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(+2)

i really like how the module doesn't just pay lip service to player choice but actually has four paths. two are combat heavy, sure, but the others can lead to magic and treasure and maybe even god-patrons. i was a little confused about how to end those. i think i get that they're open ended, but i think a Indiana Jones boulder chasing you out the closing gate might have been nice to have as an option. still, it makes a pretty good filler episode. all in all, any module with a triangle golem is a module i want to play in.

(+1)

It's dope when you can tell someone *gets* your work. I think Kismet and I would have built the adventures even further out if we had more page space. We ended up cutting a good bit to make it all fit. OSR modules are great for getting the creative juice flowing, but I find that a lot of them just give the GM a place and a little bit of context. I get the sense that the game devs of those modules thought a lot about the location and what the location is supposed to be, but don't really think about what players will actually try to do at the table. I want my games to feel alive and react to the players, sometimes in ways they wouldn't immediately expect. I really appreciate this review!