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!
T.W.Wombat
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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.
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!
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.
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.












