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julie

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A member registered Jun 14, 2020 · View creator page →

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I'm gonna second what the other said, a little more formatting could go a long way towards improving the readability of this. I'm also not really sure how most of the locations factor into it. The bunker and the landing pads, I get, but where are the mall, and the warehouse, and what would drive the party to go there? Is the party meant to know that they're facing a werewolf, and that he's only beatable by silver/wolfsbane/anti-serum?

I think the part of this that really shines to me (besides the cool factor of putting a werewolf assassin in a cyberpunk story) is how much detail you put into Arkady's goals, abilities, and behaviors. 

This is beautiful, visually and conceptually. I feel like you really nailed a kind of cyberpunk mythic underworld vibe that i never knew how much i wanted until now. And on top of that, it seems like a fun and very easily runable, concise adventure to boot? Really excellent stuff.

First off, I do really like the basic premise and the suggested bits for building out the PC's relationship with the deceased friend. The overall flow is clear (once I read your comment below at least),the mystery is engaging, and your use of the "Love 2.0" theme is top-notch.

On a personal note, this system (and the very concept of a solo mystery game), is new to me, and idk if i like it. In a mystery, I wanna find out what happened, not make something up and then roll dice to see if it is retroactively the correct answer, but I get that that is how this game is played, and not all games are for all players. This is probably a gripe I have with HARDCASE though, rather than your mission itself, but I can't be sure, having not read HARDCASE or TRUTHSEEKER yet.

Yeah, I initially was working on it in plain text, but I ended up editing a lot while doing the fancy layout, and ran out of time to get the changes back into the markdown file before the deadline. I have now, but unfortunately can't add a file until the judging  is over. I'll have to remember that next time I do a jam. It definitely got pretty scronched in there. Version 2 is gonna have more breathing room, and hopefully a more legible layout, in addition to having a plain text version.

And I did not make the cat. I got it from this site. Honestly, it might've been a mistake, since I ended up liking it, didn't want to cover it up, and that probably lead to things being even more scrunched than they had to be.

Anywho, thanks for the feedback!

P.S. I Just realized while typing this message that just because I can't add files to the itch page now, that doesn't mean I can't share plain text with you, so here's a paste of the markdown file, if you want it. The link will self-destruct in a couple weeks, after I'm able to upload the file to itch here.

Aww, thank you! ^_^ This is actually my first time trying something like this, and it wasn't really my plan at the outset, but I happened to be watching this video over the weekend and got inspired or something.

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.

>However, I don't think you make great use of the "drone war" theme.

Completely fair. I didn't really write it with that in mind, and didn't add that to the thing until aftwerwards, when I was reading and reviewing some of the other submissions, and saw that some of their theme  usages were also kinda tenuous

I was quite pressed for time to get it done under the deadline, since I started so late, but I'm thinking I might do a version 2, where the Hunter-Seeker drones are more of an actively pursuing threat, rather than just another random encounter on the table, and where there's more connections between the different inhabitants of the undercity, and side distractions. But that version won't be a two evening, one-sheet affair, I'm sure. Thank you so much for the feedback!

Thank you! I actually did all of the layout in LibreOffice Impress (basically powerpoint, I'm sure windows or google docs versions of the concept would do just as well). I really would've liked to have spent more time on the mission itself, but I didn't get started until like two days before the deadline.

This seems more like a framework for building your own mission, rather than a table-ready mission, as is. That said, I do like it for what it is, and i dig the layout styling. However, I think it is begging to get another page. Either lean into the "mission generator framework" angle with more examples, and rollable tables for clients, complications, scores, etc., or focus in one one set of options to flesh out the characters and challenges a bit.

Oh, and also, I adore the way you frame these ancient data centers. Makes it almost feel less like a typical heist thing and more like an Indiana Jones-esque adventure archeology thing. I think that's the core conceptual nugget that I really would've loved to see explored more.

This is excellent. It works as both a decent mission on its own, as well as basically outlining the classic cyberpunk mission structure. If i had had this before the jam started, i might've gone in a very different direction with my own submission.

I really dig the ASCII graphics and the side hustle opportunities you included with the cartel. Everything is laid out super well too, with the trifold design allowing you to show the players the map and mission briefing without exposing the GM information.

Space heist. Classic cyberpunk. I'm not familiar with CYB+PNK, so some of the mechanical details probably went over my head, but the setup, the payoff, and the way that you accounted for different ways to approach the various obstacles are all excellent.