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Lost in Mortsafe Mire's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #17 | 3.643 | 3.643 |
| Vibes | #17 | 4.000 | 4.000 |
| Inspiration | #18 | 3.786 | 3.786 |
| Usability | #28 | 3.143 | 3.143 |
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
the fake staples are everything. love the flavor and the design economy, not a word wasted.
"Navigation often proves....difficult" Lol. This is really great! I love the shambling mound as the billabong. Your monsters are great. This module has fun mechanics, adventure, and a perfect amount of creepy. The cover is stellar! Great job! Edited to add, I love all of the art!
I LOVED THIS!
first I wanted to check all the other suckers who got stuck with a Golf title as well. what a brain burner that was.
loved your authentic NES layout
here's the weird one: your navigation and hexes kinda remind me of my beloved 1987 Fireball Island boardgame. When you roll for cave locations; similar navigation kinda thing as you got going but it adds such a nice mystery to travel . I. curious how difficult it will actually be in practice.
I also learned alot from your adventure: keeping the scale small. I blew mine waaaay out of proportion and I'm looking forward to cutting it. you got the scale right
without actually playing it yet, all I can say is it looks like a great one to try for an evening
also...Dr. Mario backwards...I see what you did there.
Glad you liked it! Golf was a real curveball. I ended up liking it, though, the more I messed with the adventure.
And yes, Oiram is Mario backwards — exceedingly clever 😜
This is a very interesting and unique twist on navigation/hexploration. I'm really curious how a sesh would play out, because it seems really difficult, which is totally ok! I think the "rollback" is whats tripping me up the most...I see the vision though and really dig it! Seems like it would be super playable as a solo adventure as well! The monsters are all unique, and Im a big fan of how much bayou billy added to the theme! Great work!
Thanks for the feedback! There are two compasses kicking around. I might tweak it so that it augments the roll.
Thanks for the feedback! It was fun to make. It might be difficult to survive and slog through with some bad rolls. I'm thinking on how to balance that without blowing up the core inspiration games.
I think I'm missing something. I don't see the target DC to navigate. In the example, it says 18, but in tile 5 (the only other place I saw that listed one) it says 15 and it's unclear if the GM how to make this determination. Also it feels weird that the smarter you are, the more likely you are to wrap over. Seems like that's counter-intuitive to the purpose. DCs are all over the place as well with very few using the standard DCs. It makes it harder to determine what I should be doing with the navigation since there's not a consistent target number.
There's no static Navigation DC as that would vary by environment and conditions (rain, dark, fatigue, rapids, etc.)
Just like the power meter, there's a risk of hitting the ball too hard — a high STR doesn't make you good golfer.
A high INT could be overthinking, analysis paralysis, overconfidence, etc.
I think it would help to explain there's no set Navigation DC and that the GM should use some best practices for how to make that determination.
I can add that later, but it's stated plainly in the RAW under "Navigation" on page 90 based on terrain familiarity which would vary. And, like all checks, "the GM chooses...a number called a difficulty class (DC) (p.9). I was careful to change only the roll; nothing else.
You should reference the rules you are using when you change them. Especially when there are 2 sets of overland travel rules. One in the core book & one in the new material from the Western Reaches. The navigation rules do not set a DC which is why they are being expanded upon in Western Reaches, because it's unclear how it works in the core book. It doesn't account for the weather, familiarity, nothing. The DC check for it would be based on the standard 9, 12, 15, 18, 20. These checks are based on a natural 1d20 roll. You modified the roll, but not the DC after describing it as an "inscrutable labyrinth" that "proves... difficult." The question I'm raising is how difficult is it? Is it Easy on a sunny day? Is it Hard? How does the rain affect it? Does this change with the new rules? A little clarity would go a long way to making it more usable. If there had been standard DCs elsewhere, it would have been easier to determine what you think the environment difficulty for your adventure was.
Really really crisp and usable! I love the little gamble in the navigation mechanic, it hits that golf swing mechanic so well.
Thanks — glad you like it!
Great entry! Could see this winning the whole thing. Good job!
Thanks so much! The Navigation twist is odd, but I figure one could use it confined just to the Mire itself.
There's 2 compasses in there — they could easily be used to swap the mechanic back to RAW if one wanted.
This is super nice, I love the layout of the whole thing and the roll-back on the navigation system is a really great interpretation of the swing meter and adds a nice little risk/ reward factor. It may take a while to get through due to all the random rolls but I do kinda like the feeling of being lost while you're searching, I think this can be run in a really interesting way! Really great stuff!
Thanks! I wondered how long it would take to pour through.
Could be in 2 hexes, could mutliple sessions.
If it starts to turn into a slog, I'd just throw some signs at the players to speed it along
Excellent layout and presentation!
The navigation mechanic is neat, though it might be a bit repetitive if its always just 1 character in the party making the check. It would be cool to have the party collaborate more.
I think the core structure of the adventure is a little grindy. There's not a lot of decisions for the players to make other than pick a hex, go there and search, hope to roll well on result to get some signs.
The biggest thing hurting it is the random result roll after searching a hex. I think signs could have been incorporated into more of the hex locations (similar to the orc camp, which I think is great). Or at least have something in each hex that can improve the result roll. This gives the players more direction when within a hex, at the moment they feel a little aimless.
A stronger time pressure in the adventure would be cool too. For instance, incorporate the orc faction hunting for Dr. Oiram more thoroughly.
I like that! The orcs are intended to be a rival party of sorts. I think they'd work really well as a chaser too.
Find a sign...and now they're hunting you.
I really like the hex grid map and the hazards. I think this adventure is very fun and thrilling to play.
Thanks!