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Metafluid Fallout packs a lot of adventure into just 16 pages. Washington DC has "Gone Wrong" and your FIST team must escape from a dangerous clash of timelines before they are lost forever. 

This journey across timelines takes the form of a hexcrawl. Players roll dice to determine what the next hex or "timeline" may contain. These encounter range from the time of dinosaurs, modern US history, and even strange far off futures. The excitement of not knowing what's coming and the thrill of risking just one more encounter before safety make the main appeals of this mission.

The map is obscured from the players meaning they don't know how far they are from their goal or even what direction they want to go. This rule has one exception in the form of the "Stabilty Detector." This device acts as both a compass and a divination tool. The detector points you in the direction of "Stable Hexes"; points in the journey to rest and regroup. It also gives players a hint of what the shortest path towards the "Stable Hex" may contain.

The "Stabilty Detector" is an ingenious way of making the players decisions in the hexcrawl feel intentional and layered. Maybe the stable hex is north of here and the direct path is described as "cruel and dangerous." The player may choose to go around the long way and risk the danger of extra encounters to avoid the obvious danger. This tiny bit if agency allows players to make meaningful choices instead of advancing blindly without thought.

The author writes the encounters in specifics instead of generalities. This allows the referee to lean on the module more reliably without having to the fill in too many blanks themselves, which is always an option. This fact makes the game friendly to players and referees of all experience levels.

Overall, this mission will give most players a deep and smooth experience.

I would like to see more encounters written, only because the hexmap is so long. It seems guaranteed you will have repeats of encounters, possibly multiple times.