At first, I was disappointed that there wasn't a victory for "winning" the montage test, but it is the "endless" bacchanal after all, so what else would happen but you keep going. I can't wait to run this and see the realization dawn that this is a loop that succeeding won't get them out of. I also love that you used art in the public domain. With so much AI in the world now, this is an untapped well of amazing art that also feels educational to use.
Play Encounter
Endless Bacchanal - A Draw Steel Encounter's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #27 | 3.190 | 3.278 |
| Creativity | #32 | 3.731 | 3.833 |
| Overall | #34 | 3.217 | 3.306 |
| Enjoyment | #37 | 3.028 | 3.111 |
| Usability | #38 | 2.920 | 3.000 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
At first, I was disappointed that there wasn't a victory for "winning" the montage test, but it is the "endless" bacchanal after all, so what else would happen but you keep going. I can't wait to run this and see the realization dawn that this is a loop that succeeding won't get them out of. I also love that you used art in the public domain. With so much AI in the world now, this is an untapped well of amazing art that also feels educational to use.
Definitely feels like the solo got compressed for space here, and I would have loved to get more because I just love solos and their unique designs so much, BUT the inclusion of the dancers with the Barnburner trait is a really cool way of spicing up a solo fight and giving the Director and heroes both more things to consider. It's so impressively difficult to fail montages most of the time that I worry the montage would go on way too long, but I think there is a cool element to the players slowly figuring out that they are effectively caught in a miniature time loop and perhaps willingly downgrading their power roll tiers to escape — a fascinating diegetic mechanical development. And I do really like the solo as-is, even if it's short, especially the flavor of the villain actions and how you instantiated them mechanically. Awesome job!
Thank you! This means a lot. I did compress the solo for space, haha. After the Jam, I'll give Embris another pass. When designing I was focused on simplicity in the one-page encounter spirit and Embris got the baby-mechanics treatment. As a Director I would let players intentionally and dramatically fail ("I punch a dancer"), but the drawn out method would also be fun for a little while.
Excellent flip of expectations for the party montage! I foresee lots of good party shenanigans, and Embris looks like a very fun encounter.
As others have mentioned, this could use another editing pass to clear some details up, but as is there's plenty for a skilled director to work with for placing the bacchannal in the middle of an adventure. Well done.
Though it isn't part of the rating, the art you have used for this supplement is great. Really well chosen. As others have said, I'd signpost to my players that they need to fail to win the montage test, or lay it differently myself for my table.
The write up has wonderful references, and Embris is a great encounter. Totally going to be taking them for my game.
I commented on this in the discord, and while I do think this is better than how you initially suggested it, if I were to run this encounter for a group I would probably still flip the montage test, so it's about breaking out of the party instead. That said, the combat section and stat block is cool and evocative, and the idea itself is quite fun!
I agree that this would benefit from some additional text to improve the clarity. Maybe a blurb explaining what is going on and offering the director advice on how to hint to the players they want to fail the montage? I would also suggest awarding the heroes a victory for when they "successfully" manage to fail the montage and break out of the bacchanal.
Overall a fun little adventure! I love scenes that twist players expectations. Great stuff!
I love the idea of this. But I do think that it needs another pass. the way it reads there's no reward for success except starting again and going until you fail. I doubt that was the intention.
Thanks for the review! In my experience, players don't really fail montage tests so this one acts more of a subversive puzzle for the narrative than a real challenge. Was the montage test the right way to do that? Who knows. But, I imagine the players will already be suspicious and try to wreck the party fairly quickly after it becomes clear this is a "hotel california" situation.
This is a fun encounter and montage test. It has a very midsummer's night's dream.
There is Choreography, I love this. It's fun and not broken. Though I could see a table that does lots of planning being slightly annoyed.
"If a dancer would end forced movement, they may move up to � square at any point when resolving this ability." Is the "they" the target of the attack or the dancer?
I feel like find a partner would be simpler if you had just the potency and the dancers moving adjacent if there isn't one next to a player.
In Step up! Who is Bonfire?
For ease of reading I suggest bolding "Burning Dancer".
Thanks! I like to try out mechanics that throw a wrench into the players plans. I'm not sure There is Choreography is the best version of the idea, but not every challenge for players needs to be damage and conditions!
"They" is meant to be the dancers. The idea to keep them fluid for Embris, but in the way of the heroes. The wording could be clearer so thanks for pointing out!
Good feedback on Find a Partner!
"Bonfire" was the working name of Embris and I missed that one. So embarrassing, haha.




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