Play trifold
The Overclock Protocol's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| How well are design principles used to setup fun gameplay? | #3 | 4.167 | 4.167 |
| How legible and easy-to-understand is this mission? | #5 | 4.333 | 4.333 |
| Overall | #5 | 4.111 | 4.111 |
| How appealing (conceptually & stylistically) is this mission? | #9 | 3.833 | 3.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which RPG system(s) is this for?
System-agnostic
Which themes, if any, did you use?
Urban Exploration.
Which "hard mode" challenges, if any, did you complete?
Single sheet of paper, system-agnostic
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Comments
I judge these by whether I’d actually run them. I could pick this up with very little prep. The “cure for free will” hook and Perfect Souls are clear, punchy, and easy to pitch to players at the table. The locations and NPCs each suggest a different mode of play, and the Overclock track plus GLITCH table give me built‑in tools to escalate without extra prep. Regarding D5: I'd just make 6 "roll again" ;). The corporate sin/addiction angle lands, the urban crawl from noodles to pipes to pristine spire feels good, and it has enough consequence that I’d be happy to run it.
Thank you for the feedback, I'm really glad you like it! Hope to be publishing some more sci-fi stuff soon so keep an eye out :D
Excellent use of space and art, the plot is dense, but the layout never feels cramped, which makes it a pleasure to read.
I have three suggestions:
1. D5 is an unusual choice for a physical game: while it can be simulated by halving a d10, reading “d5” feels unintuitive at the table. You might consider reworking the table to reduce the number horizontal space, which could let you gain an extra line.
2. Box positioning and print readability. I know aligning boxes can be tedious, but if you intend this to be printed, having them follow the page folds could significantly improve readability and reduce reading mistakes.
3. Therare many NPCs, and some of them (such as Doc Vost or Apex) don’t seem essential to the plot. Vost is foreshadowing but lacks a clear way to move the story forward. With Apex, it’s unclear whether she is meant to help the players or work for Catur, making her difficult to use. You might consider centering the mission around a specific focus (infiltration, combat, stealth...), which would allow you to streamline the cast and use the freed space to deepen only what’s truly necessary.
Overall, an interesting and promising plot. Just my two cents.
Thank you for the feedback! I was in a very Mothership state of mind when I made this one so I was trying to stick to the dice in that system, but I agree that generally the d6 is much more intuitive. Additionally, I think the layout and the NPC density tie in because this adventure was originally a couple pages of bullet points and I definitely lost some plot in the shuffle and attempt to make it look pretty. Going forward I'll keep in mind the final format while plotting. Thank you again for taking the time to leave a review, I really appreciate it! :D