Thank you so much for the very detailed review. All points you highlight are highly valid and I will implement them in the next iteration of the adventure, which I think I will however move from agnostic to specific setting and system (Genesys RPG: Shadow of the Beanstalk). I wanted to constrain myself and try to fit it all into two pages... so some info got lost in the cutting process. ;)
Alex "Babcom" Schneider
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The writing is a bit uneven from time to time but overall it conveys the fun and joy and engagement the players will feel when they run this. I love that there is a change of scenery (from the megablock to some fixer shop and later to the secret facility and the harbour) - so much in so little time! The adventure's main objective is really similar to what I have come up with (even with some striking similarities - great minds think alike? 😉), so it was interesting to read how you have designed yours.
Minimalistic and still sooo rich! Love this adventure. I currently would not be able to write anything like it but it inspires me immensely. I would however add some clocks to the game (especially with the declaration that prolonged stay increases the danger of irreversibility). Also a cool random table of The Blessed and their afflictions might be a help too. Still - amazing work! Love it.
It reads almost like a fairy-tale. Love the poem-like beginning and the maze of the Basement, which is rich and almost (positively) suffocating in its descriptions. Sometimes however, there is almost feeling of tongue and mind being twisted by the words, which makes the understanding of the text a bit difficult. (Though they mirror perfectly the feeling of the adventure itself.) The ending is lovely (also very fairy-tale like). I would run this adventure!
P.S. Dunno how "cyberpunky" it really is... it feels rather more dystopian / post-apo.
I really like the setup and the way how this adventure develops the "ancient" data facility into a maze. I have never used this Score type cards before. It seems to be an easy way of how to set up an adventure seed with crucial mission information, hook and even complications along the way... I am missing a bit the meat of the adventure - which is still understandable, as this suggests just the framework, not the individual locations or encounters - adding those or maybe just a random generator of those, would push this to another level and take another workload from GM's shoulders. ;)
Nice. Well done. But to be honest, the first password is impossible to decipher, as it is on a meta-game level. I would suggest including it in the gameplay itself - as a ticking of a digital clock or a radio song, which starts playing in game after touching a radio. Otherwise - really cool multi-media game. Love myself a Schnitzeljagd!
Thank you for the kind words. Don't know if I have seen it somewhere else, may be that I have unconsciously stolen the idea from another source. ;) In this case, I mostly needed to save space and at the same time felt, that it provides a cool background texture for the page, so I went with it. It was not my intent from the beginning though, it developed while writing the adventure.





