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Haha I’m online so I thought I’d respond. This is genuinely interesting feedback to get - because some things you pulled out as issues are things we did deliberately and consciously! The ambiguity over what’s real and what isn’t, and what’s part of a consistent world and what isn’t is deliberate - from a player’s perspective I was hoping it would create a cumulative effect with potential hazards - so real hazards being disbelieved as real (especially if PCs have ‘respawned’ once already) is a genuine problem! The high-contrast colour choice was deliberate - it’s supposed to hurt your eyes a bit to evoke visual disturbance (although to be honest not sure how it would come across in print). That said I think the point about it being silly is fair enough - really wouldn’t want it to come across as ‘gonzo’ and it was a worry. Would work more on managing the tone if this was expanded. Thanks for taking the time to give feedback!

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Okay, in that case you've probably achieved what you set out to achieve, it's just not my cuppa tea, which is fine.

I will say that although confusing the players and having mysteries with no prescribed answer seems to be a standard part of Mothership design, I would recommend against confusing the Warden. Stuff like that can leave one wondering whether the designer had something in mind that they just forgot to mention and you're not seeing it, or whether it's an intentional open question. You could have a little panel about that somewhere. E.g. "WHAT'S UP WITH THE SQUIRRELS? Are they real, or part of the game? Are they just regular city squirrels that seem more significant because of the game's themes, or are they masterminding the whole thing in some way? Take cues from the players and let their guesses guide you, fleshing out the story as you go."

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Oh agree, yes. I think either narrowing the scope to make what remains clearer, or splitting it into two as others have suggested, or expanding it and holding the Warden’s hand a bit more would help. I definitely would like to expand the implied setting and background a bit more - and it’s hard to do that through environmental storytelling (my fave) in a trifold format!