Really fun to read and just hang out with for a little bit. A cool concept brought together really well - the writing is really punchy, the art is great, and all the little visual touches in the presentation really make it sing.
offworldbogil
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There's a lot of emotion in this that I really like. As others have said below the mechanics are a bit tricky to parse. The curse die gives everything a real sense of momentum and growing threat, but I think just a tiny bit more info at the start about scouts, movement, etc. would really help. Great premise, really cool art, gets across the idea of feeling both lonely and desperate but also powerful and determined really well.
Absolutely charming. The great art sets the tone perfectly and I love the idea of the chill giant making the most of his lucky break. No one is really the villain here, they're all just doing their best and I wish them all well. Really keen to run this - it feels really playable and I think it would be really fun to see how the scenario plays out.
There's an off-kilter flair to this that really makes it stand out. I was expecting a well-presented module about vampires and werewolves or something, and it is that (sort of!) - but it's also something far stranger. The way you describe everything is really compelling - the weirdness of the creatures and the scenario is given room to breathe and doesn't feel forced or laboured or like it's trying too hard (which is honestly a feat for a module full of things like MOSQUITO WOLVES that explode into blood). Awesome.
This is a really classy module. Starts with a really good, compelling premise and gives you everything you need to run it, with lots of fun twists and extra little ideas and narrative hooks that never overwhelm or make things feel messy. The writing is restrained and efficient but still packed with flavour. Excellent.
I can't remember where I first encountered it, but this was somehow my introduction to the 'indie TTRPG' sphere and it's still one of my favourite modules/supplements/zines. I love the art, I love the tables, I love the Kobolds. Long live the Kobolds' Art Exhibition, underappreciated masterpiece but always in my heart.
The two things I want from a tabletop roleplaying game book are useable systems for doing cool things (sailing! Giant robots!) and a beautifully presented, strange world to just exist in for a while. Eco Mofos managed to do both of those things, and this - its cooler, weirder, more confident sibling (or perhaps child? cousin? protege?) - manages to expand in both directions.
Apologies for resurrecting this discussion several years later - but just to note that we took this feedback on board after further playtesting and have updated the rules. Vampires now start with 1d4+2 composure instead of 1d6. It's only a minor change, but means that vampires can now typically expect to take one "hit" before losing their composure - which encourages a bit more experimentation. Thank you again for your review and feedback!
Had a fantastic time running this. Beautifully illustrated as others have said, but also a really nice, very playable dungeon in its own right. The space is relatively small, but has a smart layout that was fun to explore and allowed the little conflicts and points of tension throughout the dungeon to collide in interesting ways without feeling cramped or crowded.
Thank you for the kind and considered review!
The point you make about 1d6 composure being a bit stingy is very fair and something we went back and forth on during playtesting.
We did find that characters starting with lower composure were incentivised to rely on their supernatural abilities more than those who could more safely take risks with "normal" social interaction, creating some fun moments, but for a risk-averse group of players starting with a fixed 5 or 6 should work fine.
Either way I'm glad you liked the game and really appreciate the feedback!