I judge these by whether I’d actually run them. I could pick this up with very little prep. The “cure for free will” hook and Perfect Souls are clear, punchy, and easy to pitch to players at the table. The locations and NPCs each suggest a different mode of play, and the Overclock track plus GLITCH table give me built‑in tools to escalate without extra prep. Regarding D5: I'd just make 6 "roll again" ;). The corporate sin/addiction angle lands, the urban crawl from noodles to pipes to pristine spire feels good, and it has enough consequence that I’d be happy to run it.
Gregcaires
Creator of
Recent community posts
I judge scenarios by whether I’d actually run them. This is lean and usable. The time pressure gives it energy, and the prompts make it easy to tailor without writing pages of backstory. I like that it leaves room for the referee to decide how nasty the watchdog response is. It’s more of a framework than a fully built adventure, but that’s not a flaw - it’s by design. If I needed a fast one-shot or a side job to drop into a campaign, I could run this with almost no prep.
I’m judging this as something I’d actually run at the table. This is a solid investigative scenario with a good slow escalation. The offshore platform is a strong, contained location. The connection between restoring power and increasing danger is smart and easy to manage as a referee. The reveal of an autonomous drone warfare system feels believable and unsettling without being over the top. It’s longer than I usually prefer, but it’s organized well enough to use. I could see running this with very little work. It’s a strong entry that takes the drone war theme seriously and builds tension in a practical way.
I’m looking at this from a practical GM standpoint. This reads like something I could pick up and run. The objective is clear, the locations are distinct, and there are enough complications to keep it interesting without overloading the referee. The underground jungle and the mature bonsai tree are a strong central idea. It feels like a job with real consequences, not just a fetch quest. I don’t think about game design theory or genre labels — I just ask whether I’d enjoy running it, and I would.
I’m looking at this from a practical GM standpoint. This reads like something I could pick up and run. The objective is clear, the locations are distinct, and there are enough complications to keep it interesting without overloading the referee. The underground jungle and the mature bonsai tree are a strong central idea. It feels like a job with real consequences, not just a fetch quest. I don’t think about game design theory or genre labels, I just ask whether I’d enjoy running it...and I would.



