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The Brine of Becoming: Fatherfog Trifold's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| UTILITY — Is the module easy to follow? Is the prep reasonable for the payoff? | #4 | 3.786 | 3.786 |
| LAYOUT — How well does the module get across information? | #4 | 3.929 | 3.929 |
| GAME DESIGN — How good is the game balance or concepts there in? | #4 | 3.643 | 3.643 |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #4 | 3.929 | 3.929 |
| FAVORABILITY — how much do you personally like the submission? | #5 | 3.500 | 3.500 |
| Overall | #6 | 3.449 | 3.449 |
| ART — How good is the art/graphic design? | #8 | 3.429 | 3.429 |
| THEME — How well is the jam theme used? | #15 | 1.929 | 1.929 |
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
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:
Really good, definitely going towards the top of my "to-run" pile!
One of my favourites! I like the cohesive design and the story is clear and neatly contained and on brand.
This is a personal fave of mine and one I'd really like to run, I just love stories where people get... transformed.
A strong aesthetic! Makes it feel like something found in an attic, in a good way.
Creepy and weird in all the right ways.
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
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.
Gotcha! That makes sense.
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!