this is the best comment I have ever received on anything I’ve published 🏆
Cats Have No Lord
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Thank you so much for sharing this! It makes me unbelievably happy to hear how well it went for you. Sounds like exactly the kind of session I was envisioning when I wrote this.
Makes sense that not sticking strictly to the timer works well too; I know good GMs will have enough of a sense of pacing to bring those messages in at the right time, I’ve just enjoyed the modules I ran that had a real-world timer on the GM side.
How did the Mothership mechanics come into play with it? We’re they getting stress as things progressed, or making rolls to try to use skills to figure out what’s going on or fix problems? Just curious how the system-neutral design interacts in a proper system.
Thanks for the catch on the typo. I’ve been meaning to fix the headings color for a while now and just haven’t gotten to it, but I know I need to.
Finally had the chance to play this and it's just as good as I was hoping it would be. Lots of moving parts to keep track of, but so much fun when the NPCs and situations all come together. I did it as a one-shot also trying out here, there, be monsters!, so we compressed the timeline to get through more of it, which worked, but was a bit chaotic. Seems like it would be fun to spread it out over more sessions if I had the time, but we still had a blast.
Thanks so much to everyone for taking part in this jam! Everything that came in is so good.
To celebrate all of your work, I pulled together a panel of OSR-experts for a little "Best Of" round up blog post. This isn't really a ranking, since the panel didn't fully review everything, but these are some things that caught our eyes as really cool submissions.
Check out the post here:
https://blog.catshavenolord.page/the-best-of-the-door-dd-door-jamb-jam/
I’d say 3 minimum and up to 6 or 7 potentially depending on the group. I’ve run it for 5 and thought it went really well. It actually helps to have more people than you might normally since it’s GM-less, so that gives you more sources of ideas for what’s happening next and how to interpret the action rolls and table entries in the story.
Thanks! The majority of them come directly from one of the two charts in the Wikipedia page for polearms (https://commons.wikimedia.org/wiki/File:Polearms.jpg or https://commons.wikimedia.org/wiki/File:Chinese_dagger-axe_and_related_polearms.svg) or they’re modified from ones on there. So they’re not named, just cool looking.
This adventure is so, so good. The setting is rife with tension and well fleshed out to lead to tough but impactful decisions from players. The forest, dungeons, and wild threats present a coherent and fascinating ecology. There's a ticking clock leading things ever closer to a disaster the longer players explore. There's just so much to love here that it's hard to put into words.
Check out my full review here: https://blog.catshavenolord.page/review-the-rumbling-forest/
This adventure looks so very, very good. The art is fantastic. The writing is tight and evocative. The ecosystem of the forest and creatures are well thought out and rich with unique details. The factions are at odds with each other in interesting ways, have solid motivations, and are tied in well to the more independent inhabitants spread throughout the forest.
The long owls really creep me out, but I don't have much else to complain about here. I really hope I can find the time to run this adventure soon.
For a longer gushing review, you can check out my blog: https://blog.catshavenolord.page/review-exalted-order-of-the-mystic-moose/
The many creatures (26 by my count) stuffed into this little adventure absolutely sing with flavor, and are by far the highlight. But, they are backed up well by an interesting plot and a unique dungeon to explore.
My only minor quibbles come to wanting a bit more in the forest and perhaps some reorganization of the text, but those are very minor points indeed.
See my full review here: https://blog.catshavenolord.page/review-the-dolorous-skull/
The premise of this adventure is fantastic, and it is well supported with a wealth of NPCs and mini-game rules for vying to get a wish from the unicorn. Its only real failing is a lack of hooks to draw players out of the town and into the forest and dungeon nearby, which are also very good in their own rights.
See my full review here.
I've just made my first contribution, and I think the best way for most of us to share what we're working on will be to make a single project on our own pages where we upload things as we finish them. That's what I've done. But I'm open to other ideas if you all have different ways of doing it that could work too.
Hello There! I am working on a system-neutral, OSR-leaning dungeon and I recently put out an early-release playtest version hoping to get some feedback to improve it for the final release early next year. I would love if anyone could take the time to read or run it and let me know what they think and what could be better.
Here's a bit about the dungeon:
A Tomb of Twins is a forthcoming system-neutral dungeon.
The dungeon is set in the tomb of two twin necromancers, which was designed to contain them and prevent them from reanimating as liches. The tomb also traps the spirits of anyone else who dies, and the ghosts may help or hinder the players. It features two paths of mirrored rooms with traps, secret doors, and deadly but avoidable combat. There are also several unique magic items and spells. Monster stats are currently written to be most directly usable in B/X and retroclones.
I’m just gonna start by saying I’m a sucker for roll-under systems. With that out of the way, this looks so elegant and so much fun. The constant balance between being consumed by fire or ice, the trade-offs you have to think about, and powers you might gain if you go over the edge. I haven’t played it yet, but now I’m dying to. Not to mention it’s just beautifully laid out.
Be a troll witch! Live in a swamp! Solve problems! Brew potions! Relax with a hot bath! Live your best troll witch life!
Swamp Troll Witch(es) is a gamemaster-less tabletop roleplaying game for solo journaling, epistolary play, or small group play based on the Motif framework.
The game focuses on the daily lives of the troll witches, searching the swamp for potion ingredients, solving problems to collect those ingredients, brewing potions, and relaxing at the end of the day to recover from the work. At the end of the week, visit the strange night market to sell all of the potions from the week. The game features simple, flexible, narrative-driven mechanics with non-binary success and a simple oracle for answering questions.
https://catshavenolord.itch.io/swamp-troll-witches
I'd love if folks would check it out and let me know what they think!