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T.W.Wombat

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A member registered Mar 14, 2019 · View creator page →

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Spectacular. This fully formed Myth fits into 3 pages with so many ways to engage with it. Love the writing, layout, and art, and the flavor ideas provide the mere tip of the iceberg for ways to implement the ideas in your game. Really well done!

The group solo play could be a stand-alone game without the twist at the end. Excellent job with the player/ship computer definitions with very little explanation. The switch to D&D formatting on the last page is downright jarring, but it works. I feel like it needs some expansion to get more context for the GM to latch onto and use, as the quest on the last page feels almost anticlimactic after the tense cycle of watches and messages in the first half. Each section is tight, but they feel very disconnected right now. I love it as is, but it begs for an expanded v2.

That cover rocks. I love the premise and the ideas to get the crew into this adventure, and each encounter can be lifted wholesale into any OSR game with boats. I found myself wanting a few pieces of spot art to break up the text.

Thank you!

Thanks! Yeah, another revision pass would have trimmed some fat and fixed some issues, but I'm happy I got the layout done in time.

This is huge for a 4-page zine, and packed with things to do! I question some of your layout decisions, but I realize you're cramming things in (like I did, honestly). Having the monster name and art =below= the text in the bestiary took me a minute to figure out, but I managed. Solid art, and you've built a whole world around the secret at the end of the adventure. And that secret opens up a whole new world for the party to explore. I love this!

You've got a solid adventure here that fits the title. You've provided excellent reasons for everything to exist in a 5-room dungeon. Those page margins seem huge to me, and you could use some of that space to break up the text into sections using heading titles or art. Overall excellent work!

The dungeon map rocks, and monkeynapping is a new adventure premise to me. The room descriptions carry the theme. The timeline is great; unhinged, but great. I felt like I was figuring out NPCs through osmosis, especially when reading the timeline of events, so another bit of text with NPC info seems like a good idea. Great Violence adventure overall, and you nailed the title.

The cover and maps are pure gold. The background image on the text pages shone through as well. Well done. The adventure itself looks like a straightforward romp. I found myself looking for a more explicit reason to go explore - a rumor about the wings and divination device, maybe? So there's a little work for the GM to do to get the party onsite, but other than that, this just sings.

You've got some great things in here: The funnel, the council members and their bonuses to your funneled townsfolk, the crashed spaceship near a fantasy town, and everything about the inklings. The layout felt a little sparse, and some of that available space could go toward fleshing out the scenario's potential endpoints a little more.

What happens if the inklings win and inhabit the world? Do they incessantly reproduce in the sunshine until the whole planet goes dark? Will the pilot force them back into the fuel tanks after finishing the ship's repairs? If so, how can the tanks hold all the freshly-spawned inklings? And what about the containment dome mentioned only in the intro?

It could use a little more explanation, but I love the total gonzo feel to it all.

Agreed. Once again I gathered 20 gallons of content to fit in a 10-gallon trifold and somehow have it all make sense. One more revision pass to cut some description and add more headers would have been ideal, but such is the sacrifice of a short timeframe. Thanks!

I think you can add it as a supplement and everyone rating it will understand. It's not required reading for the entry or anything like that.

A lovely little mini-dungeon to potentially get your fantasy party into space or ruin the local economy with a 6,000gp payday. The phrase "...easily explained through space magic" made me laugh out loud.

This is your first? Well done! The premise of the Timekeeper rocks, and the suggested scenario works across with any campaign. I want to see the rest of the menu on the cover, and the museum intrigues me, so I'd love to see a follow-up detailing the curiosities in there. I like the map, but it almost feels irrelevant since the party doesn't need to go anywhere past the Tavern.

I enjoy the premise and the potential for ongoing storytelling at the end of this adventure. You nailed the art, too. Excellent!

Thanks! Map 3C was a little dicey to begin with, so I pulled together a map supplement. Download that and you've got all 9 map combinations assembled in one PDF.

Thanks! As for folding paper, I keep wanting to make a treasure map handout on a hexaflexagon, but I haven't yet had the inspiration for why you'd need multiple maps with shared panels.

That might be worth another 200 words to explore, sure.

If you end up running it, let me know how it goes. It's a sandbox, so hearing your interpretation and what the players do with what they're given would give me some insight beyond my own biases.

Thank you! I wanted to write it with a pulpy voice, since I'm a toddler with graphics.