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Fenris-77

178
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A member registered May 19, 2020 · View creator page →

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I wish I'd had space to really go into the ghosts and their background, and I will in the expanded release. For the jam I think I was already pushing my luck at 2400 words on 4 A5 pages.

This is super slick. I love the mechanics and theme. I'd run this at my table in a heartbeat.

The cover is fire. So good. Overall the graphic design is really excellent. This is a great adventure.

The graphic design and layout is slick, and the art is fantastic. The adventure packs a whole lot of fun into four pages. Really well done.

This is a beautiful adventure in every way. It's nice to see the depth crawl mechanics out in the wild.

I wasn't thinking of anything more than folks perhaps wanting to let their layout breathe a bit and maybe address things that came up in reviews.

I would for sure write an thing for a Trophy version of AppN.

I had a thought. There are a ton of great submissions for this jam, many of which will never see the light of day after it closes. Maybe we could put together a collection, with some fresh layout to make things match, and sell it for charity. I know that bundles do the same thing, but I think that a little layout and single presentation might make it a better fundraiser. IDK. Thoughts?

I'm doing an expanded full release that will have Dolmenwood conversion pack. It should be out in the next couple of months. And yes, the Dowager is the juice, for sure. 

The spread design was strictly for digital consumption, or at least I never intended the design the allow print and fold. 

The full release will come with a Dolmenwood conversion attached (if the guy finishes it). So, fingers crossed. I think it's a great fit for DW and I sort of had that in mind when writing it

The horn represents the core choice in the adventure - to end the curse or not. I wanted to encourage groups to go the story route and limit attempts to have their cake and eat it too.

The hourglass mechanic is an inspired bit of design that immediately makes me want to write something that incorporates it. Tight and evocative writing and design should make this adventure a joy to play. Great stuff.

Intense vibes, I love it. The lethality here is high, but in a good way. I like adventures that delve more into the PC's interior life.  Great evocative writing throughout.

This is wonderful. Great evocative writing and the various combinations from the spark tables should keeping things interesting for everyone. The visual design of the whole document is fantastic.  Since you have specific stats for the wizards it might be keen to let people know what level characters would be appropriate for the adventure (although it looks like a hoot regardless).

I really like the journey mechanic as an opening dream-info-dump and table setting device and also how it gives each player their own bit of that narrative that they can decide for themselves what to do with.  The vibes here are great. I do think that with additional room you could have provided a few more specific details in the dungeon half that linked up with the dream narrative to provide a few ah-ha moments for the players.

Great jungle vibes. This looks like it would play smoothly at the table and there's lots of nice evocative bits to help set the table. The art is excellent and well used. I did find the body text hard on the eyes due to the thin line weight and contrast. Overall, very nicely done.

The design and layout is glorious. The found book design is about as good as I've ever seen it done. The palette and everything else is perfect. So good. The adventure is awesome too, but I was distracted by the awesomesauce graphic design.

It could be a lot of different things. Mostly what I mean is a few more specific handholds for the GM. I only want to ask the GM to freehsnd do much during play.

This is slick, as I expected it to be. Not a wasted word really. Very well drawn scenario and super-clean locations and encounters. Marvelous. I really like the d6 reactions for each creature. Trophy does that and I've used myself a couple of times. I think it really adds something to the encounters. 

I like this lot. The theme is very on-point and the visual design is headed in the right direction to maximize at-table usefulness. Great use of public domain art too (I'm a fellow enthusiast). I think the font choices and formatting are a little bit muddled though. They don't quite work together to create a harmonious visual hierarchy.  I would suggest pairing back a bit on the total number of fonts and font sizes to try and improve that.

I really like the general concept and how it's supported by the various bespoke mechanics. A cool bit of design. I do wonder why these all-important beads are just laying about, but a little suspension of disbelief never goes amiss.

Wow, there's a whole lot of adventure packed into this wee package. I like the murrain mechanic to keep the characters pressing forward. I'd be curious to see how much exploration groups stop to do with death looming in the background. Great writing and execution here.

I really like the central idea here and it's well supported by clean, evocative writing. I like the archaic use of quick to make the whole thing tick too, very clever. 

That brooding, dreamy baby sired by those parents was precisely my inent. Who doesn't like brooding baby?

Always nice to see a Troika adventure. This is well-written hex flower that does fit quite neatly into Troika city. The writing and evocative description are on-point and exactly 'Troika' enough to make it really hum. I think this would be a lot of fun to play.

You've done a great job laying out a march crawl here with enough specific mechanics to make it interesting and very playable. I think your map could be more useful - if both main areas of interest are in the middle of the map it's probably not scaled (or designed) appropriately. Zooming in to give better detail to the core adventure area might be useful, or spreading out the two areas of interest so that the entire map is more obviously playable.

Very clean and playable. I really like the design of the yellow call-out background for the stat blocks. Extending that out to the edge of the page was a great idea. 

This is awesome. Great visual design and layout that crams a lot of good stuff into a little package. You've got a very well-considered central conceit that you mechanics support really well. The NPCs and monsters are very well written with interesting and evocative prose.  I did find that the background image made reading a bit tough in spots, I may have upped the transparency a little to give the text slightly better contrast. 

I love the hand-drawn maps, lovely work. The adventure is well organized and evocative and the mechanics support the theme well.  I congratulate you on handwriting that is far more legible than my own.  

The evocative writing and descriptions here are really excellent. You've done a wonderful job targeting all that detail directly at your core conceit too, which makes it all very effective at the table (I suspect).

This is great. The map is wonderful and perhaps the best iso map I've seen in the jam so far (and I've looked at over 100 entries so far). The contents are very well written and clearly laid out for play. You're use of pink for headings is simple and really effective. Great adventure that I'd run at my table in a heartbeat.

My goodness! For 12 this is a masterpiece! That's so cool. Congratulate him for me. My adventure efforts at 12 were mostly scibbles on graph paper. Very well done.

If anyone gets my adventure to the table in the next while I'd love to hear how it goes. I'm working this up into a full release and I'll take all the anecdotes and playtest data I can get my hands on. Thanks to everyone for reading, ranking, and commenting.

Funny you should say that, a friend of mine said the same thing so he's working on a DW conversion for it that I'm hoping to include in the full release.

No apologies needed, the presence of a a few other typos made it very possible.

A lay is a lyrical, narrative poem written in octosyllabic couplets. Amiral, on the other hand, is definitely a typo that I and my crew of pirate editors missed somehow.

Thanks! I just wanted to say that Exploding Congee is a magnificent user name. Kudos.

I use a program called Affinity, which is free to download. The real trick is that I read and learn about layout all the time, both in terms of theory and practice, You can do it too.

This is a cool concept, I like it. Giants in many flavors is very AppN indexed. So. to start, the cover is a great bit of collage work, really well done. You've got a pretty solid mechanical chassis to run the adventure too. The map lets you down a little though, it's not easy to scan at a glance. Better visual hierarchy would have helped a lot.