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The Stillfleet Studio

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A member registered Aug 23, 2019 · View creator page →

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Thank you so much!

Absolute boss move to set a hexcrawl in a wrecked O’Neill cylinder. This ship-dungeon could plug into many a setting. (And it sounds as though the Shelk could be busy seeking to dominate worlds across the cosmos.)

I would read more about the starfolk. Short cube-headed TV people? I'm in.

Wildly fun and pulpy, this adventure features Martian vampires, so that's a win. I agree with other comments that I'd like to know more about Athanor. I take it she's meant to be a possible ally? Perhaps more Martian vampires will come down to follow up on Dracaine in a Part Two…

This is a cool one, full of good ideas and written in a wonderfully concise way that still evokes the mood of Twenty Thousand Leagues Under the Sea (or Alien, or The Abyss, or Sphere).

I really like the story of a wizard trying to stop his earlier self from doing something. Also—spell tattoos! That is such a great idea.

Really appreciate the clock. I agree with the general consensus that this concept simply needs more space to breathe. Please tell me more about the windmill, lighthouses, and zeppelins on the map. (All cool ideas for features on a dinosaur island.) I dig saurians (pun-intended), so looking forward to the 2.0 version!

The giant pool of liquid mercury is really a striking, dreamlike image. I also like the light narrative touches for the PCs to discover: the lines of Old Hoolian text, the commoners' urns (including belovèd Zalphia's). It feels as though this situation exists within a larger, richly detailed fantasy world, which is always a nice effect to achieve when writing a short adventure.

Love the goat, the color scheme, and the adventure hooks. Perhaps the type size of the conditions could be bumped up for readability?

Classic arena vibes. I'd like to know more about  Magister Agmor: what's his deal? The implied arc is, the PCs overcome all of their rival gladiators and then challenger Agmor in the spire. That could make for a part 2.

Aliens as monsters = always a wonderful trope. The inklings work well as a reason to douse torches. I agree with a comment below: the councilmembers can work as pregens for a non-funnel version.

Love the ex-employee's map. Love the use of CCTV. Love the monkey MacGuffin. Love the timeline. There is a lot here to explore and learn from in four pages (well, three minus the monkey cover).

What a brilliant take! Shakespeare is very old school. Why are we not seeing more science-fantasy time-travel adaptations of early modern dramas? The temporal phantoms allow the GM to bring in basically any threat they want, which is a nice touch.

Love the giant-beating-crystal-heart as boss. Tying the encounters to its beating is a smart way to drive home the urgency here.

Marco! I love the fact you have such a mature and powerful sense of graphic design. There are a ton of good ideas here. I'm intrigued to learn more about the Proto-Martian Archives.

Really love the design (narrative + graphic) of the science-fantasy spires.

Clean, on-theme, player-agentic (crawl some hexes, explore some rooms in a dungeon). Who doesn't love a werecrocodile?

A very solid 4-page mountain crawl. Great graphic design. I can see this being expanded with a part 2 set in The Shack. Love a simple mountaineering expedition that ends with a "Titan Biolith!"

An impressive display of game design in 4 pages. As others have noted, an expanded version could spice up and clarify the dungeon crawl, perhaps proceduralizing how choices made during the journey shape the ending. That said, the evocative, loose descriptions of the moments and spaces here really work to evoke old-school sci-fi.

The omens offer a lot of vivid ideas for creative storytelling at the table.

I love the feeling of material, archaeological achieved through simple touches such as the design of the textbook-style map on the cover and the mentioning a past Karka civilization.

I enjoy the play with genre here. As others have pointed out, more proceduralization of the central narrative could help clarify and heighten the stakes. The PCs could contest each other in their struggle to understand the cosmic balance of Law and Chaos. Perhaps a dreamlike PVP meta-duel could be a fun way to both encourage combat of a sort but resolve the situation with a Moorcockian flair. The PCs realize, whatever their philosophies, that they aren't the protagonists in this dimensions and just need to survive/get away. That feels quite Old of School. Points for the runic rifle.

The crowd here is spot-on: the cover is excellent. The use of blood feels moody and dreamlike, a fun way to mechanicalize a fight–dance arena as a messy place of horror that is felt by each individual body, with each individual wound. The sketchily evoked encounters are interesting, but the sheer volume of them is perhaps a tad much for a four-page adventure. That said, if the intent is a combat-focused arena, then the more monsters, the merrier.

Thanks so much! We worked hard to communicate the vibe of the setting—a village of folks who believe they live far from any fantasy adventure "action."

I am just reading about Fallimento Assicurato thanks to your jam submission: Italy seems to have such a strong RPG community! I personally love food-themed games and have long dreamed of writing mechanics for a dueling-startup-fantasy-restaurants zine…

Thank you! I am becoming a fan of the "wandering final boss"/variable-location climax as opposed to the video game-like set final encounter.

"Tragic romance" is a great mood to set at a table but so hard to nail in adventure writing that I don't think I've really tried. Bravo to taking on that vibe for a game jam.

Very cool graphic design!

As a lover of food and drink, this one grabs my attention right away. I like that the game mechanics call for a grander-scale arc of play than a typical one-off "OSR" adventure. That said, I actually wouldn't mind more specifics about how the faction-level struggle is actually worked out by players at the table over time. Perhaps this is the kernel of a standalone zine/game.

The look and feel of this adventure are wonderfully nostalgic, and I love the greenhouse poem.

The visual design is stunning, spot on.

Extremely cool ideas here: vulture dæmon tied up in a ball. Moustache mechanic. My personal favorite touch is: "Elf trapped inside crystal for 444 years. Grew butterfly wings and telepathy."

As others have noted, I love the villainous front of a cult whose beliefs can be challenged by the player characters. This definitely feels like a meditation on "verdant fire."

Why is this the first time I'm reading the term "weather wizards?" Extremely cool. I also enjoy that the GM is directed to fill in the details of the crystal.

Love a gardencrawl. Love the italicized introductory text.

Please let us know if you run it! And yes, I would play with the encounter mechanics. If we had more space, I would have suggested more details for turning a carrion crawler into a velvet worm (at least one unique attack, shooting out sticky slime), but we thought to keep the mechanics as light as possible for this version.

IIRC there was a spin-off comic in the early Aughts about Cat Rider and Doctor Dog solving mysteries while on holiday around the world. Fans thought there were romantic undertones, but of course we know Cat Rider only loves Vacuumbot, and Docdog lives for his work.

Thank you so much! I love The Buried Giant! Ishiguro's quiet, dread-pumping prose is a major influence. (My personal favorite is The Unconsoled.)

How has no one made an evil spaghetti game before!? Red sauce restaurants should feel obliged to partner with Ethan Gould and sell this zine.

So many cool things here. The game mentions Cyclonopedia. What is not to love?