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(+1)

I love that it is sci-fi and that it has one main encounter that will hunt the PCs down, both of this qualities make your module REALLY stand out. I have to admit, in my opinion the Dungeon Key needs a bit of tweaking because in current shape it's not easy to read, it lacks a bit of flow. But what it lacks in flow it makes up for in the general vibes! As a huge horror fan I adore all the horror beats - major ones (like the severed head begging for help) and mino ones as well (the fact that Voyager will repeat the last utterance of an assimilated character is such a nice touch!)

Thank you for the feedback! With "lacking flow" do you mean that it is too wordy?

(+1)

Not necessarily - I mean that there are so many different types of things that you want to convey with normal font, bold font, italics, bullet points, pointy bullet points etc. that it all seems kind of scattered, not very streamlined. I don't to sound harsh - these are amazing things that you're trying to say! But to my mind, Shadowdark is an epitome of those succint descriptions that use only the bare bones of language and leave all the rest for the GM (or PCs). On the other hand, who says that Shadowdark adventures have to follow footsteps of the style the textbook was written in? So maybe I am hyperfixating a little?


(I hope it all makes sense, English is not my first language :D)