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!
WilderWhim
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The visual identity is super striking, making the reader's eyes dance all over the page. I may be biased, but I quite like the Honey Golem.
As as fellow enjoyer of chaos, I'll say that the layouts could probably benefit from one less aesthetic vector. Maybe the bolded keywords of the alternate font could be toyed with for readability.
The layouts are very clean and easy to reference at the table. It's impressive that Ashen Moor trusts the GM to carry its somber atmosphere without jamming a ton of garish assets into its page count. Good writing and design should carry the game at its core! Reminds me of Shadowdark's design aesthetic.
Recently, I've been made aware that I was trying to reinvent the wheel again. After I saw Cave-Girl's works I thought to myself, "ya know that is just a lot easier." Crystal Gate is a mini-vision of the bigger Depth Crawl I'm working on for Zine Quest. Appreciate your kind words, and being compared to such incredible peers!