First off, the core concept of the NULL is very cool. This does seem to be more of a campaign overview, rather than a discrete mission, not that that's a problem! The couple of small mission briefings within it are a bit bare bones, but the overall flow of the campaign structure is really solid. Act 2 is where the meat would be, doing missions, getting to know NULL's inhabitants, and getting attached to this little island of freedom and anonymity. I would've liked maybe some more details about the folks in the NULL: some NPCs, with names and motivations and such for the players to meet, beyond just NIHIL. They need a reason to care about the NULL, beyond the opportunity to buy illegal goods, to make the final reveal more impactful, and their decision on what to do about it more meaningful. Course, a good GM will manage fine filling in the gaps, but I would've liked some examples. That's just my two cents though. Anyways, I'm definitely gonna keep this one in my pocket for if I ever end up running a cyberpunk campaign.
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Thank you so much for the feedback. If you end up playing it, I’d absolutely love to hear how it goes, your experience would be incredibly helpful in shaping a stronger revision.
As for Act 2, you’re right, I did consider introducing a few NPCs who might be headed toward a doomed fate in Act 3, but in the end I felt the NULL overview was already so dense. That said, I think there’s still room to add more flavor, through morally gray characters that can deepen the tone without overloading the structure.
Thanks again.