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tomrollock

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A member registered Apr 23, 2023 · View creator page →

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Really nice tension between helping and hindering the human, and a great subversion of the standard 'humans vs evil ai' trope. The artwork is lovely and serves to elevate the setting.

I wasn't previously aware of Jovian Despair, but can see how this would slot in really easily. Lots of inspiration for scenarios in which difficult decisions need to be made, and negotiations negotiated.

I'd echo that a proofread for v2 would be valuable. It might also be nice to more clearly signpost how different elements alter/extend the setting creation rules to make it easier to pick up and play.

A sharply-drawn scenario with a great premise, loads of tension, and three equally bad options with opportunities for great roleplay. 

Very clear layout - seems ready to pick up and play. 

A really clearly scoped mission with evocative writing and lovely atmospheric descriptions and details.

I'd say it was perhaps a little railroady - I felt quite passive as a player, being told what to roll and when, rather than coming up with my own solutions for things.

The setting sounds fun, and I look forward to seeing more of it when Impulse Manifold is released!

Very efficient worldbuilding and mission setup. I feel like as a player I'd know what I was trying to achieve, and as a GM would know the obstacles and curveballs to put in the way for a satisfying game.

I really loved this: great concept; great execution. 

It felt very playable and playful, while putting the player in quite an intense and immersed headspace.

The visual design was perfectly thematic (although it might be nice to print; coffee-ring and rescan for authenticity).

It (necessarily) lacks replayability, but I can't fault it for that.

This is an ambitious adventure, which packs in a lot of worldbuilding and plot. Lovely bit of pathos at the end! I love the crunchy elements of resource management, and nicely developed mechanisms for exploration.

It might be nice to have a timeline/overview of events to make it easier to see at a glance how the premise is set up. Likewise developing the visuals as others have mentioned.

Have you considered that the way re-rolls work on major and minor events means that exposition will become slower as the mission goes on? (It would give a sense of getting further from civilisation, so if that's the intent then please ignore this!) It might be better to switch these around so that you start by rolling on minor events, and if that minor event has already come up receive a major event instead, so that you gather pace instead? 

Overall, lovely bit of storytelling that I would enjoy playing through :)

The visual design has a fever-dream quality that puts me in mind of the singularity sequence from 2001. It looks super-cool, but would have been nice to maybe have a bit of a handle on how to approach playing. Looking at your other work, this seems to be a hallmark - I'm not here to say it's not art :D

The visual design has a fever-dream quality that puts me in mind of the singularity sequence from 2001. It looks super-cool, but would have been nice to maybe have a bit of a handle on how to approach playing. Looking at your other work, this seems to be a hallmark - I'm not here to say it's not art :D