Clean design. Maybe a bit barebones on the layout front, but I am a sucker for a clean printer-friendly black and white design. There is a bit too much text overall, but this could be fixed by stripping some of the purple prose and letting the Wardens do what they do best (for those Wardens reading this, SPOILERS: The thing you do best is describing things). This reminds me of a novel in the Laundry Files series (high praise for you in case you've never read it, because that book series is my jam, at least for the first few books). That being said, I actually really like the tongue-in-cheek humor and presentation of the flavortext. It's like you read my mind.
The only thing I think is missing is an "oh, fuck" moment for the players but maybe I'm missing it. The final encounter feels a little forced (I'm not a fan of psionics in my games, but that's just, like...my opinion, man).
So in summary: clean layout, good use of simple tables, fun scenario, tighten up the text and break up the wall of text with a few boxes or horizontal separation lines, and this is a solid scenario, but personally I'd replace the final encounter with something less predictable before running it for my group.
Viewing post in INFOHAZARD jam comments
I totally agree with a bunch of this critique. I'll say, I read BLIT by David Langford at the beginning of this jam and thought it would be a good idea for an adventure. What I didn't consider is that it's really hard to set up a cool encounter with an...image? an inanimate object? In a scenario where players have agency and you can't just write the story, you have to set up it up such that you hope something interesting usually happens, and that was the hardest part. I really wanted it to be the case that if the players rushed in they may not gain enough information to know what they were dealing with, setting up a scenario where players accidentally fall to infohazard unknowingly, but that's also sort of random and punishing. And if they do know what it is, they should handle it easily. So it was a tough line to walk, and I think I did my best given the short duration of the jam, but absolutely I think if I had more time to chew on this I would try to figure out a way to pay this off better.