Somewhere, Somewhere - Thoughts on Pastel Paradise

10 December 2024

Contents

Intro

It's Secret Santa Covert Critic week over on the Prismatic Wasteland discord!

Inspired by the 2024 Gifts for RPG Designers post from Explorers Design, this event was set up to get people reviewing / supporting each other's work and generally sharing the DIY love this holiday season. My secret santee (covert crittee?) is a module writer who's been publishing on itch since 2021, Robin Fjärem. Hi, Robin!

His work trends towards adventures in the fantasy OSR sphere, writing for the likes of Dragonbane, Knave, and Cairn, but today I'm going to take a look at the lone Troika! piece in his catalog, Pastel Paradise.

title

From the ad copy:

"Traveling across the spheres can be exhausting. Kick back and relax with a cocktail by the beach in the Pastel Paradise.

This is a vacation sphere for Troika!"

I picked this one to review for a few reasons:

anodyne

fewer ghosts here, i assume

Most importantly I've seen enough elderly couples rediscover their love for each other at the Margaritaville Hotel & Resort that I feel spiritually attuned to this sort of environment. Let's dig in.

What do I look for in a module?

This is the first "review" I've done here so I'm gonna take a sec and talk about how I'm reading this. The most obvious question to answer is "do I actually want to run it?" but really there are a few sub-questions to knock out first.

Is it easy to use?

Not the end-all-be-all but still important. Is the layout sane? Can I run it on-sight or do I need extra prep to make it work? How much text do I have to parse through to figure out how to play an encounter?

Examples:


Can I steal anything?

Any good random tables? Useable monsters, traps, or magic items? Interesting procedures or mechanics? Even if I never actually bring a module to the table, I'm always looking for ideas to pick apart and bring elsewhere. I've never played Blades in the Dark but you know I'm still using its clocks.

Most modules are going to have at least something to rip, but generally, system-neutral content is going to score higher here compared to anything written for games with overpowering tones or settings (Mork Borg, Troika! [spoilers!]).

Examples:


Does it excite me?

Most important for me, personally. Any cool ideas or wild art? Is it beautifully written? Is it strange and difficult to grasp? Is it interesting? Often (not always!) this feels at odds with ease of use.

I'm an improv-heavy GM, so I want to dig my teeth into a weird setting and quickly feel comfortable making shit up there. Anything that can get across the tone or feeling of an adventure space is immensely helpful to me!

Examples:

Review: Pastel Paradise

Overview

The module takes the form of a sphere (miniverse?) in the world of Troika!, set on a slab of water "carried on the backs of two playful dolphins frolicking in the endless cosmos". Unbothered for a long time, at some point a cosmic rift has opened above the Pastel Sea, bringing heaps of commerce and tacky tourism to the sphere. A cosmic spaceport sits beneath the rift to handle the masses, run by corporate regime SEER (Starfish Entertainment Enterprises & Resorts). Don't fret, they're not all bad.

"After many failed enterprises on other spheres they realized the importance of taking care of the ecosystem and native populace. Nobody wants to go vacationing in a barren cesspool after all."

okyay

The doc details a few locations of note, ranging from crowded shops (a several-story-tall bazaar built on a scaffolding tower atop a little island) to mysterious remnants (an alabaster ruin hanging over the edge of the sea, waiting to fall to the cosmic dolphins underneath). These are vivid and fun, if minimally fleshed out - most only get a short text box plus a few adventure seeds.

The centerpiece of the module is the Turtle Island Resort, a keyed adventure site on the back of a giant turtle. By day, the waitstaff (who are also turtles??) care for clientele. By night, they shapeshift into bloodthirsty cursed beasts who sacrifice guests to a giant fish.

map

this didn't feel like a real review so i added ben milton's hand for credibility

Past that, there's a few backgrounds (important tone-setters for any Troika module imo), a small bestiary, and some tables to generate random vacationers. Worth noting also is Robin's watercolor art used throughout the document. I adore it all and wish there was more!

tourist

just guys bein' dudes

Usability

RATING: LOW-MEDIUM

The information here is clearly laid out and easy to understand, although you'll probably have to put some prep work in if you go off the suggested path (spaceport -> turtle island). What prevents it from being a firm medium I think is a good strong hook for the resort. The book suggests that players have special tickets from a mysterious benefactor, and the resort text mentions that you can fill out a sticker card at each area for some kind of grand prize, but neither the benefactor nor prize are fleshed out further. The former is easy enough to improvise (my first thought: the turtles are bringing guests in as sacrifices), but come on, at least write a cool prize!!

turt

me when i have to write my own cool prize

Yoinkability

RATING: MEDIUM

A good selection of stuff to pick apart here - more than I expected from a Troika supplement, tbh. The random tourist tables are fun and easily applicable to my game of choice (Electric Bastionland). The bestiary is mostly tied into the beach setting but has a few generally applicable enemies.

The most rippable stuff IMO is the background set. They're all flavorful, and Troika's surreal enough that realistically you could hand them to players no matter which sphere you're running them through, but (to take another page from Bastionland's book) the best part is how easily you can flip them into NPCs.

Take the diver:

diver

Great visual, weird quirk, clear drive, bam. You can toss in this guy anywhere with water. Yoink!


Excitability

RATING: HIGH

Man I don't know what it is about Troika but it really brings out the sauce in folks. A few images I liked and would love to see play out in-game:

Honestly, my favorite part is actually the lightly explained side areas. They lay some good groundwork that I'd happily flesh out on my own.

spira

yr

couldn't decide which was my fav so here's both

Would I run it?

Yes! I can imagine two scenarios here:

The latter is more likely, just because I liked that part of the text more. That said, overall impressions: good! Tbh I went in expecting mostly toothless, tacky, coastal Florida pastiche (Robin is Swedish so idk why I thought this), but I think the module succeeds at mixing classic beachy stereotypes with Troika's out-there science fantasy style. Really the biggest surprise to me is that this is the only Troika content in Robin's ouvre - I'd like to see more of it from him!

Expansion Pack: Somnic Seas

somnic

idk why i thought this was a real word but google really called me a dumbass about it

Just for fun, I'd like to cap off this review with an ⭐ unofficial expansion ⭐! I've been kicking around an idea like this for a while, and Secret Santa-ing feels like a solid time to try. I could try and fill in the blanks already provided, but instead I'm gonna follow my heart and take things in a dreamier direction.

Intro

this album rips btw

Uh oh! Some blacked out tourist jumped into a cosmic dolphin's blowhole. Drunken bullshit's nothing special around here. What is special is that he came back bearing news: there's another world down there!

Jumping down the blowhole takes visitors to an island on a vast burgundy sea under a starless sky. The horizon sits frozen, painted with swaths of crystalline blue streaks. The water flows like silk and smells slightly floral, but it didn't take long to discover an inconvenient quality: anyone who touches it falls asleep instantly.

The locals think it's a dolphin's dream that got out of hand; SEER thinks it's free real estate. They've already set up shop, offering bougie meditation tours and potent psychedelics. Most recently they've erected long lines of string lights across the sea to form constellations of a sort. Tourist ships are allowed in if they get a permit, so long as they follow one simple rule: no wake.

wake


1d6 Ships under false stars

d6 Vessel
1 The Dark Rum Noir. Run by bartenders here to easily sleep off a hangover. Liquor seeps from the back; drunken fish swim in their wake.
2 The Everything Blue. Hypnagogic academics tie sleeping volunteers to the bow in hopes that they'll dream up a long-forgotten god.
3 The Loblolly Queen. A wave hit them recently, knocking everyone out. Currently driven by an extremely stressed insomniac.
4 The Fester. Anti-dream monks here to resist ultimate temptation. Share perma-wake tinctures if you sit through a condescending lecture on the dangers of sleep.
5 The Billowing Sputum. Ghost ship (real wood, ghost crew). Love to lie to the living about hidden treasure underwater. Drowned spirits are welcomed aboard!
6 The Cackle and Quail. Two living ships deeply in love. Currently arguing about whether letting a tourist ride in them counts as cheating.

1d6 Islands on wine-dark water

d6 Location
1 Small spit with a giant billboard advertising the Turtle Island Resort. A Corporate Drone from SEER camps here, firing t-shirts at passers-by from a pneumatic cannon (damage as Crossbow).
2 Two rival resort islands locked in a record-breaking tug of war match. Long rope spans the mile between them, ruining any ships that try to pass.
3 Cave shaped like giant stone nostrils rising from the water. Family of six slimy green bats live inside; they harass passing ships, looking for fruit (Skill 3, Stam 4, Init 3, Damage as Small Beast).
4 Empty save for a palm tree, lit fire, and glittering chest. Actually the tongue of a massive underwater organism. Creates a maelstrom when ships come close, attempting to swirl them underwater.
5 Smoke rises over a low-lit bar. From a distance: steel guitar music and low-voiced singing. The performer is a bored siren, paid to lure in customers (test Bad Listener or be compelled to sail closer).
6 A tumorous metal tower belches dark smoke. On approach, a mechnical sharkmersible swims out, piloted by scrappers hoping to strip your ship for parts (Skill 12, Stam 18, Init 5, Armor 3, Damage as Large Beast).

1d6 Sailors on the dreaming sea

d6 Visitor
1 Alberto Otrebla, cosmarine biologist studying space dolphin dreams. In way too deep. Thinks you're part of the dream and narrates your actions into a recorder Attenborough-style.
2 Gunt, from the Sludge Dimension. Mostly formless. Sleeps in any body of water and infects it with spreading sludge which produces horrific gas.
3 Rowan, young treant. Outcast from his family for not fitting in. Desperate to make you think he's just a normal tree.
4 Speliogabalus, retired literalmancer. Any spoken idioms or turns of phrase become literally true in his presence. Currently trying to get his foot out of his mouth.
5 Lily Flagg, renegade antimaterialist. Whatever you're after, she'll pay you double to destroy it.
6 Djinnan Tonyck, elemental spirit of liquor. Longs for connection. Think you're only talking to it for free booze.

Adventure Site: Mella Tonnin's Lagoon

At the far edge of the Somnic Sea: a spiky mass of volcanic rock, entirely uninhabited save for a tower shrine inside a lagoon. Rumblings on the mainland say it's a communion point for the ancient sleep deity Mella Tonnin, not built, but dreamed.

Hook

SEER corporate oracles have divined that the mainland rumblings got it in one - the island is a communion point for Mella, and, even better, her powers still work despite her age. She can dream up anything you ask... if you can get there.

Wasting no time, SEER's hiring everyone they can to sail out to the lagoon and verify the oracles' data (prophecy can be finicky). The party's been tasked by middle manager Bill Hunts to go out and wish him up a golden pleasure yacht. Their payment? A free stay at the Turtle Island Resort, plus access to the yacht on weekdays (pending one week's notice, appropriate paperwork filing, and availability).

Unknown to the oracles: Mella's reserves of power are nearing their end. She may only dream up one more thing before disintegrating. Her remaining servants know this, and have vowed to protect her at all costs.

Running the Lagoon

From the island beneath the blowhole entrance, roll up a ship to take players to the lagoon, two or three islands to cause problems on the way, and an NPC to bother them on the lagoon itself.

Map and Key

lagoon

1. Pier

2. Occupied Bridge

3. Communion

4. Disposal

5. Empty Bridge

6. Empty Shore

Outro

Pastel Paradise can be supported on itch.io.

I don't intend to do this kind of thing often, but if you're interested in having me write a review / mini-expansion / both for your work, feel free to toss me a DM on bluesky.