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A jam submission

Sons of the Horn MaskView project page

A small mystery adventure
Submitted by Gizmo Widget — 2 days, 18 hours before the deadline
Rated by 19 people so far
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Comments

Submitted

Strong contender for the boldest, if not thje best, entry. This is twin peaks level of coolness. It's hard to run? for sure. I'd have to do hel of a work to run this smoothly. But i would be worth the game? I bet so. That's groundbreaking, at least. Truly a special piece of work. One of my favourite entries at all.

Submitted

Whoa. This one needs an interlinked wiki to get through. A very dense and -I assume- logical net of relationships past and present. I don’t know exactly what is going on, but I’m about 80% sure it’s all in there. I like the comparison with an episode of the X-Files below, couldn’t have said it better.

It’s a bold entry!

Submitted

Your town almost feels like something out of an X-files episode where they go to a middle american small-town and the weird stuff is all home grown. I really like that aspect. Very readable as well. 

I had trouble following the narrative, but I think that the module has all the information needed, it was just scattered throughout the different NPCs.  As it stands the GM will have to do a lot of legwork to reconstruct the timeline of events  and the connections between the characters. 

Regarding GM legwork, A  small thing to consider is that the D6 Useful details in Alfie's letter doesn't actually contain information - it gestures at it, but I think it should be specific information, so it's immediately useful on roll.

Submitted(+1)

You've done a great job to flesh out the town, but I feel like the narrative is unclear. If I was going to run this, I would need to do some leg work to develop the cult's motives and what they are doing. Your text is a nice size, pretty easy to read. 

Submitted

This has some real potential to make for a tense few sessions or one-shot! Tthe premise is engaging and the NPCs are detailed. The layout itself is simple but works, and you've left decent space between paragraphs, but I think there are a few things that make it a little tricky to parse, then  pick up and play which could be resolved with some changes to the layout. It is currently hard to tell at a glance who is a cultist and who isn't. Having separate categories for both would be easier to understand, and using bolded text a bit more could make important information clearer.

The main issue is that the cult's aims are somewhat vague? There should really be a sentence about their mission statement, what their aim is, it is clear they killed some villagers, but otherwise it feels like they are just there.

There is something here that with just a bit more polish could be a really memorable adventure!

Submitted

Great NPCs! I love a town with a secret. 

Submitted

Great setup for a group that likes to investigate!

The NPCs are well developed, maybe a bit too many for a short adventure?

The d6 useful details could have been filled in a bit more, so it’s easier to know which information to share.

Submitted

That's a neat mystery. It's a bit hard identify who is a cultist, maybe just reorder the people to be all cultist all non-cultists. 

Submitted(+1)

Well fleshed out cast, and I like the mystery of trying to find out who is associated with the cult! I do wish there was a section up front that listed what was really going on. That is vital information for the GM to know before they can start describing the town and playing characters, and it would be rough to have to dive back through all of the character details to remind yourself mid session.

Submitted(+1)

Great mystery and cast, paints a great picture. Could use a more meta What's Really Going On section to present the game and idea fully.

Submitted(+1)

I love how lively the Hobb's Elbow with all the residents inside. Each person feels so alive with their dynamics to each other. There's an abundance of d6's to roll here, and overall it's a solid setting. Kudos!