V nice stuff there
Two Snakes Games
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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…
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..!
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…
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!
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!
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!
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!













