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Michael Kramer

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A member registered Dec 29, 2025 · View creator page →

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Oh thank you so much! I really appreciate that

Thank you so much! I would love to hear about it when you do. I have really enjoyed read through your stuff and your enthusiasm means a lot!

This is fantastic, super usable and great little mysterious town!

This is brilliant, love the design, great integration of fairytale elements, right on theme, great Guide advise and player prompts, diabolical choices for players to make.

I get Over the Garden Wall vibes from this which is awesome. Excited to see what this becomes!

Thank you! And super real, I think I am going to need to simplify the travel mechanics and make deal with that housing conundrum before I release a post jam version

Baba Yaga's house with the cast from Cheers made me laugh out loud, that is incredible and I love it.

I like these ideas, I think I am going to turn the room carrying mechanics into something less math-y and used the room it frees up to add more stuff like this.

Thank you so much! I really appreicate that.

Honestly, I think I am going to rework most of font choices in it. I chose it all early and entirely ran out of time to get it right. 

And thank you haha that would be embarassing

This is awesome stuff, thank you for the feedback. I will be keeping this in mind as I revise it. I think on the whole I want more weird flavour stuff and lighter mechanics but the big thing was the travelling foghouse dynamic so I am glad that was intriguing!

Thank you so much! That is what I was hoping for, there is more I want out it so I am glad the core of it came through

Gorgeous design, excellent content and writing, great looking and useful layout. Theme doesn't seem to be present at all. This seems like it would be fun to run! 

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!

Love the concept and the infernal prices/rewards, lots of good reasons a party might end up here. Seems like there is a missing piece on how the auctions resolve, I wouldn't feel confident running it as is. Love the design of it though, the vibes are a high point

You absolutely packed it in there but somehow made it all enough room, I am seriously impressed. The two maps are awesome, I love the random encounter and traits tables for the dungeon and the number of stat blocks is crazy. Great works!

Even having not played Shadowdark, this dungeon is dope and I want to run it. Great visuals too, hell ya

Thank you! It was a great prompt, I wrote way more than I was able to fit and have 90% of a dungeon made to go with it so I am glad the tool kit works as a stand alone thing

Love how smooth this all works together, looks incredible, great execution of the theme

Thank you! I was so excited when I got my title, I wasn't sure I was going to have time in July but having such a great prompt was quiet motivating. Felt like striking gold for real (I am sorry, it was right there, couldn't resist)

Thank you! I love a dragon so it was cool to fleshout some potential lore around them.

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

Thank you so much!

Love this. The ecohorror eldritch stuff is top tier and works well as a depth crawl. Also love how you did the tables and stat blocks from a design perspective. Great stuff!

That is very kind, thank you so much!

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!

I love this adventure so much, slickspace doesn't get enough love and you have executed on it so well. I would love to see some visuals that pop off as much as the writing/game design but this will be in my shopping cart the day it hits full release regardless. Excellent job!

Gotcha! I see what you mean about the danger curve, I will be revisiting it before too long here and will keep your feedback in mind, thank you!

Oh my god, yep did not intend to have the ship propelled by "thursters" but that may just need to stay. Thank you for the feedback, I am in the process of stipping it down to the studs and dialing it in so this is very helpful, thank you!

Thank you for such detailed feedback, definitely going to be coming back to this as I revise it over the coming weeks

Thank you so much!

Thanks for the feedback! Dialing in this pamphlet has been tricky, I would love hear your thoughts on how to punch it up and improve the areas you mentioned. Any ideas?

Oh thank you! I am excited to see what you come up with, following this one closely

For sure. On the first spread, it looks like you have 3-5 different shades of blue, 2-3 shades of yellow, and 1 different orange. Bring those numbers down would do a lot for conistency I think.

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.

I would consider shortening the two scenerio to take up one panel together. They are well written and very cool but with space at such a premium I think it could be using that area for more player facing content.