Got the Big Shrimp!
great game, could easily see more levels and mechanics coming out of this! congrats on making something rad!
Easily one of my favorits from the jam. Simple but super useful, can be dropped in to any campaign in Barrow but also could easily hold its own oneshot for a warden interested in using it.
Small thought, As you have the space on the back panel with the stat blocks, iâd love to see a bit of art. I know that the graphic design (which is beautiful) is very minimalistic on purpose, but even just a âShadowâ in cerulean and orange. could be a nice evocative use of that last bit of white space.
Regardless, love the entry!
Easily one of my favorits from the jam. Simple but super useful, can be dropped in to any campaign in Barrow but also could easily hold its own oneshot for a warden interested in using it.
Small thought, As you have the space on the back panel with the stat blocks, iâd love to see a bit of art. I know that the graphic design (which is beautiful) is very minimalistic on purpose, but even just a âShadowâ in cerulean and orange. could be a nice evocative use of that last bit of white space.
Regardless, love the entry!
You have got a bunch of great feedback so far, my small addition is that I think that you did well with your first draft using the tri-fold âShapeâ to boil things down and recognize what is important, now that that is done i think this clearly should be expanded a bit⌠i think you could hit a 16 page zine with very little effort on this idea. Donât get me wrong you still want to constrain the idea down, hit the most important things certainly! but now that you have the knowledge it will guide a tailored and refined Zine.
Good luck with whatever you decide to do! and know the discord community will be here to give feedback along the way!
Love it! an easy home run for me! I wish i could offer some constructive criticism but i have little to no notes on this one⌠i might trade where the NPCs are and the progression of the infection? but honestly that could just be a lateral move when it comes to the readability.
An excellent entry, thanks for making something stellar!
This is such fun, has great Utility, funny writing, and overall good vibes. Very much looking forward to the post Jam version!
a quick note on some of the layout, others have already pointed out a bunch of great stuff, But one thing i didnât see mentioned is that you reference the Microbiota Empire A LOT before you actually get to what it IS. it can help a reader to see something like (See Panel 5) or (See interior Right Panel) so that they know the info is coming and can hop ahead if its bothering them to not know what (ME) is.
Also I agree with others the jam theme is severely lacking. I am a benevolent Jam Host, but in the future, both for TripTech as well as other jams, its important that you include the theme when it is required as this is one of the ways we know you didnât take something you already had written and just submitted it for the jam. Here I get a very light âDr. Frankensteinâ vibe which iâm choosing to believe is a very soft tie in to the jam theme as an âAncientâ myth haha. Again you are fine this time, but please stick on theme next jam!
Hey there, okay so i think the idea behind this module has a lot of promise, and I really hope you make a post jam version! As others have stated the layout leaves a lot to be desired, you have a cool adventure here that unfortunately gets bogged down by not knowing the right information when you need to know that info, and have several points where things are allowed to become to wordy, and yet also places where you had to reduce the text size so much as to need to zoom in to make it out.
Please hear me, the module deserves more time! you have something good here you are just fighting against the format at the moment. Reach out on the Discord, iâm sure there will be plenty of good feedback on iterations and you can make this module really sing!
love it, art is great, vibes and writing are very nice indeed! probably some game balance issues and a touch of utility issues with how to make it really sing but certainly fixing those things would be rather small for the warden and quite worth the payoff!
another hit KingGeekus and Co.! keep up the great work
(Quick notes for post jam version: one of your map locations is miss labeled as you have two location 4âs, also in the random table on entry 7 you have a random 7 that made it into the text box which iâm sure was just a goof copying notes over to the documetn)
There are some really cool concepts here, i really like the double mechanic moving the story along and keeping things from the chance of too many repeats.
I do agree with others that the visuals, while not bad are lacking and adding some visual identity could also help with some layout and clarity.
Also i donât know what size font you used in the box with the crews and their quotes but my old man eyes rebelled haha. Iâd seriously consider finding ways to cut that down so it can match the other body texts (which is also small but readable)
all in all a very solid entry!
This hits for my brain in a big way, really love the visuals and overall more âEerieâ vibe than full out horror horror. I think you did an excellent job of both getting a story across through small vignettes and also creating something useful that wardenâs can pepper in through their campaigns. Also i really like the veins of gold, it reminds of the art of Kintsugi which i assume was your intention, and making a sort of horror version of the rejoining of parts⌠well thats just fun.
Congrats on a cool thing made well.
Love it! great horror comedy vibes (which start from your killer cover!) this is pretty elegant in its simplicity.
I think others have given great advice so far and am trying to come up with anything to add⌠I think my only nitpick is that the map while cool doesnât come off as Sci-fi as the rest of the module⌠maybe thats just my preconceived notions that sci-fi maps not be sensibly laid out haha, NEEDS MORE HEXAGONS!!!
No but jokes aside, one of my favorites so far! keep up the great work!
Really enjoyed this one, trippy and evocative in all the right ways. I will agree with what others have said, this could be larger, its bursting at the seems and my biggest gripe with it is the layout of information on the first read⌠once you know what is going on the module makes sense, but the way its laid out you donât get to that till the 3rd panel and that makes the first read hard. That said once you HAVE read it it makes sense and i actually really like the âeffectâ of the flap (panel 2) folding over and swapping the map for the warden⌠very very coolâŚ
So yeah amazing job, you should 100% consider expanding this to an 8 or 12 page zine, it could easily fill that with what you have here and a few pieces of art.
Thanks for making somethign Rad!
Thanks for your thoughts! the intention is that as there isnât enough power to go around it forces all of the players to move through the ship. they might have things their characters are better at but there are times where you need that system and times where you donât. Additionally the second set of Crew means that every 30ish minutes the PCs are changing up what they are good at.
i do agree that ship rules, fairly across the whole of the TTRPG space, are a mixed bag and typically lacking, figured iâd try my hand at it.
Thank you!
Yes was certainly rushing towards the end (hence the only 95% of a first draft haha) iâve now got the graphic design in a much nicer state so as to not just look like a block of text.
Also the post jam version I plan to include downloadable handouts which would help the Players visualize what each System can do, and to keep track of moving power around the ship.
The intention was sort of like âThis one shot is mostly a big combat encounterâ but instead âthis one shot is a big cooperative puzzleâ Also i wanted to tackle the constant problem i see with âShipâ based missions which is the lack of moving around and mostly boiling down to âiâm gonna take the guns while you pilotâ and instead i wanted to make something where you yes have to shoot, but also the things that come up force you towards different places all over the ship and different solutions as to how to properly attack the problems.
Regardless thanks for your review! I genuinely appreciate your feedback!
oh also i should make a note for you that Toolkits and Setting Guides are both completely acceptable module styles for the Jam, not all need to be Adventures. Iâm making this comment so that if you come across other modules this jam that are more aligned with this that you will judge them accordingly and not hold them to not being adventures. (i donât mind being judged harshly myself, but I want you to know that others should be understood to have followed the rules even if they didnât make an adventure.)
Thanks for your feedback! Not every scenario is going to hit for everyone, sorry this wasnât to your taste.
One small note, in your rating of favorability you mention playing online and the issues this might cause, The only person pulling cards from decks is the Warden. It is a means of having âCustom Diceâ essentially where results can be more tailored for slowly elevating tensions as the ship is falling apart. But yeah if you want to play this online the warden would need a simple battlemap app with tokens to show what was moving one range closer, but adjusting to online that is a normal problem that is already solved.
Again, thanks for your feedback, hope you find things more to your taste in other entries!
Stellar work as always! (pun very much intended)
I think you did an excellent job distilling down what is NEEDED to run what is clearly a larger idea. That said I would love to see you remove the section on how to run this as a campaign and instead just write the full zine as well! I think there is something to be said for âhey do you want this as a 5 session mini campaign? here buy this fleshed out zine!â â âOh youâd rather do this all as a single action packed one shot, here is the trifoldâ
I like the art a lot, i think the graphic design could use just a touch more (but only because Iâve read your modules and hold you to a higher standard haha.) also the silhouette/map of the ship looks a touch blurry (just the outside, the rooms are crisp) if its intentional i think it needs to be more to give the âon a screenâ effect if its not intentional get the full vector in there so it can be nice and crisp!
Regardless, good character motivations (villains who have ALREADY turned on each other who the PCs are trying to expose) nice change of pace from MoSh being just horror, to more action adventure, and an excellent use of the theme to make something fun that I immediately want to play when I read itâŚ
You have a Gift!
Stellar work as always! (pun very much intended)
I think you did an excellent job distilling down what is NEEDED to run what is clearly a larger idea. That said I would love to see you remove the section on how to run this as a campaign and instead just write the full zine as well! I think there is something to be said for âhey do you want this as a 5 session mini campaign? here buy this fleshed out zine!â â âOh youâd rather do this all as a single action packed one shot, here is the trifoldâ
I like the art a lot, i think the graphic design could use just a touch more (but only because Iâve read your modules and hold you to a higher standard haha.)
but regardless, good character motivations (villains who have ALREADY turned on each other who the PCs are trying to expose) nice change of pace from MoSh being just horror, to more action adventure, and an excellent use of the theme to make something fun that I immediately want to play when i read itâŚ
You have a Gift!
thank you!
how does something like this sound for Mechanically engaging relating to the win-con:
âItâs a war of attrition to keep the old boat afloat long enough to get the job done. A race against time, crew members spend rounds running through the ship from System to System, using System Abilities to remove Obstacles from their path. Keep it up long enough and theyâll save the star system.â
Very awesome art, cool vibes all around, interesting final combat!
Iâll agree with others in the comments and say Iâd love to see this a little more fleshed out, give me an adventure getting to Billy and I think this would be first rate! As is I will certainly be dropping this in as a possible bounty for my crew to hunt down, or might have to try to flush out what story needs this as an ending!
great work!
Okay loved the lore, love the utility, loved the vibes! Iâm torn on the Art because it looks really cool and gets super vibey in all the right ways (gives me major Peter Max meets Lisa Frank vibes⌠which is something i never thought iâd say haha) BUT the art unfortunately works actively against readability which is kind of important haha. The lack of contrast, the shift in fonts⌠again all deliberate and helps to build the vibes of a pseudo simulation drug trip⌠but its very hard on the senses and distracting.
I only have one nitpick (other than overall legibility) is in location 3 âThe climb is slippery (Body Save or gain 3 Stress from a long fall)â i would change long fall to âBad Tripâ you know for the drug punâŚ
This review sounds more negative than i want it to sound⌠i honestly love this module and rated it in the top 10 of the Jam for me personally! i think that my issues with the art sound stronger than they are because I donât want such a good module to be held back by anything⌠even if the thing holding it back is that it looks rad as shit!
Very nicely done! I think there is a lot here to offer and probably the module i like most for Utility as i can see myself fitting the Seven Sigma (7ÎŁ) into a lot of places. Some nitpicks to hopefully help you polish up a post jam version:
and there you go, thats my 2¢ hope it helps!