I think it's well-thought-out and prepared. I like the map and I like the list of clear goals the players get. I'm not that big fan of giving solutions and sometimes but the difference between 'there are leaks in the tank' and 'you need to fix holes in the tank' is a small one.
I like how much info is presented in the space and the layout. The numbered lists offer some clear goals give some clear direction for characters to solve each challenge. Nice that you don't need combat to solve any of the challenges, too. And the map of the space station stands out.
If I was to give a little constructive feedback... some of the solutions and outcomes feel a little too guided. For example, if the base is repairable and livable, seems like it would be worth something as salvage to somebody (instead of being flat out not salvageable). But using these bits of info as guidelines or just as possible solutions to the challenges presented is fine, works for me.
I think the concept for this adventure is strong, I'd use it. If it were further developed... I think expanded background for the hippies themselves would be a fun little writing project.
I'm thinking of making a related adventure that's the same thing from the hippies' perspective. And since that won't have a one-page limit, I'll be able to go into more detail about the setting.
I know I was hand-wavy about "not worth being salvaged." I figured it's in a very remote area, so nobody wants to restore it, and possibly it's made with obsolete materials/tech so it's not worth taking apart and hauling somewhere that the pieces could be sold. (There might be other reasons, but basically that's all left up to the GM and players. The key thing is "Nobody else really wants this; up to you exactly why that is.")
I hope my comments came across as just food for thought and suggestions. I like your adventure quite a bit! I am thinking of possibly using it for a game soon, actually. And cool, your comment on the salvage thing makes sense.
They were good thoughts, and will be useful for sorting out other game(s) in the same setting. :)
Other potential "why this hasn't been salvaged" options:
Anyone can restore an abandoned station; tearing it apart for salvage runs into complex legal issues.
(Maybe anyone can't just restore it - but the hippies have high-status connections and that part's been dealt with.)
Travel to & from here is really expensive or troublesome; something-something warp-gate, magnetized-asteroid-field, skirt-the-edge-of-hostile-alien-territory, etc. Making the trip once or twice isn't a problem, but regular back-and-forth is near impossible.
The coordinates for the station are wrong in most of the record-books; people have tried to find it for salvage and failed. (The hippies insist they got the correct coordinates "in a vision.")
Whatever drove away the original commerce in the area - disease, bad cosmic rays, solar flares, weird alien breeding cycles, etc. - had to die down before salvage could be attempted. It's all long gone, but so is the interest in the area; it's no longer news anyone is paying attention to.
I thought the "space hippies" thing was overly cynical, but it was hard to stay mad because it's so well detailed and set up, with an interesting long-term payoff.
I wrote this after re-watching the original Star Trek episode with the space hippies. I love the space hippies! ...The starship's crew does not, for the most part, love the space hippies. The captain found them interesting but naive and disruptive.
How the GM/players find them is going to be up to the group.
Comments
I think it's well-thought-out and prepared. I like the map and I like the list of clear goals the players get. I'm not that big fan of giving solutions and sometimes but the difference between 'there are leaks in the tank' and 'you need to fix holes in the tank' is a small one.
I like how much info is presented in the space and the layout. The numbered lists offer some clear goals give some clear direction for characters to solve each challenge. Nice that you don't need combat to solve any of the challenges, too. And the map of the space station stands out.
If I was to give a little constructive feedback... some of the solutions and outcomes feel a little too guided. For example, if the base is repairable and livable, seems like it would be worth something as salvage to somebody (instead of being flat out not salvageable). But using these bits of info as guidelines or just as possible solutions to the challenges presented is fine, works for me.
I think the concept for this adventure is strong, I'd use it. If it were further developed... I think expanded background for the hippies themselves would be a fun little writing project.
I'm thinking of making a related adventure that's the same thing from the hippies' perspective. And since that won't have a one-page limit, I'll be able to go into more detail about the setting.
I know I was hand-wavy about "not worth being salvaged." I figured it's in a very remote area, so nobody wants to restore it, and possibly it's made with obsolete materials/tech so it's not worth taking apart and hauling somewhere that the pieces could be sold. (There might be other reasons, but basically that's all left up to the GM and players. The key thing is "Nobody else really wants this; up to you exactly why that is.")
Thanks!
I hope my comments came across as just food for thought and suggestions. I like your adventure quite a bit! I am thinking of possibly using it for a game soon, actually. And cool, your comment on the salvage thing makes sense.
They were good thoughts, and will be useful for sorting out other game(s) in the same setting. :)
Other potential "why this hasn't been salvaged" options:
Hope you have fun with it!
I love these options! Great stuff.
I thought the "space hippies" thing was overly cynical, but it was hard to stay mad because it's so well detailed and set up, with an interesting long-term payoff.
I wrote this after re-watching the original Star Trek episode with the space hippies. I love the space hippies! ...The starship's crew does not, for the most part, love the space hippies. The captain found them interesting but naive and disruptive.
How the GM/players find them is going to be up to the group.
Thanks for commenting!