Oh thank you so much! I really appreciate that
Michael Kramer
Creator of
Recent community posts
Excellent, great colour pallette, awesome art, looks fantastic. Descriptions are vibey and the overall plot is a cool take on the inspirations. The format is a little linear for my taste and that many stat blocks for a panic engine game is daunting but it has the fairytale of Fatherfog all throughout which feels harder to achieve. Great layout too, very clear and engaging.
This is awesome and the vibes are excellent with this one. Including the village and how it continues to exist as a part of the adventure is great and adds stakes to the outcomes at the end, which can be hard to do (I am looking at you Mass Effect 3).
Two points that I am a little confused on:
1. The lottery. The players need to be on the pilgramage, which makes sense, but the rolling 2d10 is a little odd since they will be going no matter what they get. Would it be possible to merge the lottery section aand the expand character motives section so that the first 13 results are drawn stones and the last 7 are rreeason they would volunteer to replace someone else?
2. Not totally sure what the purpose of the left and right paths are or how they interact with the locations in act two. Given that a lot of the adventure is about who you choose to help more than a question of where you are going, I think it would be reasonable to have it just be sequental. It could also be worth it to instead including what the dire consequences are for sleeping outside.
Besides that, though, this is a fantastic Fatherfog aadventure, it drips with fairytale vibes and is a dope take on the theme. Killer work all around!
This is a fantastic pamphlet, almost top to bottom. The art on this goes so hard and there is a ton of it which make for a wonderful experince reading through and the adventure itself seems like it would make a great first session of Fatherfog. My only issue is that the hexcrawl doesn't tell you how to implement the map in that procedure or how big the hexes are, which make it hard to uses even the FF travel rules. Besides that, the writing is evocative, the theme is excellent, and the layout is intutive. I love this vibe!
Oh this is a great idea. I am used to working in the framework of Mothership rules which generally stick to d10s, d20s, and d100s, but I am a big fan of different die sizes for different purposes. I love this, definitely incorporating it if/when I get around to doing a version two. Thank you for the suggestion and feedback!
Thank you so much! I appreciate the praise, choosing pieces was a ton of fun and I discovered so many more that I ended up not using. The Temptation of Saint Anthony by Jacques Callot is particularly amazing and I only used a small piece of it, highly recommend checking out the full version.
And good catch! It is mean to be "Obsess" to match the verbs in the other entries so I will need to get rid of that "e" at some point
I am so sorry, I some how missed your reply! I see your a little better now and I think it might just come down to a playstyle thing. Random tables I fall in love with are all filled with really specific, juicy, and wierd results, but I think that is more of a personal thing. I can totally see your tables can fueling creative flows and hitting that sweet spot is no easy thing.
What you have here is brilliant. I didn't see everything but out of what I did look at, the Golden Crossing is my absolutely favorite. I would love to see a more detail piece depicting the ship itself and the format of the room connections took a minute to figure out but those are nothing compared to how awesome everything else is. Amazing work!
Having some sort of prompt that leads them to S4vant is a good call I think, but in terms of when the first reset happens, I would have it happen organically. From just reading it, the Apotheosis Engine seems to cover its bases well so I would let it do its thing: If the defeat a myth, that triggers the first reset aand they will reset to where every they were when that happened. If they are going to be killed, the reset triggers and they respawn thier for the rest of the adventure. If someone else is going to be killed, where ever they are when that happens becomes their reset point.
It could get a little complicated so maybe having some guidance on it for the GM on the first loop would be good. Its extra but you could also have a little check box beside each location for the GM to physically fill out when they set it as a reminder.
Does that make sense? It is totally possible I am missing something
I always am in need of shady locations and this is ideal. Highly usable, great mechanics for a downtime location or an adventure. Bringing the colour palette together a little more could be good, but that might just be a matter of taste. You have made an evocative location and packed with useful details, this is one of my favorites in the jam, great work!
It does take a bit to parse through it, I personally had fun with the more program-esc language but that could help. The biggest stumbling block for me was how to deal with the first resest and why it occurs after meeting S4vant for the first time. Everything made pretty good sense besides that but I am not clear on how that interact causes the Apotheosis Engine to reset.


