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A Coast Threaded by Fire - A Fatherfog Supplement's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| UTILITY — Is the module easy to follow? Is the prep reasonable for the payoff? | #8 | 3.266 | 3.333 |
| THEME — How well is the jam theme used? | #9 | 3.511 | 3.583 |
| LAYOUT — How well does the module get across information? | #10 | 3.266 | 3.333 |
| Overall | #10 | 3.196 | 3.262 |
| GAME DESIGN — How good is the game balance or concepts there in? | #11 | 3.184 | 3.250 |
| FAVORABILITY — how much do you personally like the submission? | #11 | 2.939 | 3.000 |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #11 | 3.103 | 3.167 |
| ART — How good is the art/graphic design? | #11 | 3.103 | 3.167 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A lot of really cool tools and ideas here, aesthetically it has a lot going for it--I really love all of those old line drawings. I think that the signal fire system could be expanded/referenced a bit more, I don't know that I totally understand it or how to use it in an adventure. I also think there are a couple of graphic things to watch out for: the subtitle and the "Old Ways" blurb both have a bit of a low-contrast issue with their respective backgrounds. Overall this looks really cool and I could imagine using a lot of this in a marine adventure!
I really like this! I especially liked the weird creatures someone might stumble upon in the sea. I think there is just enough info, given the format, to expand it into an adventure, or perhaps slot other adventures into it and use it as a supplement. The switching colors also feel very appropriate. Definitely saving this one for when I finally run the game!
Thank you very much! I think the needed elements are there, or just enough to start more juices flowing for people who want more!
It was definitely a case of bringing back scope creep. What started just as a coastal trek adventure, quickly became more a setting guide that i then had to pair back!
I appreciate a supplement! Plenty of sailing stories to explore in this system. Well written and evocative tables.
Thank you.
Can I ask a follow up about the red outline? I don't have anything (software wise) that should be a red outline so I'm curious where you saw that so I can delve a bit deeper?
The adventure side was a deliberate light touch. Really a "get a guides brain juices flowing"..... With the mechanical volume that I feel is needed (tables etc) - for a trifold I'm considering whether including it is any value, or actually better of being dropped all together. There's not really room to expand beyond whats written in this format (I feel its either a lot or a little as it is).
The feedback does have me thinking
It's the drop shadow on the text I think. Maybe I'm just going crazy!
They are great hooks! But you're right. The trifold is quite limiting on space. If you love them, leave them in there. The fact that people want more means they're interested to start with!
Writing: The Old Ways and Coastal Characters are probably my favorite. I really like how that whole panel really establishes the feel of the dangerous coast's culture and how people may act there. Conversely, I think the Coastal Adventures (which I'm taking to be suggested hooks) could stand to be reduced to 1-3 more fleshed out hooks, that dip more into suggestions for the Guide/"What's Really Happening". As is, it feels like each entry is what you would tell to your players; maybe just a line or two added to your favorite hooks (I like 1, 2, and 3 the most) would set up more scaffolding for the DM to fill in the details of the adventure's premise, and increase utility.
Purely from design accessibility: I struggled a little with the white font against a textured blue background-- a plaintext version for black and white printing would be rad. It looks great, don't get me wrong, but I have worse vision than the average person. The inside pages (page 2) are much easier for me to see; I think the brown boxes in the table really help. The back page (page 1, center) is the hardest for me to read against the blue gradient; I think you have the space to bump up the font size there or add a box. The white title text on the cover page is also tough for me to read, and a really quick fix for that could be adding black outlines to the white text itself. Not a box that would cover up your lovely setting sun image, but black outlines on the white letters themselves-- most programs should let you do this.
Nice work!
Thank you very much!
The idea of the adventures isn't really to give the Guide a fleshed out - its to set the tone. Ideally I'd love more but space!!! If I do continue with development here I have intentions to flesh out both individual adventures as well as setting guide! Time and interest will tell.
I do understand color concerns (I'm color deficient) and with the official release I will release a printer friendly black and white version.
Thanks for the detailed feedback for the color - I have added a drop down shadow to all the white text over the blue including the title - but obviously I could afford to bump that all up a bit in depth and intensity!
this is an awesome submission! A lot of inspiration can be drawn from those coastal encounters, the coastal adventures, even that weird whale creature. I really enjoyed the coastal travel table as well and how they were each paired with routine, dangerous or difficult travel. I could see pairing this with one of the other entries, The Brine of Becoming by Olen.
I can see how I can use some of the stuff in the pamphlet to support some of those coastal adventure hooks, perhaps a bit more direct connections would have been cool to have as jumping off points. Really it’s a lot of fun and The Old Ways section tied it all together.
Thank you! I did consider linking the possible adventures a bit more, but then decided I just wanted the opportunity for all different kinds of grab bag materials and inspirations to flow! In my mind its a Coastal Travel/Encounter supplement first, with a dash of inspiration for what you could use it for in a wider sense.
The Old Ways was the last addition - I had that spot left and I'm really happy it tied a bit more "lore together"
I'm always excited to see toolkit or supplementary offerings that aren't adventures!
The conceit of the red and green fires is super clever and believable as something that survivors of this fog apocalypse would adopt. Crucially, the encounters understand that FatherFog doesn't need a stat block or mechanic for every situation and the ones provided are fun and evocative.
The core game describes seafaring as a terrifying pursuit and I think this pamphlet properly represents that while also providing everything a Guide might want to spark a lot more ideas than one might think from such a small package. Well done!
Thank you - the red/green signal fires was the first idea I had for the theme and everything just slowly built around that.
Fun fact - while researching I learnt that there are two conventions around the world for maritime travel and which side you put the red and green lights/buoys on. So there's a tidbit as to where in "Earth" Fatherfog might be set!