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The looks are amazing, and each individual section seems very well-explained and helped by the visuals, but I felt like I had the hardest time figuring out my way around the pamphlet. Maybe it’s just me not being used to the format, but I had to confirm the folds and pages with the accompanying image before I was sure I was reading it correctly. Also, not sure if it’s a World of Dungeons thing, but the 2d6 table threw me off a few times, until I figured it was a d66 table.
With that out of the way, I really enjoy the tide cycle mechanics. Would be nice to see a direct example of how they could impact the the mana crypts. As far as I can tell, they only make it easier/harder to get from one to the other. Maybe if I’m using this location, I might have the tide impact the crypts, like having one that is flooded and can only be accessible in in low tide, or maybe one filled with sand that you need to break a barrier to have the coming and going of the tide open the way.
Okay! It took me a few moments to figure out what this was and what it wanted to give me. (Apparently, I’m not able to read the literal first thing on the back.) Really cool landscape! I can see myself putting my players into this for two sessions before coming up with a little plot for the pilgrim they decided upon. :-D
This has strong science-fantasy vibes throughout, from the feathered rats to the mana to the NPCs to the Roaming Grove. Using WoD allows you to be economical, yet evocative in your language and you used it well. I wonder if 9 locations would get too samey of you're only getting 3 different types of crypts and encounters and then rolling on the same table for crypts 6 times. Despite that, this is the first procedural submission I've read for this jam and it makes me want go make my own. I really dug this. Great work.
Thank you for the kind words. I love that you're thinking about the potential saminess! Even if the dice distribute well and an interesting variety of combinations results, it's still just crypts and a bleak expanse. The potential monotony is an intentional design element. Good eye!
Very cool. Love the overall aesthetic, layout, art and typography. The crypts, treasure and inhabitants really tell a story about the world without having to loredump. I have never played WOD, but there is a lot of value within the pamphlet that could be used in any game regardless of system. Great work :)
Awesome work. Really intriguing premise, truly excellent layout, and very well-thought-out design overall. One of my favorite reads of the jam so far!
I was really impressed with this one! It’s great to see a non-dungeon adventure in the mix, and it’s fantastic to see someone using World of Dungeons in this jam. Great job!
great art, diagrams and tables. Saving this one!
Excellent typography & (lack of) color choices! Really sells that desolate, salt-encrusted, science-fantasy vibe.
Even with the small amount provided here, the lore is so intriguing that I can easily imagine this as an expanded setting
Great Dune/science fantasy vibes!
I really like your choice of font use and cover art. It brings tranquility.