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Peter Graham

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A member registered Jun 06, 2018 · View creator page →

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Why you should check this out: a high-quality, loving translation of the feeling of online FPS video games (especially Planetside) into a streamlined TTRPG.

Style:

  •  2-column landscape A4 makes the text easy to read while occasionally allowing for a full-page diagram to use the extra space.
  • The spartan black and white with patent-style spot art fits the vibe of FIST, while the headers and sub-headers give it its own clean identity

Structure: 

  • There is a lot here - over 60 A4 pages, but it is structured in a really smart way. Planet FIST is consistently explicit about it’s inspiration, politics and intent. From the first few pages you get a very clear idea about the vibe that the game is trying to create, which helps keeps you grounded through the mechanics that follow.
  • I love the inclusion of the warning triangle to highlight any specific differences from the base FIST ultra rules. It’s such a simple idea, but so effective at drawing attention to things that might otherwise be missed
  • Throughout, the ‘Admiral’s notes’ clearly indicate the why behind some of the mechanics and ways that tables could adjust them to suit their tastes
  • The flowcharts and reference pages at the end really help to bring all the mechanics together after a more detailed read-through

Content:

  • The game is thoroughly playtested - so even without playing it myself it’s clear that the mechanics will work well at a table. A lot of thought has gone into balancing the flow of more tactical / skirmish style elements and narrative moments.
  • The mixture of health and regenerating shields is a really clever use of a video game mechanic that I’ve not really seen before, but could see leading to interesting decisions. Death allowing you to adjust your class is also a really neat translation of a video game idea.
  • Little touches like giving the 3 factions colours, architectural styles and emphasising the absurdity of some of their motivations really brings the feeling of endless corporate warfare to life.
  • The writing is clear and strikes a good balance of flavour and concise mechanics. I really enjoyed reading the pdf.
  • I specifically loved how the character creation was presented - for a relatively complex process, the overview made it really clear to understand what each step would involve. It also cleverly allows them to be tackled one at a time as a group. I’m always a sucker for collaborative elements to characters - so the bonds and ranks are a great addition to the process, and well worth the extra time spent on them.

Why you should check this out: a high-quality, loving translation of the feeling of online FPS video games (especially Planetside) into a streamlined TTRPG.

Style:

  •  2-column landscape A4 makes the text easy to read while occasionally allowing for a full-page diagram to use the extra space.
  • The spartan black and white with patent-style spot art fits the vibe of FIST, while the headers and sub-headers give it its own clean identity

Structure: 

  • There is a lot here - over 60 A4 pages, but it is structured in a really smart way. Planet FIST is consistently explicit about it’s inspiration, politics and intent. From the first few pages you get a very clear idea about the vibe that the game is trying to create, which helps keeps you grounded through the mechanics that follow.
  • I love the inclusion of the warning triangle to highlight any specific differences from the base FIST ultra rules. It’s such a simple idea, but so effective at drawing attention to things that might otherwise be missed
  • Throughout, the ‘Admiral’s notes’ clearly indicate the why behind some of the mechanics and ways that tables could adjust them to suit their tastes
  • The flowcharts and reference pages at the end really help to bring all the mechanics together after a more detailed read-through

Content:

  • The game is thoroughly playtested - so even without playing it myself it’s clear that the mechanics will work well at a table. A lot of thought has gone into balancing the flow of more tactical / skirmish style elements and narrative moments.
  • The mixture of health and regenerating shields is a really clever use of a video game mechanic that I’ve not really seen before, but could see leading to interesting decisions. Death allowing you to adjust your class is also a really neat translation of a video game idea.
  • Little touches like giving the 3 factions colours, architectural styles and emphasising the absurdity of some of their motivations really brings the feeling of endless corporate warfare to life.
  • The writing is clear and strikes a good balance of flavour and concise mechanics. I really enjoyed reading the pdf.
  • I specifically loved how the character creation was presented - for a relatively complex process, the overview made it really clear to understand what each step would involve. It also cleverly allows them to be tackled one at a time as a group. I’m always a sucker for collaborative elements to characters - so the bonds and ranks are a great addition to the process, and well worth the extra time spent on them.

What might I change?

  • I wasn’t initially clear who the admiral was, I wonder if an admiral note up front explaining admirals notes would help?
  • I found the referee section of the pdf slightly harder to follow than the first half (still great content, just a lot of info to take in and a high bar set earlier for structure). I wonder if considering the overall structure of that section, e.g. splitting it into ‘planning an op’ / ‘running an op’ / ‘example op’ / ’helpful tables’ / ‘reference sheets’ might help? Not sure, it’s a tough one to get right.

Thank you so much! That is such a thoughtful review + some really handy feedback, we’ll look into those definitions. Definitely one of those where we’ve talked about it so much that it seems obvious to us, but you need fresh eyes to remind you that it isn’t.

I love writing the more detailed reviews for jams. It’s meant so much anytime that someone has taken the effort to read out stuff and leave their thoughts so happy to motivate others to do the same (especially when they’ve clearly got what we were going for!).

Can’t wait to check out Planet Fist! :)

Totally understand about time and you learn something from every project! It’s definitely not something you need to fix, it works as it is, but if you wanted something to think about for a new version or future project then it might prompt thought (or disagreement, I’m definitely not an authority on this!) :)

Thanks, I’m enjoying looking through all the submissions!

Why you should check this out: a simple set of base and downtime mechanics that offer depth and interesting abilities

Style: a clean and consistent layout with running headers that signpost where you are. I like the simplicity but effectiveness of the cover.

Structure: there is a clear distinction between flavour and content using inverted colours. Headings are used effectively to break down the content. A 1-page overview gives useful context before diving into the types of bases.

Content: the mechanics are well-written and concise, but with enough flavour and variety to create interesting bases. The mechanics feel like they offer depth without adding too much complexity.

What might I change?

- Style: I wonder if the pages with more white space above the header e.g. contents, bases + types allow the content to breathe better than those without e.g. mobile, fortress, abilities

- Structure: I wonder if the downtime / requisition mechanics would be more modular as their own 1-pager, as they can work separately to the base mechanics

Why you should check this out: a simple set of base and downtime mechanics that offer depth and interesting abilities

Style: a clean and consistent layout with running headers that signpost where you are. I like the simplicity but effectiveness of the cover.

Structure: there is a clear distinction between flavour and content using inverted colours. Headings are used effectively to break down the content. A 1-page overview gives useful context before diving into the types of bases.

Content: the mechanics are well-written and concise, but with enough flavour and variety to create interesting bases. The mechanics feel like they offer depth without adding too much complexity.

Why you should check this out: an quick-read, well laid-out, interesting faction.

Style: a clean, on-brand layout with more generous margins, a5(?) single column pages and some spot symbols / patent style art. It feels very consistent with FIST’s aesthetic.

Structure: there is a good balance of flavour and lore that gives just enough information for a referee to incorporate the faction into their table.

Content: the content is well balanced between the greek inspiration and the ‘bureau of control’ style theme. The writing is flavourful and punchy. 

Why you should check this out: an quick-read, well laid-out, interesting faction.

Style: a clean, on-brand layout with more generous margins, a5(?) single column pages and some spot symbols / patent style art. It feels very consistent with FIST’s aesthetic.

Structure: there is a good balance of flavour and lore that gives just enough information for a referee to incorporate the faction into their table.

Content: the content is well balanced between the greek inspiration and the ‘bureau of control’ style theme. The writing is flavourful and punchy. 

What might I change?

- Content: I’m slightly confused who ‘you’ refers to in the ‘shield bearers’ section

Why you should check this out: a clear one-shot with well thought-out options for tackling its challenges. 

Style: a simple but clear 1-column layout is supported by consistent formatting for headers, enemies and risk rolls. The writing is almost story-like, and the scenario is presented in a linear way.

Structure: the scenario is clear up-front that it’s a one-shot. The next steps are a nice addition for linking to other scenarios. Headings divide the writing into different scenes that the players will encounter. 

Content: a few, well-thought out options are given for resolving each of the challenges in the scenario. The adventure involves a change of location which I love in a one-shot as it adds to the action film nature of the game. The writing gets its ideas and the vibe across well. 

NB: the flavour for the ’wasted youth’ wasn’t for me, but could be changed to suit your group without impacting the mission.

Why you should check this out: a clear one-shot with well thought-out options for tackling its challenges. 

Style: a simple but clear 1-column layout is supported by consistent formatting for headers, enemies and risk rolls. The writing is almost story-like, and the scenario is presented in a linear way.

Structure: the scenario is clear up-front that it’s a one-shot. The next steps are a nice addition for linking to other scenarios. Headings divide the writing into different scenes that the players will encounter. 

Content: a few, well-thought out options are given for resolving each of the challenges in the scenario. The adventure involves a change of location which I love in a one-shot as it adds to the action film nature of the game. The writing gets its ideas and the vibe across well. 

What might I change?

- Structure: I wonder if an overview might help a referee get a general idea of what the mission is before going into detail

- Content: the flavour for the ’wasted youth’ caught me off-guard and, for me, didn’t feel necessary or linked to the rest of the scenario.

Why you should check this out: a recipe-book of ideas and inspiration for mechanics and flavour for bases.

Style: the writing is conversational making it friendly and approachable. A mixture of 2-column and 1-column layouts are used, with clear chapters and headings breaking down the content.

Structure: the thoughts of the designing and intent of the mechanics are discussed at the start of the document and of each chapter which is great to  know what to expect.

Content: there are a lot of great ideas for mechanics and flavour for bases. Careful thought has gone into not making these too prescriptive, allowing a referee to pick and choose the ideas that would work best for their table. I love the invisible parrot that repeats conversations.

Why you should check this out: a recipe-book of ideas and inspiration for mechanics and flavour for bases.

Style: the writing is conversational making it friendly and approachable. A mixture of 2-column and 1-column layouts are used, with clear chapters and headings breaking down the content.

Structure: the thoughts of the designing and intent of the mechanics are discussed at the start of the document and of each chapter which is great to  know what to expect.

Content: there are a lot of great ideas for mechanics and flavour for bases. Careful thought has gone into not making these too prescriptive, allowing a referee to pick and choose the ideas that would work best for their table. I love the invisible parrot that repeats conversations.

What might I change?

- Content: the conversational style sometimes gets in the way of the mechanics, I wonder if most of the ideas could be conveyed in half as many words

- Style: the 2-column layout is good for reading longer-form text, and the 1-column layout works well for tables, I wonder if some more consistency with how these are applied would better support the content

Why you should check this out: a simple premise and cool consequences for massive damage

Style: an evocative cover, 2-column layout and minimalist table styling keeps this clean and feeling very FIST

Structure: this has a simple premise but is clearly laid out - a bit of flavour, when to use it and then a d66 table of consequences

Content: a concise but varied collection of, often meta, consequences. They are great inspiration for how to mess up a universe after a boss fight.

Why you should check this out: a simple premise and cool consequences for massive damage

Style: an evocative cover, 2-column layout and minimalist table styling keeps this clean and feeling very FIST

Structure: this has a simple premise but is clearly laid out - a bit of flavour, when to use it and then a d66 table of consequences

Content: a concise but varied collection of, often meta, consequences. They are great inspiration for how to mess up a universe after a boss fight.

What might I change?

- Content: a few ‘p. XX’ still in there

- Structure: I wonder if moving the transcendent trait and time table to call-out boxes within the main table when they are first mentioned might help them connect better with the rest of the content

I really enjoyed reading the scenario!

(1 edit)

Why you should check this out: a professional scenario with a poppy zine style.

Style: the colour palette pops. The consistent 2-column layout and effective use of headers makes the information easy to follow alongside an exciting almost collage of texture, photo-bashing and typography.

Structure: the scenario is explicit about how it’s designed and how to use it which is always great to signpost! A clear overview explains the scenario, before diving into rich settings and characters to explore.

Content: the scenario is designed to support newer referees, it is detailed but feels purposeful and none of it comes across as padding. The scenario is creative, and filled with connections between its characters and regions that bring the world to life. I love the the options in each interaction and the epilogue with multiple endings.

Edit: adding ‘the options in each interaction’

Why you should check this out: a professional scenario with a poppy zine style.

Style: the colour palette pops. The consistent 2-column layout and effective use of headers makes the information easy to follow alongside an exciting almost collage of texture, photo-bashing and typography.

Structure: the scenario is explicit about how it’s designed and how to use it which is always great to signpost! A clear overview explains the scenario, before diving into rich settings and characters to explore.

Content: the scenario is designed to support newer referees, it is detailed but feels purposeful and none of it comes across as padding. The scenario is creative, and filled with connections between its characters and regions that bring the world to life. I love the many options for each interaction and the epilogue with multiple endings.

What might I change?

- The only challenge that I can imagine while running it is cross-referencing some of the powers with FIST Ultra, but I also can’t really think of a good alternative!

Anytime, thank you for making and submitting it!

(1 edit)

Why you should check this out: a well put together set of creative (and occasionally dark) short scenarios. Even if you don’t play them, they’re amazing inspiration!

Style: a solid single column layout, the font and the public domain black and white spot art gives this a similar vibe to FIST, allowing the content to be the focus.

Structure: the scenarios are 3-4 A5(?) pages. Thought has clearly gone into this, with clear headings splitting each mission into tactics (the general setting), espionage (info for the referee) and action (info as the scenario develops).

Content: the scenarios are concise, varied and creative. My favourite is a scenario set after a raid on a cult that has the players working to undo the consequences of their actions. An equestrian multiverse is a close second.

What might I change?

  • Layout: the page numbers draw the eye to the bottom of the page, they could be de-emphasised
  • Structure: table of contents - might be cleaner to just do the 1st level of headings and maybe a single sentence summarising each mission

Edit: not sure I got the name of the font correct!

(1 edit)

Why you should check this out: a well put together set of creative (and occasionally dark) short scenarios. Even if you don’t play them, they’re amazing inspiration!

Style: a solid single column layout,  the font and the public domain black and white spot art gives this a similar vibe to FIST, allowing the content to be the focus.

Structure: the scenarios are 3-4 A5(?) pages. Thought has clearly gone into this, with clear headings splitting each mission into tactics (the general setting), espionage (info for the referee) and action (info as the scenario develops).

Content: the scenarios are concise, varied and creative. My favourite is a scenario set after a raid on a cult that has the players working to undo the consequences of their actions. An equestrian multiverse is a close second.

Edit: not 100% I got the right font name!

Thank you so much for the feedback!

I meant for the encounters to trigger when the FIST team had picked up the doll & then left 25:65 (i.e. they don't trigger in 25:65 but do in all other rooms if FIST is carrying the doll).

I'll push an update post-jam to clarify & add a bit of player agency into how the house impacts the team!

Nice thoughts! Could foreshadow things a bit too - having mother/father roaming from the beginning but not hostile until the doll is retrieved.

Thank you for the feedback!

Thanks for the feedback! I completely agree on the lack of agency after the doll is picked up. I wonder if there's something in the players choosing between the House OR the Hostiles table, or pre rolling for each of the 3 exits and then deciding.

For Submerged we used Affinity Publisher for our writing / layout, with some google docs when we wanted it to be easier to collaborate. It worked well, but we still want to look into ways to make collaboration a bit easier (like a dropbox / github type thing). We did all our art in Krita, but are likely to switch to Affinity photo/designer for the next project. Hope that helps!