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A jam submission

Sorrows of the Seventh SonView project page

A one-shot incursion for Trophy Gold
Submitted by KPOPandRPGs — 13 hours, 6 minutes before the deadline
Rated by 27 people so far
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Comments

Submitted(+1)

Very cool! I love the cover, and “as the seventh son of a seventh son” is very fun. I’ll also always be a fan of an adventure where mimes are a central villain, that’s just great. Overall a cool atmosphere and a clever submission, good work!

Developer (1 edit)

Thank you very much! I got inspired by an iron maiden song regarding that particular detail :D

Submitted(+1)

Very clever - well done.

Developer

Thank you!

Submitted

For better or for worse, this was on the list of games I wanted to review. The why of that is the part that may annoy you or make you happy, depending on your goals. That cover image hit me and I was expecting this to be a somewhat whimsical silly game. I half expected it to be written in rhymes. Why? Because the combination of simple imagery, strong color distinction, and that font with the little person symbolically above it made me absolutely reliving my childhood. It feels like a full commitment to the Dr. Seuss evocation. I'll be judging the document on its own merits, but realizing it was designed to be horror enough to need a content warning was a slight disappointment. There goes my hopes of a monster stat block for a Lorax. Oh well.

I'm not familiar with the system in use here, so that's a point against me on offering useful insights on mechanics. Still, I am sure things will make sense enough once I dig in further. As I've said in other reviews, I am never a fan of more than a short paragraph of 'read-aloud' blocks. My style of running games doesn't fit with monologues well. I much prefer when these sorts of blocks include either a key point list at the end or bold words for key elements within the block of information to call my eye to what's going to matter on the fly. It allows those who like the read-aloud elements to have them while still allowing those like myself to have our own method addressed.

GM only section immediately references seventh son of the seventh son, evoking elements of Orson Scott Card's Seventh Son, and The Spook's Apprentice by Joseph Delaney. No idea if that was coincidence or intentional though. Especially given the similarity between Alvin and Alair. Weird little tale of what is going on. Missing a comma in the sentence about Yena though. Not a point issue, just pointing that out.

Not sure if moments are part of the system, but seem fine. Little tone aspects. At this point in reading, I don't see them more as bits of set dressing, but perhaps they come into play later. Treasures are alright. Two of the three are quite fun if the players decide to do something with them. Once I get down to the summer residence, I find a person who is hiding and knows what happened. When I look back at the GM info again to be sure I wasn't misremembering, it indeed says all of the people on the estate are there mesmerized. Perhaps change 'all' to 'most' in that case. Or 'nearly all' perhaps?

The mime enemies are,.. okay. Less than obvious weakness is fine considering it is caused by unholy beings. The list of 6 things they do feels a bit weak though. You are going to get a little unexpected backstory out of me here. In high school, despite being involved in athletics, I was also involved heavily in theater. One of the special clubs I was in was mime. Shocking they even had it as a club honestly. I spent 2 years studying mime and perfecting elements. There's a lot you can do with mime.

The most obvious option for combat is allowing some of the mimed objects and effects to become real. That's pretty bog standard though. What you can really make good use of is a little known element of mime. The line of silence (or circle of silence, etc). I'm not sure how much it gets talked about even in books and documentaries about mime. Basically, you may notice on almost every form of mime makeup, there's a very strong division point between the makeup and the skin. Sometimes it is just a crisp edge, other times it is marked with a black outline around the white. This is the silence line. For as long as it remains unbroken, the mime is supposed to stay silent. It's treated by some mime groups as a sort of sacred and unwavering barrier. To the point where the mime troop may banish you for breaking it and you need to smudge the line at the end of a performance before you can start talking again.

While it's a silly tradition I doubt most groups even follow, it is useful. It's a distinctive cut off between the real world and the performance. I could easily see you using this in your own setup here as a way to free the brothers. Smudge the line. Breaking the line frees them from the demon possession. Perhaps even allowing the demonic beings into our own world instead of inside the brother! Harder enemy in exchange for maybe saving a brother. Food for thought.

So then onto the last page I see an audience member wanting to escape. This strikes me oddly. Since the audience is captivated, this person has to be Yena right? But if it's Yena, I have a hard time imagining she's counted as a trap. Is the automaton going to be clawing her way out or something to cause trouble for players. It feels a little unclear here, at least for me how this person is still able to try escaping. The very next entry says Yena's there, so it obviously isn't her then. All quite confusing for understanding why there's now a second person not captivated in an adventure where 'everyone' is captivated and never leaves.

The slime's weakness is beautifully strange and entirely fitting. Without really knowing the system, no idea how well designed the enemies are for this, but they seem consistent in design. The ending itself implies there's no saving the brothers and they might recur as an enemy in the future. You gave a few options for player actions at the end, so it's not a railroad event exactly. I just really like the idea of a possibility of undoing the deal that transformed the brothers. Doubt most players would figure it out, but still noteworthy.

So overall, seems like it could be fun. There's a lot of silly turned horror possible. Lord knows there's a lot of sources for ideas from things. Killer Klowns comes to mind. The layout is clean and everything felt easy enough to find. It was consistent, but felt a little short. That's not an insult though. Wanting to see more and have a better feel for the setting, world, and adventure are a good thing. Nicely done on this overall.

Developer

Thank you very much for your feedback - especially sharing your mime expertise! 

Submitted

Of course. It's kind of funny how I actually had experience that applied directly to such a wild ride style setup. Hope it is useful.

Submitted

Lovely vibe in this one. I'm not too familiar with trophy gold so I cat comment so much on gameability but this has enough in there to inspire an adventure of my own!

Developer(+1)

Thank you very much! I assumed most people will not be familar with Trophy, therefore I've added an additional document, but it's not part of the judging. I'm just mentioning it in case you want to run this module at some point.

Submitted(+1)

Oh that's very thoughtful. I will check that out. I'd only heard of it from listening to Fear of A Black Dragon. Great pod.

Submitted

Super thematic and creative scenario. Love how sorrow turns someone into ooze.

I quickly read the Trophy system SRD to better judge this

Can't say too much since I'm not familiar with Trophy

What i thought worked

  • The setup is interesting and a great way to create a dramatic tragic scenario, felt in tone with other Trophy adventures I browsed 
  • I like the two paths, it's like two mini scenarios they could overlap
  • Great cover


What i think could improve

  • It would be neat to include a way in which both scenarios overlapped. At the moment they're wholely separate. Of course the table can always improvise they buy could be nice with a connection.
Developer (5 edits) (+1)

Thank you very much! I have a quick question: what do you mean exactly? You talk of one scenario and then of two scenarios that don't overlap.

To use Trophy's terms: the module is called an incursion (scenario or adventure would be fine too in my opinion) and it consists of two sets (distinct locations, on page 3 and 4). 

They are connected in the narrative because the players have to start at the first set (and ideally engage with it enough to accomplish its goal) and then they can go to the next set and engage with its goal -  to achieve what they came to do (rescue the robot).  So basically they arrive at the summer residence and when they are there they can discover the tent. I'll say that's quite connected - unless a GM decides to run it differently :D 

Or do you mean something else?

PS.  Also thank you for doing some additional reading! I've added a document that is not part of the judging that explains some terms too, but I expect most people will not know Trophy Gold or look into it. 

Submitted (1 edit) (+1)

Oh nice, they makes sense!


I just mean the two sets felt quite unrelated and didn't interact in any way I could see.


Could have been a detail like "Tome of Hidden Magic - Empatic Bond - enhances empathy" or an item like "Alairs favorite toy - showing this to Alair helps with empathy"


It's really minor, maybe I missed something like this, but I felt this would be neat! Still love the two sets and I think they work well together!


If I'm misunderstanding something related to Trophy you can disregard the thought ofc 😅

Developer(+1)

Ah, I see. Thank you for elaborating! :) 

Submitted

Super thematic and creative scenario. Love how sorrow turns someone into ooze.

I quickly read the Trophy system SRD to better judge this

Can't say too much since I'm not familiar with Trophy

What i thought worked

  • The setup is interesting and a great way to create a dramatic tragic scenario, felt in tone with other Trophy adventures I browsed 
  • I like the two paths, it's like two mini scenarios they could overlap
  • Great cover


What i think could improve

  • It would be neat to include a way in which both scenarios overlapped. At the moment they're wholely separate. Of course the table can always improvise they buy could be nice with a connection.
Submitted(+1)

Chock-full of great images and situations. I love the crow with a call that sounds like human laughter, Alair in the treehouse and the incursion's inciting incident being the loss of an automaton. 

Developer

Thank you! 

Submitted(+1)

Great use of theme! I know nothing about the Trophy systems, but this definitely painted a unique and distinct picture. The whole thing feels almost shakespearian. I think the section that is read to players may be a little long for us with ADHD though. Nice job!

Developer (1 edit)

Thank you! :)

Submitted(+1)

Great cover and a very classic theme with an Appendix N twist! Well done!

Developer

Thank you! :)

Submitted(+2)

I am not familiar with the system, but the way the encounters are set up, it seems pretty interesting. I am compelled to go check it out. I really enjoyed the writing, super evocative - and love the overall aesthetic. Its oozing theme! Especially like the cover!

Developer

Thank you very much! I'm glad my entry is of interest to people who aren't familiar with Trophy. My main reason for using this system instead of going system-agnostic was: I wanted to make something I can use for one-shots (and Trophy Gold is one of my favorite games). 

If you want to check it out, I can recommend watching an actual play of Jason Cordova (the publisher of Trophy Gold).

Submitted(+1)

Wow, this is creepy. What an effective incursion. I've always wanted to play Trophy Gold. This might just help me convince my group to do so. Mummers really freak me out!

Developer

Me too :D Thank you very much! If you end up playing it, feel free to let me know how it went :)

Submitted(+1)

Very interesting premise. Creepy clowns and demons would make for fun play. Good job.

Developer(+1)

Thank you very much!

Submitted(+2)

As a big mime supporter, I really liked the premise here. The imagery of the dead tree in the big tent is great, and everything is really held together by the emotional stakes. Solid entry!

I've never heard of Trophy Gold, thanks for the introduction!

Developer (1 edit)

Thank you very much! Trophy Gold is worth checking out if you like an OSR-aesthetic but rather play story games :D 

Submitted

A good setup, seems like it would be a fun adventure! Thank you for including the advice for other systems. This is the first I’ve heard of Trophy so it was super helpful to get the gist of the game design! It seems really interesting

Developer

Thank you! I'm glad you liked the additional advice, because earlier today I thought: "Is anyone going to read this actually?" :D I assumed Trophy Gold isn't that widely known (last year two entries used that system, this year it's just me) so I thought, maybe that extra document makes my module more playable for others. 

Trophy Gold is great, especially if you like story games with an OSR-aesthetic.

Submitted(+1)

This is so unique. I'm in love with the premise. I'm a big fan of creepy circuses. I didn't know I was a big fan of sad slime, but I guess I've learned that about myself now. I think adding a clown content warning was a good idea because even though they're actually mimes, they're definitely up to some clown shenanigans.

I have no idea what this system is, but it looks like it's very playable. I'm going to totally rely on the other comment below saying it's well executed. I will absolutely be looking into this game though and seeing what the vibe is because I'm definitely intrigued. 

The title and header font you used is great as well. It has a kinda funky 70s vibe that totally fits.

I don't know if you can get much weirder fiction than, "A group of treasure hunters explores an unnaturally sticky house and backyard to find a dude whose brothers were cursed to clown-dance around him until he turned into a sad slime-person" 

Great job!

Developer

Thank you very much! And I'm glad you were able to learn something about yourself :D 

I started with clowns originally but moved into mimes because I thought it's creepier if they don't talk and can do pantomiming.

Submitted(+1)

C.R.E.E.P.Y. Must check! the layout of the information: great!

Developer(+1)

Haha, thank you! I playtested it in July and leaning into the creepiness was a lot of fun - I'm glad it comes across on the page too.

Submitted(+1)

Absolutely incredible.  Well done.

Developer(+1)

Thank you very much!

Submitted(+1)

OMG, Trophy Gold with mimes! What a great idea. Well written and executed for one of my favorite systems.

Developer(+1)

Thank you!  I had a lot of fun writing this module so I'm glad it's fun read too!

Submitted(+1)

You did a great job condensing a lot of interesting hooks into a short incursion! The layout is excellent too. Great work, Michael!

Developer(+1)

Thank you! That means a lot, Amanda - after all, your incursion from last year's Appendix N jam inspired me to participate this year.

Submitted(+1)

Great to see Trophy represented.  Striking cover.  If this was Appendix N maybe I detect some Frederick Brown?  Weird fiction achievement unlocked.

Developer

Thank you! I have to admit, I'm not familiar with his work, so it's not intentional :D But I'm glad I hit the right vibes :)