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Cyber Love Pentagon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| How appealing (conceptually & stylistically) is this mission? | #4 | 4.143 | 4.143 |
| How legible and easy-to-understand is this mission? | #7 | 4.286 | 4.286 |
| How well are design principles used to setup fun gameplay? | #7 | 3.857 | 3.857 |
| Overall | #8 | 4.095 | 4.095 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which RPG system(s) is this for?
System-agnostic
Which themes, if any, did you use?
Love 2.0.
Urban Exploration.
Which "hard mode" challenges, if any, did you complete?
Two or more themes
System agnostic
Text-only
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Comments
This is very readable, especially for me (a visually impaired person), so thank you for that! The text stands out well against the page, so contrast is good. I found myself wanting a little more in way of visuals, but maybe you're planning on adding those eventually anyway.
Visuals may help keep the reader focused, as I found myself getting a little lost in the text.
I like that there's a number of ways this mission can go, and you don't lock a GM into anything in that way. The fact there's a best ending sort of (where the AIs chill out and Green eases up) is great-- I wonder how many tables will achieve it?
There seems to be a decent amount of moving parts to this mission, so I worry a little about handling the overhead as a GM, but I imagine more experienced GMs won't have much of a issue.
This works great as a cyberpunk mission-- AIs falling out of love is very on brand. (: The fact this was a Love 2.0 entry is awesome. I think you nailed that. As for urban exploration, that aspect seems a bit weaker; the focus seems to be the AI.
Suggestions:
- add some visuals?
- maybe do a little more for the urban exploration aspects?
Overall, this was a treat to read.
Thanks for the review! Definitely want to expand the visuals if I ever get around to another draft.
It's the first time I read the term "AI polycule" and I am hooked, the core elements are hilarious and incredibly fresh for the genre.
What I feel is missing is the narrative potential of a city-wide collapse, now limited by a random event table. While the effects are impactful, the adventure would benefit from more scene descriptions or NPC reactions to the deteriorating services, or specific traps or risks.
Short note about the pagination: the significant white space in the current document can make it feel a bit disjointed to read. I think a more readable page would likely improve the flow and usability for the GM.
(In this case I'll be the GM and plan to use those ideas soon.)
Thanks for the review! If you decide to run it, do let me know how it went.
Excellent and hilarious premise for a cyberpunk mission. I like that it's also about the PCs working to repair something crucial--like actual utilities workers--and doesn't involve them shooting people. It's a nice breath of fresh air. I think some players might chafe at the lack of combat encounters, but that can be mitigated by good onboarding by the GM. It also all ties really well to the themes you decided to use.
The NPC breakdown of the different AIs and their relationships to each other are all really excellent. I do think you could provide some suggestions to the GM on how to hint at or reveal that the AIs are in a polycule. Just a couple more clues beyond the optimizations. But that's pretty minor and would be easy to add in.
Thanks for the review! Really great feedback. I agree with everything you said. With another draft, I'd definitely want to expand on what the AIs relationship looked like before the "breakup." And be a bit clearer on how to handle combat encounters. My intent is for combat to be optional. If the players want to be totally peaceful, they can. But if they want to pick a fight, there are people around who can fight back.