Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Apostles of the Burnt AugurView project page

Mothership module for Appendix N GameJam
Submitted by Frau Knurrkater — 5 days, 20 hours before the deadline
Rated by 30 people so far
Add to collection

Play mothership module

Apostles of the Burnt Augur's itch.io page

Rate this mothership module

In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted (1 edit)

Stunning visuals and amazing use of the title! The Memento flashback structure is well explained visually, and while I feel like I myself might have a hard time to pull it off, the module keeps it simple enough and gives enough material that I feel like I could try!

One thing that I’m not really sure how to feel about: If the players decide to do nothing each day, it seems like the module ends up the same way as if they were active in trying to interact and investigate each day. I feel like I’m missing something, but it doesn’t seem like there’s much leeway for future days’ information to impact the quality of the decision taken at the second day 0. At day 2 you will know the ship is attacked by the Eyes of the Void whether you take any action or not. I think I’d need to watch a playthrough to get a better idea of how player action affects the game experience and possible outcomes. Maybe this module is indeed intended more as a rollercoaster type of experience, and it is less about what players do and more about the discussions at the table. Maybe I have to go play this and come back yesterday to see if I get a better understanding of it.

Submitted

Really nice layout, colors and cover image. This feels like it wants to be a short story rather than an adventure to me, very low agency--mostly a series prescribed events that happen to the players.

Submitted

Such a fascinating adventure! Love the concepts here and love how you managed such a tricky mechanic. I never even considered how I'd handle a timeloop, haha. Yeah, lots to love here. Fascinating stuff!

Submitted

Okay… cover: brilliant, of course. Cast: great! Concept: very intriguing. It’s the fine line between six small railroads in a row and “to many balls in the air”, ain’t it.

I guess I need to see it. Any playtest insights on the module?

P.S. I see what you did there. IDKFA.

Submitted

This is beautiful and a very good story. I'm unsure how to GM it currently, but I would like to. Maybe an expanded version beyond the limits of this jam would be an option? Ideally even with a pop-up book? :)

Developer(+2)

Maybe it's a good idea to make an expanded version when this GameJam is over. There are some questions about it, and I fully understand that more details will help the wardens.

A pop-up dungeon for Mothership would be a great idea, but making one is really time-consuming. But I keep that idea in mind!

Submitted

Wow, playing a reversed timeline is such a clever idea. The design and art of this entry is fantastic. While there are a few obstacles to getting this up and running, I really appreciate the inventive bold concepts. Have you playtested this? If so, how does it run?

Developer

Thanks a lot, yes I playtested it and I had it initially more complicated. I described far more details at the beginning and end of each day, such as clothing and hair style. I thought to add foreshadowing this way, but it was too complicated to keep that in line. It stressed me as a warden to get the timeline right. So I recommend keeping that easy and focusing on the players. Let them roam free and take your time to talk things out. I really loved the philosophical discussions of my players.

Submitted

Truly gorgeous layout and art and wonderful use of color.

Is this pamphlet missing a panel? I'm not wrapping my head around how to have three panels on the outside and two on the inside.

The writing also probably needs another pass. (Why does "Attack from by Eyes from the Void" have a capitalized "Attack?")

I really like the ambition of this -- Decagon is my favorite Mothership adventure I've played and also involves a time loop -- but there doesn't seem to be a lot of player choice until the final choice at the end of the time jumps, at which point they just get a single consequential choice. I would see if I could add the ability for players to make meaningful choices throughout the adventure leading up to this point, as otherwise, I feel like this would play out with the players mostly just listening to the Warden narrate what happens to them for most of a session.

Developer(+2)

Thanks a lot for your review. The pamphlet is A4, the outside is landscape oriented and the inside is portrait. You can see that in the preview shown on the project page.

I fully understand that the adventure is railroady; time travels are usually difficult to manage in roleplay, so you need some rules to get back to the start. You can add drama with the NSCs and their sidequests to fill the days with story and roleplay. But to be honest, I most enjoyed listening to the discussion of my players regarding life, death and destiny. Is this a gift or a curse? 

Submitted

I really love the visual design and the idea is wonderful.

As I am not a Mothership player maybe this comment is irrelevant, but even though the module is very fun and mind blowing for the PCs, I don't think they have a lot of playtime until maybe day 1 or 0

Submitted(+1)

Solid writing and good catch of the theme. I guess the module requires a bit of work from both sides of the table, but overall it's really cool. Love the layout, especially the Real Time - Play Time explanation. 

Submitted(+2)

Love the concept and the design. My visual critique would be the two illustrations on page 2. They just don't seem to properly gel into the rest of the module.
From a gameplay point of view, this is the kind of game I would love to run, but I'm unsure how it will actually play at the table - I think there would be alot of Warden work and it might need a bit of player buy in as it could be a little bit railroady.
But the idea is very cool and I want to try and make it sing!

Developer

I totally understand that this is a piece of work for the warden and the players, and the format is too small to fully describe it.  I played it as a Oneshot and cut the days quite short. I focused only on the necessary details of the main plot and added some social drama. It is indeed a bit railroady, because some action of the players doesn't seem to have impact, but on the other side: they can try out some things without consequences because time will move on without mercy.

Submitted(+1)

I love the visual design of the module and it is sweet to see some Mothership!  

I'm having some trouble figuring out how the actual adventure is to be played. I should give this a re-look on a weekend when I've not been programming for 8 hours. I can tell there is something very interesting in here.

(+1)

Eine tolle Idee und super umgesetzt! Ich mag die Mechanismen sehr. Wirklich interessant. Und Grafiken und Layout sind ebenfalls spitze. 

Submitted(+1)

Great layout and fun concept. Could be played as a realy creepy, mind-bendy one-shot.

Submitted

You u made me want to buy Mothership. You got a follower for life

Developer(+1)

Oh thanks a lot! There are hundreds of cool Mothership modules out there, so there is always something to play. You will not regret it!

Submitted(+1)

Amazing. I want to bring this to the table. As commenters said before, the timeline running in reverse is genius. It could be so cheesy, but here it works!

Submitted

The art is WOW. I love the layout and design too. 

Developer

Thanks a lot!

Submitted

Incredibly creative concept and genius presentation!

I'm curious, how briefly do you see days 5-2 playing out at the table? It seems like the most player choice potential comes around days 1 and 0 when the players have pieced things together a bit.

Developer

The days can be played really short. The complete adventure can be played as a oneshot. It can be longer, if you add more social interactions and dramas with other npcs.

Submitted (1 edit)

Cool, that's how I was sort of imagining it. Awesome stuff! This is going on my long backlog of Mothership one-shots that I simply have to run at some point haha

Submitted

Really looking forward to play this with our group! the two timeline mechanic is really intriguing and can't wait to see how the table will play it out

Submitted

Liked the reverse-time structure a lot.

Developer

Thanks a lot!

Submitted

This is really creative and well layed out. And it actually works, despite the limited space.

Viewing comments 21 to 2 of 21 · Next page · Last page