or tiles where the "previous room arrow" points back to a long edge.