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Scaling the doc to printer size tells me the font is a little small, but mostly going to be readable on a low quality printer. Might need to squint a little, but I've seen worse. Scrolling back to a legible size for review and I am confronted by a map on page 1.
Conceptually it is interesting, but in terms of practicality I don't feel like it's particularly useful. Scrolling down to see if the next page helps at all and nope. Next page isn't even a key. It means the key is going to be printed on the other side if I go to print this. I do a quick pull out to be sure maybe it isn't something where the front and back are book-ending the pages version, but no, the key is on page 3. So even if I treat page 1 as the front and page 4 as the back, I still have to flip between map and key.
Okay, so I'll flip back and forth for a moment to see if the map is offering much beyond aesthetics. After doing that a few moments, the answer is no. I don't seem to have any reason to even need a map honestly. There's no scale here, but presumably each square is a city block. It shows me where they are in relationship to one another, but I didn't notice anything in the rest of the document where that would have a meaningful impact. Making it worse, the numbers are all over the place so it's not immediately clear about why. Without reading the document yet, I can only assume that's the order in which places become meaningful.
I do like the concept here, but for an entire page to be dedicated to it seems odd. It certainly hits the 'art' side of things, but the old time photo feel is clashing with the whimsical hand-drawn art style elsewhere. I know there are going to be people who love this. I kind of want to love it too honestly. For me though, it's just a wasted page I won't ever bother printing out. I'd rather the space have went to the adventure instead with maybe some photos in the corners.
On I go to page two and am kind of just sitting looking at it. Clearly I am missing something, so I go digging. The jam doesn't automatically show the landing page, so when I go a few pages in and pull that up, boom. That's what I wasn't getting. The adventure didn't tell me what system I was using in the document itself, but apparently something called Odd Noir. Explains why I was seeing what I first mistook as a half dragon, but I am guessing is a second form of the woman standing there. The clothing is a different in terms of color, but the same design. I don't know anything about Odd Noir, so I won't be able to speak to system elements. I would adjust that first sentence as follows: “A gothic, weird one-shot for the Odd Noir TTRPG. It's set in a dusty Southern border town, where a prominent high society vampire has vanished on the eve of an apocalyptic cosmic event called:” To avoid any confusion about what I am looking at. While the landing page means anyone who downloads it knows what they are loading, there's nothing to say that when they go to pull it out of a folder in 2 years, they have any recollection of what it was meant to be used with.
That aside, there's nothing particularly wrong with this page. Unlike the following two, the font is easily readable at scale and it does a fair job giving an overview of the adventure and what to expect. It's basically an elevator pitch for what's to come. Where I do have a problem is that we are now 2 pages out of your 4 and all I know is a basic overview of the premise and a map I can't really make use of. That means everything of substance needs to be mashed into 2 remaining pages. That's pretty tight and explains why the font size on the next two pages is so cramped.
Locations. I already talked about how I would have rather had them on the same printed page as the map when doing a front and back A4. No need to rehash that. The very first location though offers me nothing meaningful. Fastest way in or out doesn't mean a whole lot honestly. I guess it lets us know this is where we came into town from, but I could have gotten a notation in the description for that. A single sentence of where the characters arrive at. The next two entries both offer something to work with since they reference important events.
Saloon is similarly meaningless to me. Obviously it's where people get drunk and gossip. Rowdy is about the only word I care about there, but not sure yet how much that's going to bring to the table. The apothecary sounds like it's meant to be important later, so I am going to assume this isn't just fluff. The last two both mention things that seem important as well, so we'll move on.
NPCS gives us Josephine. Woot, I got it right about the whole bat person on page 2. Well, got it right after an initial thought it was two different people and the whole half-dragon thing. Don't take that personally. The ears reminded me of horns from another art piece I had seen, along with the wings on the back as opposed to her arms changing into wings. The sheriff is a dick. Sure. Not much to talk about there. Wish I knew why he's acting this way, but I guess I am making that up myself. Sterling's info is a little odd. Says he's going to take her from the cult, but also that he's going to frame the cult. There's no need to frame the cult, they did it apparently. I assume it's because he's going to hide that the ransom is his doing. Still feels odd to call it 'frame' here.
I think I am again missing something tied to setting again when it comes to Clara. I have to assume the all-blue is just the style thing since other characters on this page are similarly monochromatic. However, she has extra eyes. There's no note about her being a weird species unlike when you mention Josephine, so I am left to just assume as much. Not going to lie, between the single color and the extra eyes, she feels very much like a Steven Universe character to me. That's a touch jarring when I was in the middle of a western fantasy noir already. As to the remaining NPCs, I don't have much to say there. Information is present that I might want about them, so it's fair enough.
Earlier it was mentioned we are a recovery team. I have to assume that's a standard part of the game play in Odd Noir, so it's with that in mind I am trying to evaluate what comes next. Last page and immediately Clara is asking if we know what happened at the manor. I assume she's here waiting on them specifically, but it's only implied. Her question feels odd for people who just arrived. I think saying she asks if they're the recovery team and if they say yes, she lets them know they'll want to check out the commotion there. Just feels like it makes a better flow of logic to me than asking a random group who just arrived if they know about something local.
Also, this is broken into Acts, but act 1 could literally be just a five minute scene. A GM could probably break it down a bit. Scene 1: coming into town and passing through to describe things along the way they see from the train, letting them know what's around and where. Maybe even some foreshadowing. Scene 2: meeting with their contact Clara to figure out where to go, etc. I'm not going to break down everything for the 4 acts here. Instead I'm going to say there just isn't a lot of meat or mystery. It feels like a framework to build the adventure on, but almost everything (including all of the clues to the mystery itself) are on the GM to come up with.
The doom clock mechanic isn't a clock so much as a series of increasing events as each 'act' progresses. If I am reading it right, nothing the players do or don't do really changes the clock progress until they move to the next act. Of course, this means we basically start at stage 2 since 'act' 1 ends almost immediately. I would much rather this be a matter of either time or milestones. Stage 1 already sounds like it would shut down the train on the way in honestly. I could see stage 1 being just visual signs of the comet as a slow line of light in the sky. Then 2-5 stages as progressively worse situations. This means the hostile folks wouldn't start right away until they were partway into the investigation.
Ends on credits. Perfectly normal. I agree with thanking the partner who helps ensure you make progress when you otherwise might not. My own wife is someone I call out often as the one always supporting my efforts and keeping me from losing hope when the moments aren't the best. I'm glad you have someone like that in your own life.
I'm going to judge this fairly by a rubric, but this wasn't really for me and I can admit that. I didn't feel a connection with the fantasy noir western setting, the art style didn't suit me and felt a little jarring when combined with the realistic photos, and I don't even know the system in use to be able to judge on those merits. I can only go by what is here and how it feels in relation to the Appendix N. I don't feel like this is much game so much as setup. The only game element is the clock, which is a bit abstract and didn't feel strong to me. The acts even pulled a 'quantum ogre' moment where if players fail to investigate well enough an NPC swoops in to give them the answer at the cost of the reward. I think more space should have gone to the mystery elements and digging into clues. There was another mystery game I reviewed so far in this jam that was pretty short and simple, but handled it well. I believe it was The Lycan's Pelt if you wanted to get some ideas there. Not at all the same setting or system, but did focus on the mystery elements in addition to setting elements. With a lot of people expanding their entries, the mystery aspect is where I think this would most benefit from an expansion.
It's honestly a shame about the map. It was a neat idea, but mostly just ate space that could have gone to adding more to the adventure itself. A lot of page 2 probably wasn't valuable enough to be taking up an entire page either. With an extra page and a half of space, this could have been a pretty intriguing mystery and not require the GM to do quite so much of the legwork. It's not a bad effort by any means, but at least for myself it didn't sing. Either way, you got it done which is more than 2/3 of the people who entered can say. It's largely coherent and is at least a viable framework. Trust me when I say that's at least something to be very proud of.
Heeey, honestly thanks for the advice, I really like most of this post cause, and I will be real. This kinda Jam adventures I know I aint really winning any kind of contest or something, but usually after a while I like improving the adventure to a "deluxe" version, more pages, more details, more anything that any fella mentioned like in this comments.
So yeah! To solve some doubts:
Now again, I am really thankful, Honestly you helped me alot, if I do the Deluxe version of this adventure, I promise I will try to fix a lot of the issues here, make it longer, better font size, more pages (god, I just want more than 4 pages) and etc. Sadly, not gonna lie, I might keep the art direction, I kinda liked it, and I know it might not be your taste, but hey I think that is kinda fixable with alternative art or tokens hahaha
No worries. Not everything is for everyone. It's why I mentioned this one really wasn't for me. I figure it let you know to take things with a grain of salt if you were aiming a different direction. In a jam, there's often not a lot of time to go digging more than a glance into side things like landing page, etc. I still think it goes a long way to indicate on the entry itself exactly what the expected system you are using will be. I could see where you were going with the map, it just ended up being an art-only thing for me. When you only get 4 pages, dedicating a whole page to something that is (in essence) just a visual felt a bit rough. Feel free to ignore any of my advice or use it as you wish. I try to give deep dives on every game I review so the creators can really see how someone is reading through it in real time and where their mind may go. I wish more people would do long reviews like that to show exactly how they are reading through the documents so people can see how the flow is going. Hope you find success with the expansion down the road!
I really like the premise and it’s really nice you added the themes and cultural touchstones to give an immediate idea of the vibe the adventure is going for.
The characters and locations are interesting, and I can understand what happened by reading through them, though one thing that I missed was a short “what happened until now”. Whenever I’m running a mystery, it has been great to have these handy to easily make sure that I am not giving wrong clues to my players.
I love the character design, especially I absolutely love the design of Clara McGee because of a certain reason. Beside the character, I also love the premise and how this adventure feels so Noir.
It seems like this adventure will have a lot of role-playing between PCs and NPCs, and I can see that VtM is suitable for this adventure. Love it.
I like the pre-apocalyptic feel of this adventure (I'm reminded of Midnight of the Century by Colin LeSueur, which also uses Doom Clock mechanics). I also appreciate how like any good celestial cult, The Star Born Congregation are just a bunch of deluded folks caught up with forces they don't understand. Reading through, I would recommend giving a little more details on clues PCs can find (three clue rule?) and possible pathways. It seems to rely heavily on GM interpretation and adaptability. I would also recommend moving the map closer to the location descriptions. I had to do some scrolling. Really clever use of the map to make it feel like a sort of brochure for town.
Can you please provide some additional community copies? :)
A few more added! n.n
Thanks :)
Hello The Wyvern's Den, would you please generate 8 download keys for our judges and email them to me at jorphdan@gmail.com
thank you!
Done and Done!
Interesting characters and town. I think if I were to use this, I would add details or other NPCs to fit it into a setting I was running. To run it as is, I think a GM would need to do some work to fill in some details otherwise be ready for some improvisation (which is cool and totally fine by me!). I was wondering what system you would think of using? Vampire the Masquerade is the obvious one that came to mind. Also, I played in a game of Cy-Borg recently and I could see adapting this to work in that, or something Borg. Or, maybe Blood Borg would be the more natural fit (which I've wanted to play ever since I picked it up!).
If I may offer a suggestion! I could offer my Pulp Investigations System, Odd Noir!
https://wyvernden.itch.io/odd-noir
They bundle together!
The investigation is pretty clearly written at a high level. I like the detailed character descriptions, I think that's important for an investigation game. I do think there are a few areas that could be shored up:
One small issue is that the easiest hook for the players is sort of implied and left up to the GM. The cover page alludes to the fact that the victim's family is aware something happened and may have reached out to the players and sent them to investigate. However, that's not really stated anywhere. I think that could be fixed by adding one sentence on the introduction page.
The biggest thing I can think of is providing more evidence/clues, even if it's in the form of a list of clues for the GM to reference. I'm reading Act 1 which states that the players find Clara McGee. I assumed that implies they're sent to her by the victim's family. However, it's written as if she's the one giving them the lead in the first place. That might be something that can be cleaned up with a rewrite of the adventure hook. I'd also try to introduce Director Sterling before the investigation begins somehow, rather than pulling him in if the party runs out of steam without any preamble. Maybe Clara tells them to watch out for him, that he's been poking around and could be useful in a pinch, but he's only interested in the money.
Either way, Clara sends them to the Manor where they find signs of struggle and some workers tell them to go to the clinic to see another victim. I'd recommend inserting something here telling the GM that this is a good place for the players to find subtle clues pointing them to The Apothecary and the Observatory. Maybe they find a prescription for the cure referenced on the intro page that would send them to the Apothecary. Maybe they can see the observatory really clearly from the window of the Manor. Maybe the manor staff tell them that the sheriff had no interest in a real investigation, which sends them down that rabbit hole. These might be unnecessary if the party is able to wake Genevieve and get the information directly, but if they're not, then they just sort of have to wander around (the seemingly big city with spread out locations of interest) until they find something or the GM has to pull The Director Sterling ripcord, when it would have been more satisfying to have already buried it in there earlier in the story.
If the players somehow manage to lose the thread of the investigation, then you have Director Sterling, set up at the beginning of the adventure who can come in and connect the dots for the party, showing them the connections they missed and the things they failed to investigate. That can then usher them onto the final conflict in Act 4.
Lastly, I think the map might be doing the rest of the module a little bit of a disservice. The city appears to be much bigger than the rest of the document implies. I think that if a GM were to take that at face value, it could lead to the different locations feeling too disconnected. I think crunching everything down into a smaller package would help with making it feel tied together. And also make it feel much less intimidating if the party does end up in a situation where they're wandering around looking for clues with no real direction.
I think there's the potential to either combine some locations or to bake in a few red herrings in locations that can lead the players to dead ends. I don't see any reference to The Saloon in the text of the adventure itself. I'm assuming that it's there as a stand in for where the players are staying. I think that that would be a great place to seed some red herrings in the form of rumors circulating around the murder. The Observatory is noted as where they can learn about the comet, but it doesn't appear to have any relation to the cult. I'd recommend that that location also include some revelations about the cult baked in.
Overall, I think it has a lot of character, but could benefit a lot from more focus on the investigation itself.
I like that each character mostly has their own illustrations! Awesome map, descriptions, and investigation flow. I just wish this adventure was more packed! Fantastic work, regardless!
The whole 4 pages thing surely hits hard DX
How are you distributing this for community ratings? Your community copies are empty.
whoops... didn't notice it until now... I will add some
The character art for this is so charming!