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Great visual design and art, despite the small font size for the format. Using the silkworm as a timeline is neat :D
Amazing use of the title with a lot of interesting moral dilemmas for players to roleplay. There are a few lacunae in the text that I miss the original intent: The wranglers seem to want to free the awakened moth but they also want better compensation. For sure they know their work depends on the silkworms being there, but the megamoth wants the brood to be freed, so would there be any possibility of compromise where they work together to continue to produce silk, or would the wranglers be OK if they need to find a new job as they’d rather release the moth? These are all things that I can probably find my way around if running this, but would be interesting to know how you have thought of those when setting up the scenario.
Great module overall! Definitely saving here to run at some point in the future.
These are excellent questions!
The original idea was for the Awakened Moth to have hypnotized the workers into helping them. But, I felt that removed agency from the workers. In my head there are always divisions in groups of people. That's why I didn't want the weavers to be onboard with rushing in and starting a fight on orders from the Head Weaver. And, while maybe only some Wrangers are sympathetic to the Moths and the others couldn't care less and just see them as a bargaining chip. Honestly I probably should've read more books about rebellions.
pro union sidequest is what you need in both your game and your life. Let this radicalize you baby
Hell yeah! More modules need pro-union propaganda in there, in my opinion! Lovely colors throughout, beautiful font choices, and clever lil design work everywhere you look; from the worm timeline to the word choices when describing the caterpillars. I think this one is an absolute blast of an idea, with so much tension packed into so few words. Delightful work!
Workers* of the world, you have nothing to lose but your chains**
*caterpillars **cocoons
Simple yet charming side quest. I'd root for the moths.
Love the concept, the workers must unionise! (not sure how many parties are willing to be scabs/strikebreakers though XD)
This one is really well put together at a glance, the cover is well done,, the layout is appealing and the text is clear and readable, the map and illustrations are s great and the timeline is fun! It is probably slightly linear for my taste, but the the groundwork laid by the premise more than compensate for that in my opinion.
I do think it is a bit unclear where the denizens are located. the weavers are mentioned as being in the atelier, but it would be a lot easier to understand if their presence was mentioned in the key as well, same goes for the wranglers and moth + larva. I could figure it out quickly, but it's best to make it explicit. The timeline is cool, but I don't think this adventure is complex enough to need one. (still well-presented though!)
The size of document is a bit weird. I don't think it needs to be an A6 and might actually be unreadable at that scale, but given that this is digital, it doesn't affect too much, just something to resolve later, I think.
I always scale to a page to decide how it is likely to print out. This appears to be A6, so once I scale it properly I am seeing my old eyes are doomed. Assuming the printer doesn't fuzz the tiny letters while printing, I am going to have to have a magnifying glass and hold everything a few inches from my face. Way too small. It feels small even at double size. I scaled to A5 and still am having issues. In the end, I had to scale it to A4 to read well. This is not for print. Digital only.
Front cover has everything it needs to have. Shocked to see a back cover with absolutely nothing on it. It's so strange to see. I think you probably could have taken the first half of the setup and put it into a callout block there. An overview you see on the outside of the zine, then the rest of the setup jumps strait into what players are encountering. It's not technically better to break up the information into two spots, but doing so lets you use a larger font and might mitigate one of my biggest complaints so far.
As I continue, I find myself conflicted. There's a lot to love here. Nothing feels crowded (ignoring the font size), there's a ton of lovely visuals, there's a very interesting title font that manages to remain readable. But I keep wondering about choices made. There is an entire page dedicated to pictures of the key 'cast' for example. They're interesting, but at the end of they day it's a page I look at once and am never going to use again. I don't need vague pictures of weavers or wranglers. I don't need to know what a caterpillar or moth look like. Ten seconds of google and I have thousands of silk moth and silk caterpillar pictures. It's not painful to include it, but when it came at the cost of space for the actual adventure information being readable, it feels like a poor choice.
Caterpillar timeline is a cute idea. I'd probably reverse it though. Typical westerners read from left to right, so expect a timeline to start on the left. Doubly so since you map reads from left to right. The map itself is pretty. Two ways to enter is nice, but honestly I could get just as much out of a description. There's nothing much to do in most of the rooms. Loot a few things, read over some documents to know what is going on. The lack of exploration or options on directions other than a linear path with a couple side rooms is a big down side for me as to why I don't feel like I even need a map here.
Lots of faction play stuff to work with, but I could see things going south for groups used to having more to do in a dungeon. The 'impervious' silk sounds like a nightmare to have in a game too since some player is going to insist they steal a bolt and use it as armor somehow. (Still working out in my head how you cut and sew something that can't be pierced or cut. Magical scissors and sewing needles?)
Profiles are strait forward. Easy enough to understand and work with. Solid for faction play with clearly difficult elements to resolve without someone losing out. Some of the things under stats are probably better suited to 'profile' instead. When I look at stats I am looking for information I can convert into numbers when needed more than dispositions and emotional states. That doesn't mean not putting elements about tactics in there of course. Knowing the weavers aren't enthusiastic and will avoid combat /is/ useful when dealing with stats. It speaks to morale.
And that's everything. It's cute. Small (Literally on that font. Sorry, had to say it) but not trying to be some huge adventure. It's just a one-shot situation where players can do some faction play and maybe a small combat if they decide they aren't in the mood to play negotiator for a sycophant and a moth backed by a god. I don't hate it. I just don't know if I'd use it. Without even looking at it again, I remember most of the key points. Less due to the clarity (which it was clear so congrats on that) but because there just wasn't enough there to forget anything. I think your strongest point is the art here, for obvious reasons. Hopefully you find some value in my ramblings. Thanks for participating in the jam.
Cute and simple, sparsely charming.
The crawl and the use of the theme are excellent, but for an A6 paper, the font can get quite small. Lovely NPC portraits. The caterpillar as a timeline is hilarious lmao
Thank you! I had a regular line for the timeline at first then found the public domain art and it stood out as more visually appealing.
For the font I am new to graphic design as a hobby and I'm still working on figuring out the font size to picture ratio.
Love the art and layout! Making the silkworms and moth so large is a great idea.
Oh hell yeah. I'm a sucker for anything involving moths so this might be my bias speaking, but still: hell yeah. Freaky little moths. A multi-layered industrial dispute. A chance for the players to take a side, or push on with their quest. The atelier is such a nice touch, and I love the painting of the caterpillar. Did you do it?
I chose moths because when I got the title I immediately thought about spiders. But then I was like theres so many OSR spider things already.
The dispute came from finding out through this project how silk is gathered and it made me sad. And the industrial dispute just fell into place from there.
I did all of the art except for the public domain woodcuts and the moth gal . I had just gotten a beginner drawing tablet for my birthday in the middle of this project and I was excited to try it out!
It all came together nicely!
Might appear a bit spatially linear, but actually plenty of options for how to actually approach this. Also wasn’t expecting an adventure about union busting silk worms. Nice job.
As we are fellows in using Silkworms within our modules I felt I had to come over and give yours a read.
Wow!
So far this might be the lowest word count submission I've read and it's such a cool little premise. With this and the goal of being system agnostic in mind, you've done very well to highlight motivations, stats guidance, and the situation at the Silkweaver's locale.
I really feel everything a GM who enjoys improvisation needs is right here. Plug'n'play, add your system's particular mechanics and away you go. A fantastic little sidequest!
Thanks for your hard work.
I love your adventure! Your map is so good!
For the stats I was thinking about the "Just Use Bears" blogpost. You may not have a giant caterpillar or moth block but you probably have one for an elephant or a bull. And, I dont need to tell you what a regular persons stats are because whatever system you use already has that.
Single word descriptions were inspired by "Reach of the Roach God".
I love the theming and the premise, and how open-ended it is. I also like the design choice (intentional or not) to exclude "neutral" OSR stat blocks in favor of descriptions with open-ended spells, abilities, etc.
I was inspired by Reach of the Roach God and this article that refrences it https://www.explorersdesign.com/designing-lore-blocks/