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Two Snakes Games

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A member registered Apr 01, 2024 · View creator page →

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V nice stuff there

https://twosnakesgames.itch.io/dwarf-escort

Such a good idea!

Same thing I think - it’s a William Gibson story about an organisation using quantum tunnelling to interface with historical computer systems (in the past). Sharded realities etc - v good…!

I was thinking of ways to get The New Dark Light back to the 1970s and it made me think of The Peripheral - that could be a viable angle..!

Pretty unnerving stuff! Would enjoy seeing a series of these - one for each of the Mind Masters…

PS only thing is it maybe needs proofreading/editing - eg ‘diety’ and ‘Pyschogate’

Moody, atmospheric and delicate in feel. Really liked this - it has a sombre grace to it. Would be a fantastic palate cleanser in the midst of a campaign, as some kind of liminal sphere or dreamland between other locations.

I’d like to run this! Each keyed location deepens the setting and has some interaction available - something will happen every time the players move to a new area. Flexible too - can see this being scaled up to an absolutely crazy battle-fest on the way back out!

Holy macaroni * * * * *

This is really evocative and I found it quite scary for some reason. Enjoyed the design and the overall vibes. Good stuff!

Solid design and classic dungeon - absolutely perfect for a one-shot with that OSR feel!

Very lucid and fun with lots of options for extended play. Nice one!

Dare you to read this without hearing Prophet-5 and ARP Odyssey synths pulsing in your inner ear. 5 stars

Makes sense! This would be a charming early adventure for some kids getting into tabletop RPGs… :)

Cannot fault the ambition here! Think it would take a lot of prep to run but the basic idea and attempt at injecting pathos and emotional motivation into a 4-page megadungeon is impressive.

Really fun and chaotic set up! Big fan of the ‘surprise shark’ in particular. It took me a while to understand that the ship had actually run aground and the map was across two different things, though. That said I think this would be a blast to run!

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Another very solid 1-pager from Exeunt Press, with the usual excellent design work! Not sure how on-theme it is for Appendix N but very much enjoy the sly AI allegory snuck in to this and the usual high-quality and detail-packed setting - could see this being a fun adventure to run if any adventures (perhaps any of the other Exeunt Press CY_BORG trifolds..!) end up pushing characters through time or into another dimension!

I really like the set-up for this, it’s very evocative. Also the procedure+event tables I can see working really well in play to further emphasise the atmosphere and danger. It’s very fitting for Appendix N as well! The horrible bargain at the end and the sudden change of pace that might result is really cool. Only other constructive feedback would be - needs a bit of an edit for consistency. Oh and also Bear Wizard, if you haven’t read The Isle by Luke Gearing you would love it…

Oh my god the first three paragraphs! Absolutely yes and very Appendix N! Also, seems really well-balanced at first read - the basic set up is simple but the complications lend it a genuine richness and strangeness. NICE.

This is fun and flavourful! I would say, the art is giving Gilded Age but the text is sometimes a bit more swords and sorcery - maybe fine in a Troika!-ish way but maybe could play with / tweak the implied setting a bit. Also, as it’s a party would have enjoyed a table of guests to encounter - would maybe swap out the Honor Guards Demeanour table for that. Really enjoyed the antics happening in the Parlor..!

This is really sweet and funny. Nice set up and clear presentation. I get the feeling that it would work really well with kids and/or that the author has had experience of trying to GM a bunch of murder hobos and wanted something that could act as a civilising influence!

Yeah I agree - I considered using BitD-style ‘clocks’ and I considered making it a depth-crawl, but I couldn’t make it work in time. I think something like a ‘if the players do nothing’ timeline would be good - that’s what the d4 roll in the fens when changing location is for, but there maybe should have been one for the city. Also glad you like the art - was going for a 1970s style illustrated cover feel…

Thanks! I left out spot art to keep it to a page and cram in enough details and a map for the city - one page is tough! Glad you like the art - imagine an eel that big!

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Bovine health and safety space terror! This setting is chef’s kiss. It’s such a cool idea. I would love to run this, the information and the timeline and the detail means you could run it as a really hard sci-fi version of Mothership. I think it would maybe need more set-up and preparation for the Warden than most of the submissions, but it would be worth it. I enjoy stressing the difficulties of the environment, really leaning in to the survivalist aspects and the ratcheting tension. This is a very unique and original way of setting up a story like that. Nice!

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Yeah this is great fun. Others have made very good points, but I’ll just say this is probably the most lucid in terms of how to run - it’s like a one page RPG and I can imagine just picking this up and running it without any problem - kudos for that, it has a winning simplicity and a deceptively rich mechanical depth. It’s very visual too, which I like a lot - it would play as a kind of space Twilight Zone episode - would be a great palette-cleansing one-shot between campaigns.

Liked this a lot! It’s really well outlined and makes me want to explore. I would say it might rely a lot on improvisation - part of the fun would be moving between and within the levels but I’m not sure how well I’d handle that as a GM without more space to think / to structure the activity. Perhaps mini-quests on different levels would help?

Also, the levels are repeated - once for outline, once for the reaction - perhaps this could be combined? And the key personnel is really useful but really tiny! And I wasn’t sure why the Deep Deep Down was spared the crushing / healing process. That’s quite mysterious and could be developed a bit more - is it safe for now, or for ever, or is something weirder happening?

Anyway on the whole I think this is great. Maybe a bit of development of the information design would improve it a bit, but the set-up and the writing is really evocative - I think you could probably make this a 12-page zine tbh!

This is close to the best one so far, really did a lot with economical design and with a scenario which is balanced and has excellent jeopardy. The level of detail means that inquisitive players will be rewarded with a lot of very solid pathways to explore and achieve their objectives. Although the map is kind of just a key, because of the way it interacts with the tools it acts like a very well-Jacquaysed dungeon. Very nice!

This is really fun and madcap. It made me think a bit of the muppet show in a way (except quite a lot darker)! Enjoyed the descriptions of the locations and the variations in the random elements, which are well balanced. I did spot two typos - dopemine -> dopamine and it’s -> its (in front sheet text, is possessive form). The colour scheme, the layout and design is great. Particularly liked the way you handled the map. Great stuff!

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Oh agree, yes. I think either narrowing the scope to make what remains clearer, or splitting it into two as others have suggested, or expanding it and holding the Warden’s hand a bit more would help. I definitely would like to expand the implied setting and background a bit more - and it’s hard to do that through environmental storytelling (my fave) in a trifold format!

Thank you to everyone who has given feedback so far! It’s very useful and inspiring :)

Haha I’m online so I thought I’d respond. This is genuinely interesting feedback to get - because some things you pulled out as issues are things we did deliberately and consciously! The ambiguity over what’s real and what isn’t, and what’s part of a consistent world and what isn’t is deliberate - from a player’s perspective I was hoping it would create a cumulative effect with potential hazards - so real hazards being disbelieved as real (especially if PCs have ‘respawned’ once already) is a genuine problem! The high-contrast colour choice was deliberate - it’s supposed to hurt your eyes a bit to evoke visual disturbance (although to be honest not sure how it would come across in print). That said I think the point about it being silly is fair enough - really wouldn’t want it to come across as ‘gonzo’ and it was a worry. Would work more on managing the tone if this was expanded. Thanks for taking the time to give feedback!

Yep, 100% agree - felt like that as it was coming together. Might try and split it into two separate things, a bit bigger in scope, later on!

Really enjoyed reading this, and whilst I think it could benefit from a bit of work on the design and layout, and agree with the timeline feedback below, this is one of my favourites from this jam. The flavour is great.

Really like this as a swashbuckling adventure module - time’s running out and you’ve got to handle several problems at once. Would be a really fun pick up and play one-shot!

This is the kind of thing we wanted to do but didn’t have time / hadn’t considered carefully enough. This is a fantastic idea, well executed, well designed, and reading it was making us want to run it!

Community copies on the page!