thank you!
offworldbogil
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The two things I want from a tabletop roleplaying game book are useable systems for doing cool things (sailing! Giant robots!) and a beautifully presented, strange world to just exist in for a while. Eco Mofos managed to do both of those things, and this - its cooler, weirder, more confident sibling (or perhaps child? cousin? protege?) - manages to expand in both directions.
Apologies for resurrecting this discussion several years later - but just to note that we took this feedback on board after further playtesting and have updated the rules. Vampires now start with 1d4+2 composure instead of 1d6. It's only a minor change, but means that vampires can now typically expect to take one "hit" before losing their composure - which encourages a bit more experimentation. Thank you again for your review and feedback!
Had a fantastic time running this. Beautifully illustrated as others have said, but also a really nice, very playable dungeon in its own right. The space is relatively small, but has a smart layout that was fun to explore and allowed the little conflicts and points of tension throughout the dungeon to collide in interesting ways without feeling cramped or crowded.
Thank you for the kind and considered review!
The point you make about 1d6 composure being a bit stingy is very fair and something we went back and forth on during playtesting.
We did find that characters starting with lower composure were incentivised to rely on their supernatural abilities more than those who could more safely take risks with "normal" social interaction, creating some fun moments, but for a risk-averse group of players starting with a fixed 5 or 6 should work fine.
Either way I'm glad you liked the game and really appreciate the feedback!



