Thank you all for your feedback. Please post anything that comes to mind.
Deimoscope
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This is a great idea. It weaves into the world. I wish it had gotten a little more detail. Nothing is off, but it could be more dense, and more. To run it I might add 3 crucial NPCs, a more solidified sinister plot, or some charming details. It is an excellent inspiration, and with some prep work I could use it in my game. Good work.
This is very good! All it is missing is one table:
1 - Get Taka's corporate secrets without anybody noticing
2 - Document Joseph's big deal for the feds
3 - Prevent Lain from destroying the Seven Sigma
4 - Get Kristoff off his screen, find Kelm a place to stay, and reunite Rita with her granddaughter
5 - Find out who killed Grantham
6 - Prevent Interplanetary(R)(TM) from taking over the Seven Sigma
What a great piece! It looks impeccable. The concept is refreshing. Everything is really clear and accessible. If I had to add one thing it would be a bit of depth and tension for the NPCs, maybe a way for Crew to connect, maybe factions for the breakdown of order. But I can do that when I run it. It is very good work!
This is solid. And very straightforward. Maybe it could have used a bit of a twist, competing thieves, or a security surprise. For a classic heist scenario I would need more approaches to the target. It is easy enough to come up with these things as Warden, but why not seed a few ideas in the text? The font is huge, there would be room. It will run fine as is, but it feels like there are a lot of opportunities for making it come to life and anticipating player ideas left out.
A diamond in the rough. It needs cutting. The tone is good and the revelation fits the story. I'd structure the NPCs a bit more, they kind of flow together. Give some gang tats or some other marker, change their characteristics wording to be more evocative and less judgmental, and finish their portraits, at least ink them. The investigation is linear, that tends to backfire when players get a clue wrong. Add some redundancy or ex machina pickups for wayward Crews. The text needs editing, there are small mistakes, a doubling, nothing major but it should be fixed. The Black Veil AI made no sense to me, it feels like a placeholder. I think the core of this scenario is great, but it does need a little polish.
I understand it looks imposing. I wanted to create something without a predefined story. My rooms are not a progression, but sets on a stage. The play is pretty much up to the group, I merely seed a little tension. And that is challenging to run. I like that. But it is not a five room dungeon with BBEG shielding the loot. I am hoping it can be inspiration to run a very personal improvised story in a Dream campaign or standalone.
This one has a lot of potential. The setup is great. But the execution lacks detail. I'd love to see a next version because as it is now, I can only use it to recreate an unsatisfying fan experience. Traces of hooks are there, but they do not bite yet. As it is, it remains up to the Warden to make it engaging and personal. If I would run it, I might create an evil record mogul preserving this status quo to feed the hype for profit and influence.
This looks really good. I am getting strong 90s anime vibes. Everything is very accessible. The setup is simple, and the showdown inevitable. It is short. The art is awesome, but there would have been room for two or three God Fist members, a DOPtown NPC, a bit of a description on Billy, a more prominent Reaping element, or a few more tropes. The art on page 2 does not look like a drop to the death from the balcony, rather a desperate slide down a crumbling wall. But that's nitpicking. This is great!
This is useful for a group with 2 problems: The players do not feel inspiration to come up with or adapt character that fit a situation, and the Warden is inexperienced enough to rely on a list instead of improvising such things. But I fear that Warden may be overtaxed with keeping that extra note sheet. A more useful solution would be to prepare replacements when preparing loadouts for the game. I can picture a version 2 of this which helps Wardens create NPCs that could serve as replacement Crew during prep of a scenario. And I would make it address the main issue with replacements: a background and motivation to join the cause. Delta Green was invented for this. But I don't think we need to spin off a secret agent variant, preparing replacements up front will do. Glad you got this one in as well, quite prolific!
This is an entire mini campaign, 3 adventures deep, and more in the works! The morality is plain enough for any group of players. I think going evil is the more interesting choice for Crews. In a campaign it could be the dog house, where Crews who have failed and need credits quickly go. In future additions I would start putting more choices in the missions, things the Crew can conceal from Jig, more direct moral dilemmas, less clearly polarized ambivalences, to enable Crew to cling to a treacherous line that eventually crumbles to compromising dust.
This is the module most vividly set on The Dream of the ones I have read so far. I am not sure I get all the rules, do all players together have 20 actions total? That is challenging. I guess it is like a tournament adventure? I have no idea how this would play. I would think about more solid clues before I'd run it. And I would set up 20 tokens or dice to dramaticise the countdown. With just 20 skill checks, I may set a starting Stress of 5-8. I am intrigued!
