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A jam submission

Necrology of the UnhumansView project page

An Appendix N Game Jam Shadowdark Gauntlet
Submitted by Connor McCloskey — 1 day, 14 hours before the deadline
Rated by 18 people so far
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Submitted (1 edit)

Dark meatgrinder funnel, well conceived and only straightforward at forst glance. There's a loro of finish work in this, which i appreciate. I'd like to play this one. Also, i love the use of different font

Submitted

This is one I don't see a lot of people make modules for. Gauntlets tend to be bashed together as short quick runs without a set module in my personal experience. GM just grabs a map, picks some low level monsters and has players run through quickly to see which of the 0-levels get to become PCs. Having a nice solid start is a good option. The only down-side I see is it's nature is going to set the tone of every element of gameplay thereafter. If the GM was already planning a monster-game though, it certainly is a solid start.

Cover is.. just the name. Well, name and a picture. Not even the byline of who wrote it. Bold choice. Given the page limit, it is a little shocking actually. Still, I will reserve judgment for now. Right away I have a sense of what is happening as I turn to the inside. I'm not sure how I feel about the amalgam chart. Personally, I would have probably just written the table once and noted getting 2 of the same number means it's stitch from two of the same heritage. I might also offer a more mechanical element here in that players can pick 1 of either heritage or both heritages for a disadvantage to charisma rolls. Or at least something like it. Create an immediate balance and choice here where the 'horrific to behold' has mechanical weight to it in exchange for the benefits.

NPC stat blocks work well. Gives us what to use for numbers, a short quote for personality, and a unique element each. Map has at least one way to move around a trap situation at the expense of going without initial equipment. First fight doesn't seem too rough as a start. Ways to increase the danger if they start making noise in the wrong spot or if not then they have two fights to deal with separately instead of together. Bag of Badgers is a little random, but got a chuckle out of me on the reasoning.

Then the back cover. I've taken to preferring these together with the front cover so when doing printing it's all in one. It requires adjusting settings in the design program so pages start on the left instead of the right. When done right though, reader sees the covers together and see the important information at the same time that would be on the outside of the document. As done here, it has me seeing the description of what to expect after I already read the contents.

Of everything, the encounter table is least viable to me. 3 of the 4 encounters are the named NPCs. This means they can encounter and kill them in advance of the locations. Alternatively, they can roll an encounter for someone already eliminated. Granted reanimation is a thing here, but without ways for those individuals to have snuck past back to the other areas, it just creates a lot of issues. I'd rather the encounters be unique abominations created here that lack the same free will as the PCs have. Also as a nitpick, I would just say 'Risky' on encounter frequency. It's standard SD language anyone who plays the game knows. If you are trying to make it more translatable to other systems, then 'Risky (every 2 rounds)'.

All images for the document suit it and have a theme of style to them. I don't feel like I needed more to make this work, so the choice to make the entire cover just the name and image worked fine. Again, my biggest problem is that I will very rarely have a chance to use this. Even if I run a monster-game, I would only be able to do so once per group of players really. The universality of that is pretty low. One or two out of 20 GMs would even want to run such a game in my experience. Not because they don't like the idea, but because it means they are pretty limited on other modules they can pull from that would be able to account for walking monstrosity PCs. I'm not saying it's bad. Just saying it is a limiting factor and it seeing less usage is a bit of a shame. Nice work.

Submitted (2 edits)

Given the title I guess the theme was quite unavoidable. Make it an escape from three very unique and strange caregivers does a lot and makes this a horror experience without overdoing it.

I like it an will give it a shot.

Submitted

Great idea for a level-0 funnel! Just combining ancestries together is quite a simple and effective way to communicate the amalgamation! I’d probably tell my players to reroll if they got the same ancestry twice just to make sure they are getting the most fun of being a-live!

Something about the map that I’m not sure I understand is what exactly is the black blob and how it connects to other rooms. From the bridge, I thought it was some kind of underground rift, but it also connects to the kobold room where he observes from above, so I’m not really sure my interpretation is correct. Maybe a couple more words there could clear the confusion.

Submitted(+1)

Fantastic concept, especially for a funnel. I'd love to see it expanded without the page restriction.

Submitted

Fantastic concept, especially for a funnel. I'd love to see it expanded without the page restriction.

Submitted

Yesss this is great. I love how it starts with a bang in situ. As a reader I get it straight away. 

I like the little character generation table. I feel like you could have made it even weirder though. But I like that you've provided a mechanism, rather than it being purely aesthetic.

With a few more pages this would make such a fun start to a campaign. I think you should build it out post-Jam! 

Submitted

God damn, this is one of those "why didn't I think of this" kind of ideas. Awesome execution. It could easily be used specifically as a post death scenario too which is killer!

Submitted

Oh man stitched together PCs running away from the trio of horrors you've cooked up here is great. Art is stupendous

Submitted

I love the setup for this! Gonna show it to a friend of mine who is obsessed with Shadowdark, since I really want to play this!

Submitted (2 edits)

Gauntlets are the best! Stitched-together PC monstrosities are super cool. No doubt the survivors will be an interesting adventuring party hereafter. 

Favorite things:

  • Giving SD stat blocks along with a turn-delayed mechanic
  • Friendly patchwork kobold named Skitch!
  • The way the encounter table doubles as eerie ambiance

A single column ancestry table with “roll twice” could work since the second column is just jumbled. But I’m just looking for a place to give feedback! Awesome gauntlet!

“Smell of rot and bleach.” Blegh!

Submitted

This is a super badass entry. Great concept and great interpretation of the prompt. Functions as a fun one-shot but also has really interesting implications as the start of a new campaign. Also reminds me of some of my favourite video games, Planescape: Torment and Medievil.

Developer

Thank you very much! I was pretty excited by that title.