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[App version, read]
This product is designed spcecifically for digital online play. To get started, please read this 110 page PDF document. As we all know, reading long text documents with static layouts made with the limitations of printing in mind, is the superior way to absorb information and learn thing on an interactive digital device.

With this product (which, did I mention, is made specifically for online gaming?) the GM can easily keep track of everything... On PDFs that you can download online. But don't worry, they're form-fillable! Again, the absolute bleeding edge technology and premium UX for keeping track of things.

Also you need six-sided dice of two different colours. You know. For your ONLINE GAME.

This non-euclidian surrealist horror haunted funhouse dungeon crawl is an extremely strange product on so many levels. There are interesting ideas here, several cool-looking encounters, entities, and puzzles to frighten and entertain. But as a whole this scenario lacks direction and cohesion in both content and production, not really understanding what it wants to be in either department.

It claims to be a scenario built for online play, but displays a total cluelessness of what a good product for that entails. An app with hyperlinked, static pages (no search, no save-state (so you can't take notes or change anything inside the app, no keeping track of what has happened / been triggered etc.)) plus a truckload of PDFs is NOT it, that's for sure. Making it a module for the popular VTTs would have made very much more sense, for example.

It says it wants to be a psychological story with deep meaning and themes and some really scary and disturbing horror, but then it is also filled with so much... random, weird stuff, that it veers more into gonzo funhouse territory.

Another eyebrow-raising quirk is the insistence that you run this as an adventure in an ongoing campaign, in "any system". It provides the tools for converting characters into the bespoke "House system" for use here, and back again afterwards. OK, that takes care of the mechanical side of things, but what about the tone? And expectations? I can see this working perfectly well as a Call of Cthulhu scenario for example, but it encourages you to do this for any and all campaigns and systems. Run your D&D party of robot priests and turtlefolk troubadours into a haunted house psychological horror scenario set in modern day! For most D&D games, it doesn't sound like this would serve the tone of neither the regularly scheduled campaign, or the tone indended for the Darkest House, when a tortoise-man is using Vicious Mockery to insult to death the unspeakably terrifying personification of childhood trauma or whatnot.

But, if I'm sounding very negative now, it's because it's more interesting to talk about negative points than of decent and functioning points. Really, this isn't a terrible scenario. It's open, with lots of stuff to discover, and I'm sure playthroughs can turn out extremely different from each other. A lot of it is a problem of marketing, if it wasn't touted as "perfect for digital play", like 50% of my gripes would be gone and it wouldn't be any worse for it.

But I almost forgot, the most baffling thing of all...

Where the heck is the bathroom?