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A jam submission

The Brine of Becoming: Fatherfog TrifoldView project page

A fishy one-shot adventure for Fatherfog.
Submitted by Olen — 11 hours, 31 minutes before the deadline
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The Brine of Becoming: Fatherfog Trifold's itch.io page

Results

CriteriaRankScore*Raw Score
UTILITY — Is the module easy to follow? Is the prep reasonable for the payoff?#43.7863.786
LAYOUT — How well does the module get across information?#43.9293.929
GAME DESIGN — How good is the game balance or concepts there in?#43.6433.643
WRITING — How does this read? does it emanate with horror, humor, drama...?#43.9293.929
FAVORABILITY — how much do you personally like the submission?#53.5003.500
Overall#63.4493.449
ART — How good is the art/graphic design?#83.4293.429
THEME — How well is the jam theme used?#151.9291.929

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I love an adventure with a really clean layout that's easy to pick up and feel like you're ready to run it after one read through. I'm also partial to Coleridge and stories about getting turned into a beast so this is hitting a lot of marks for me. Some actual critiques: 

  • Love the distressed look of the headers but that texture can make some of the finer lines and also the blackletter font a bit harder to read, if that's a concern.
  • How does becoming a fish and being "effectively killed" interact with the pretty robust death rules for FF? It's one of the most interesting things about the game so I think it would be really cool if you expanded on how this interacts with the base rules (meeting Death, etc).
  • You didn't really use the theme so I feel like I have to take marks off but I personally don't care, this is great.

Really good, definitely going towards the top of my "to-run" pile!

Submitted(+1)

One of my favourites! I like the cohesive design and the story is clear and neatly contained and on brand. 

  • Kinda misses the theme. I see the environmental description of the coast, but that doesn't really feature in the meat of the adventure.
  • I feel the Fatherfog vibes, but I'm missing the threat from The Fog. Could the Rising Tide bring some of that closer to the PCs?
  • Lighthouse should be called Foghouse. Does it start on or off? 
  • "Shakey" > shaky; The Angler : it's > its
  • Please, change your header font! Some of those letters don't look like they're supposed to haha (I'm sure you can get one similar)
  • Logos should probably get the same blue treatment as the rest of the pamphlet.
Submitted(+1)

This is a personal fave of mine and one I'd really like to run, I just love stories where people get... transformed.

Submitted(+1)

A strong aesthetic! Makes it feel like something found in an attic, in a good way. 

Creepy and weird in all the right ways.

Submitted(+1)

I love the look. Great distressed art and symbols and layout. Before I read the Rising Tide section I was hoping for something to apply some more tension to the situation. So that works well for me, some kind of clock. I can envision playing the villagers with eerie deceptive personas.  And I can see the players eventually figuring out the truth of ay least that these people aren’t who they appear to be. 

You say that most of the original villagers are dead. And I guess the ones that aren’t are swimming in the sea as fish or maybe flopping around in the island somewhere. Perhaps the Guide can play with this to give the players something to actually save? Because as I read it seems like there’s no one to save, although in happily ever after it says much hinges on the Angler reversing the transformation. So I was left a little confused by what we transformation we need to get the angler to reverse. Dead villagers into human again? Or the fish in the sea back to humans I guess? Or the new villagers into fish again?  

There was also a line “ghost city” that confused me for a moment since you didn’t refer to the village as that at any other moment. Probably just me getting tripped up. 

That said I think it’s totally useable and would inspire some really a really fun session! Great job 

Developer(+1)

Thanks for the review @EveVSEvil!

Some time during the writing I changed how many villagers were alive/transformed/dead. I thought the village might initially appear abandoned which is how the ghost town/village line slipped through. Whoops! I’ll amend for final release.

I was thinking that some group of villagers would still be around to reward the players. I’ll make it a bit more explicit in the happily ever after section.

Submitted

Gotcha! That makes sense.

Submitted (1 edit) (+1)

Love the distressed art and aesthetic here, as well as the choice to go with a two-tone which just looks great.

The premise though - my my - chef's kiss! The horror factor is strong here. My only concern as a Guide would be in how I telegraphed The Lie but that's not necessarily a problem of the game design here. Very clever dilemma. 

Overall I think this one just kind of oozes style. Thank you for submitting!