I do love the premise of sending players into a haunted forest that's been recently been burnt down and unfortunately is still haunted. The Vessel, the main threat of the adventure, is a big threat that could potentially snowball if players end up being killed by it, encouraging players not to dawdle around and work quickly. This does pose a noteworthy risk of a TPK, I would advise that Referees give players some warning if they're about to be attacked by the vessel, and maybe give them another way to scare it off. I'm not a fan of the blue background colour used throughout the document; its not easy on the eyes. Other than that and a couple of typos (in the Vessel's Personality Absorption 'trails' should read 'traits'), the layout is clear and information is easy to find. All in all Operation Free Fire does need some adjustments, but it does have the makings of a good One-Page horror adventure for FIST.
TableplantGames
Creator of
Recent community posts
First of all, I really, really like the cover image; really sells the pulp horror thriller theme of Hell and High Water. The layout is for the most part is quite clear, though I almost thrown off by the fact the content of the pages was reversed, with introduction and encounters being on the second page while the confrontation with the main antagonist and epilogue on the first page, however, that was just me not being used to pamphlet adventures.
I do feel some of the text that's backed with colour (such as captain Aalto's stats) might be a bit difficult to read for some people. The text for Crow's Nest is also tricky to read. The Tidal Clock is a neat little mechanic that keeps the players moving, and forces them to balance being thorough with being quick and being thorough. All in all Hell and High Water a solid adventure that can easy fit into a campaign or be run as a one shot.
This is the prettiest entry I've see thus far, which considering I've seen some excellent photo manipulation to make creatures that look like they belong in Cy_Borg, is saying something. The layout here is excellent and fits what it is collection of traits, NPCs and items inspired by fairytales along with an adventure because why the hell not? Of note my favourite NPC is the wicked witch, which as befitting a Boss has a nice full colour image, while my favourite trait has to be Troll; I'm imagining comedy coming from that trait and some hapless NPC guard. The adventure bundled with the collection is a nice little jaunt into a fae realm with a high chance of unforeseen consequences for the real world because players shall be players and bring something dangerous back with them, just as sure as CYCLOPS will be ethically bankrupt. I'm struggling to say anything other than Grim Collection is awesome because, well, its awesome.
This feels like an 80s as all hell hacking adventure, which is good because its a hacking adventure set in the 80s. I am on record saying that I love random dungeon generators and I do like the map gen here, though I would advise that referees mark entrances and exits on their grids after creating a floor, helps keep track of where players can and can't go. I will say it did take me a while to wrap my head around it as well as some of the unique mechanics featured such as Data loss and Parity Bits. I feel like they should have been explained in their own section. Other than that Disks and Daemons is a neat little one page adventure.
I did not have 'Mutated Satellite' on my game Jam bingo card.
The unique premise is already a big draw, but everything here is well presented. The layout here gives any prospective referee a nice clear walk through of the adventure. The satellite, the boss of the adventure, also has some nice mechanics and... well I've already said that it being a horrific mutant satellite is pretty memorable. The Depths trait could also introduce some interesting dilemmas both during the adventure as well as potentially after it, as well as giving a character some new abilities in exchange for their vulnerability to mind control.
There's not really much more I can say about Blood Silo other than I like it a lot. Maybe there could have been some more buildup to the satellite, but even without that this is a excellent entry in my opinion.
There's no such thing as the... what was it called again?
Jokes aside, I love the premise of antimemes and I'm glad to see them here. Breaking into a laboratory run by CYCLOPS and dedicated to studying antimemes is a recipe for player shenanigans and misadventures, in other words a good time. There's decent selection of NPCs to cause trouble for the players; the CYCLOPS hunter and Silent One I feel are good inclusions. The former can cause some interesting encounters with the local wildlife, while the former could be anything from a minor nuisance to a campaign spanning antagonist depending on the GM choices and Player reactions.
The layout is clear and easily readable, however there is a lot of blank space which does leave the document feeling a little empty. I also noticed what seemed to be links within the document, that were supposed to point to NPCs and Items, that didn't work for me. Still, despite these issues, this is looks like one adventure players won't forget, even with the all the Antimemes.
The layout and style really does sell the theme and tone despite because of its simplicity. It isn't particularly elaborate, just the silhouette of the dunes, an illustration of a sandbike engine, the logo, and an incoming sandstorm, and it works really, really, well.
I do like how the map changes as all but a scant few landmarks are lost as the game progresses, keeping things fresh and also stopping the player from running out of space. The rules are straight forward and easy to understand. However I will say it isn't completely trading with settlements work (I would assume you would need to be adjacent or in the same hex and you would have needed to have found at least 1 new landmark). I also agree with thulhupunk, there should be an end goal rather than just survive. Still Drifts is an enjoyable and simple hexcrawl cartography game that, like many good one page RPGs, proves that less is more.
Well Barcode powered RPG wasn't on my bingosheet.
Seriously, every time I think I've found the entry with the most unique mechanic in this Jam, I find another one. I think Reality Code Jumper takes that prize however. I will say if you live outside of the US, where you don't really see UPC barcodes, you can use ISPN barcodes on books though it can be a bit tricky as you do need to skip the first number (alternatively you can just use a UPC barcode generator or rolling a D10 but that's not as fun).
Everything else is simple and straightforward, which makes it excellent for oneshots which is good for a one page rpg. I... can't really think of much else to comment on here. I'm still processing the fact that you've managed to make an adventure generator which uses barcodes.
In terms of visual style, I think miniBosk is going to be my favourite entry, which is saying something because there have been some beautiful entries! Those white-and-black illustrations are memorable and striking while setting the tone for this grim dungeon crawler. While it does very clearly have OSR blood, there are mechanics that are often seen in modern games, such as degrees of success (which I'm always happy to see). The system for map generation is certainly something I've never seen before and is definitely something I want to try out when I get a moment; honestly I think it could work for other games as well as Bosk.
The only nitpick I can really muster is the lack of examples for abilities for both enemies and PCs, but that's a nitpick. miniBosk is a delightfully dark dungeon crawler with some modern touches. Suffice to say I am now very interested in seeing Bosk Age when its ready.
I adore the style here; the white, black, and orange colour scheme along with the featureless silhouette of the lost and the Pillars is striking and adds to the theming. The mechanic are the real selling point for me; I don't think I've seen someone use a dicetower (as in a tower of dice) as a means of tracking your character's health. This creates a death spiral that makes the game well suited for those who want horror/post-apocalypse oneshot.
However, I can't help but feel there could have a tiny bit more; maybe a table to determine the nature or appearence of a lost. Still its really hard to criticise a one page RPG because they do so much with so little and all things considered, These Pillars Remain does what it sets out to do, that is to make sure everyone is at the edge of their seat when someone rolls a 1.
So I've yet to sit down and play this but I'm already impressed by what you've got going. First of all, you've done more with less when it comes to style and tone which is easier said than done. Brite Palette has already highlighted the collection of forsaken souls you will be fighting against as well as the illustration on the front page, however the piece of prose at the beginning is the cherry on top for me. The layout follows the same path, everything is easy to read and follow, however it feels like its continuing the style and tone set out by the illustration and writing. I don't really know how to describe it other than it feels right.
The mechanics are simple which is perfectly fine for a solo RPG, especially a one page solo RPG. However I feel like the enemies could have been given some more variety to their behavior, especially the three dice enemies. Maybe there could have been different behavior tables such a 'cautious' table which leans towards parrying and defense, a cunning table which prefers to parry, etc. Then again, this would add another dice roll that might not be needed (an enemy that can only attack will just attack regardless of behavior) , and I feel it would be difficult to add without impacting the layout negatively.
Still I like what I'm seeing here and I can't really think of many complaints or issues after a read through. I can't think of anything else to say other than this an excellent entry to the Jam.
So first impressions after having a glance through the rules. First of all, solo TRPGs heck yeah! Second of all as a lore goblin I do love the little breadcrumbs of lore presented in the rules as well as what's on your blog. I do love me some science fantasy mech action. Regarding the rules, they are fairly straight forward and easy to understand which is good, but I can see some potential issues with book keeping especially if you are keeping track of about a dozen units and all the rolls they are making. Still I am looking forward to giving it a run through its paces when I have a moment and I will let you know my experiences with Swordband.
So after reading through the rulesI can say I like what I see. The fluff and flavour sets the tone nicely while the illustrations complements it just as well. Rules are clear and simple, while Mech building is also fairly simple and still offers players with a healthy amount of choices and decisions. All in all its a excellent example of a rules light mech TRPG and I don't think running through the academy shouldn't take too long, maybe one to three sessions? (I can't really say until I or someone else brings it to a table and plays).
I've got mixed feelings about losing Influence after moving to the Unit phase. On one hand it makes sense being the head of the student band or being the daughter of a wealthy industrialist will matter little once they are part of the Unit, on the other hand I'm not a fan of dropping a mechanic that was there at the beginning. However I think that's just me, and if it is an issue, I doubt it will be a big one if the academy only takes a single session.
Besides that issue (which probably isn't really an issue) everything is absolutely solid here, and I think you've practically nailed what you were going for.
Finally got round to sitting down and looking over your submission and I'm impressed! Tone and flavour are both as colourful as you would expect from a 90s super sentei show. I do like the decision to go with cards for acts and fights. as they could allow players to create their own cards to add into the decks. Also I feel like this wouldn't take too much, if any, effort to play solo if you wanted to. Dice rolls, however, could have been explained a bit better with an example. Still, it is excellent stuff and a thumbs up from me; well done!