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mnar77

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A member registered Jul 26, 2021 · View creator page →

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This is a well organized and clearly written module.  The table of contents, map, factions section, etc. all make for an easy to use adventure for the referee.  

With regard to the mission...I like that the FIST team doesn't really know all that is going on...the unknown contents of the container, the cult...cool set up.  There are multiple ways the team could go about tackling this mission and a couple of options for how it will end.  

Would definitely like to try this one with my group.

This is a well organized and clearly written module.  The table of contents, map, factions section, etc. all make for an easy to use adventure for the referee.  

With regard to the mission...I like that the FIST team doesn't really know all that is going on...the unknown contents of the container, the cult...cool set up.  There are multiple ways the team could go about tackling this mission and a couple of options for how it will end.  

Would definitely like to try this one with my group.

Thanks for the feedback...I appreciate you taking the time to share your thoughts...

With regard to the anomaly, it is true that I did not include a stat block or describe in more detail how the anomaly could be captured... I envisioned the anomaly as something difficult to deal with...so much so that defining how it could be defeated or captured would trivialize its power.   Although, having no real description perhaps keeps the task too open ended.  Perhaps some sort of multi-step process or series of task successes would help guide success.  Thanks for bringing this up...very helpful.

I enjoyed the premise of this module!  An ever shifting warehouse with lots of creepy and unique objects...simple but evocative and creative.  The warehouse generation and the random tables allow for an adventure that can be played multiple times with very different experiences.

I agree with many of the points that FIST: BLOOD SILO Made...including the suggestions...

The imagery and themes are all evocative and suggest a really creepy mission....the dark backgrounds, the color scheme, the artwork/images...all fit amazingly well together.

In addition, the imagery is supported by the vivid descriptions, the air tank mechanic, the weird and creepy monsters, and the desperation of trying to find those three filtration systems.   The feeling of being trapped underwater permeates the entire module...

I agree with many of the points that FIST: BLOOD SILO Made...including the suggestions...

The imagery and themes are all evocative and suggest a really creepy mission....the dark backgrounds, the color scheme, the artwork/images...all fit amazingly well together.

In addition, the imagery is supported by the vivid descriptions, the air tank mechanic, the weird and creepy monsters, and the desperation of trying to find those three filtration systems.   The feeling of being trapped underwater permeates the entire module...

The antimemetics theme is a very cool premise.  I also love the book that served as inspiration for this piece.  It also brings to mind the movie Annihilation. 

The layout of your submission is clear and organized.  The text is also clear and concise.

Wondering if you've had a chance to play test this at all?  If so, I'd love to hear more about how the antimemetics play out.  I can certainly see the how each of the new TRAITS could be utilized in play...in any mission, which is cool.  I'm just curious about how a FIST team traveling through this zone would be different from a normal mission while they are there.   

This is an entertaining and fun combination of the FIST world with the DnD world.  The vignettes, the monsters, the missing agents, the setting...all very creative adaptations. I also enjoy the references to WOC and the homage to Gygax.

The adventure is clearly written and concise. The layout is easy to read and follow.

Thank you for sharing this.

I enjoyed reading this mission...I love the artwork/photos...the styles is evocative and supports the theme of the adventure. 

The writing is clear and concise, offering enough detail for a referee to decipher what's needed, but also allow plenty of room for interpretation.

The Sympathetic Objects premise is a cool idea and adds to the FIST world that fits well with the themes of the game (like Traits).  There are some really fun examples (eg. The Good Camera, Grandma's Sweater, and The Easel). One question about tethering...do you imagine that the FIST team will know the procedure? or is this something they would have to discover in their search of the museum?

The opportunities to encounter the Unbound spaces (both with the SUPEREGO and on the existing area on the map) are intriguing and could generate some chaotic/fun aspects of this adventure.  

Would love to run this with my group!

Straightforward goal and mission with a familiar theme.  One point to clarify...are the bombs already loaded onto some sort of delivery system?   It might help to have a little more info about the consequences of the Leader initiating the bomb sequence.

Layout of images and text is great.  The writing is clear and concise.

I like the leader's ability to thrown Napalm...very cool.

The maps are well done. It might be worth checking the stair images/arrows...wasn't sure if they are intended to go up and down to each level.

Would like to run this with my regular group!

STYLE: The intro is written in a way the evokes images of the time period...and adds some mystery and a sense that strange things are happening.   I enjoyed reading many of the new traits and found myself wanting to travel on the rail system...maybe with the haunted trait.   

Would also love to see some imagery or art for this piece.

SUBSTANCE: The writing is clear and concise. The traits are all great...there are a wide range of abilities that would be cool in play.  They faithfully follow the spirit of FIST in that many of them come with a cost.  The Littlest Hobo, for example; just attempting to communicate would be a challenge! 

I'd be interested in seeing what kinds of creatures or characters I might meet in such a setting.

Thank you!  Found something on the Discord Channel!!

I am working on a submission for the Forbidden Zones, and I appreciate the resources provided for the formatting of content.  I donwloaded the InDesign Templates, but I use Affiinity Publisher...do you know of any way to convert those resources, or are there other formats that are available?  Thanks!

Hearts of Harmony community · Created a new topic Thank You

Just wanted to say that I downloaded the HOH hack today and have been reading through it.  I really like the changes you've made, and I'm excited to try them out with a school group that I will be leading this week.  I really appreciate the playbooks...so much better for introducing people new to Glitter Hearts and new to RPGs in general.  Looking forward to giving this a try. Thank you!!!

Hi Dan,

Thanks so much for your response and your examples.  This is really helpful.  I will play around with a few more dream entries and let you know how it goes!  I'll be sure to leave a review soon as well.

Again, really cool concept for this game.  Thanks for sharing.

-Mark

I've purchased this cool game and started playing this week.  In fact, I just completed my first dream entry in my journal.  Thank you for sharing your creativity and ideas.  I love the freedom that the dream environment offers in terms of choices, and I like the Brindlewood Bay inspiration for making deductions.  I think this idea is perfect for solo play.

I had a couple of questions about play, and wondered if you had thoughts.  I know the answers could be..."make it anything you want", but I'm curious if you had considered some of this in your game design...

It is apparent that the Dreamweaver skill is only useful within the context of a dream.  Where does the Detective skill come into play?  Can it take place within a dream as well as in the real world? Do you mind sharing an example or two?

More broadly, assuming some of the  clues are found within the dream; can clues also exist in the real world?   

Depending on your responses, I have thoughts about how clues might connect to how I draw the map.

Mark