Play game
Watchdog's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| How legible and easy-to-understand is this mission? | #11 | 4.000 | 4.000 |
| How appealing (conceptually & stylistically) is this mission? | #13 | 3.571 | 3.571 |
| Overall | #13 | 3.476 | 3.476 |
| How well are design principles used to setup fun gameplay? | #17 | 2.857 | 2.857 |
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?
Are You Smarter Than A Megacorp Executive?
Which "hard mode" challenges, if any, did you complete?
Single page, no art, system-agnostic
Leave a comment
Log in with itch.io to leave a comment.



Comments
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.
Love the layout, what software did you use? I concur with a lot of the others here that it hints at a lot going on but on its own is a little sparse of content. I think more options and more fleshed out option for each section would go a long way, the skeleton here is really good though.
Thank you for the comment. For the layout, it is HTML + JS for Tailwind styles (as I am not as practiced in software used for publishing, but somewhat experienced in web design).
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.
Thank you for the comment! This is indeed not a typical complete scenario, but rather a set of hooks to start the adventure and let players decide what is interesting to them. But I would argue that it is more than a mission generation framework.
This appears to be a mission built on the Blades in the Dark ruleset, reimagined for a cyberpunk setting. The approach has potential, but it does not come across as system-agnostic, IMHO. Presenting it explicitly as a micro-hack of Blades in the Dark might strengthen its identity.
The writing is clear and accessible, but too "broad" for my style. It makes the scenario feel somewhat generic and harder to ground in cyberpunk genre.
Thank you for the comment! I can see how the style of the mission can resemble Forged in the Dark, but the original intention was to use it for the Eclipse Phase ruleset and setting.
The scenario is indeed rather generic with bland hooks.
I really like the setup and the way how this adventure develops the "ancient" data facility into a maze. I have never used this Score type cards before. It seems to be an easy way of how to set up an adventure seed with crucial mission information, hook and even complications along the way... I am missing a bit the meat of the adventure - which is still understandable, as this suggests just the framework, not the individual locations or encounters - adding those or maybe just a random generator of those, would push this to another level and take another workload from GM's shoulders. ;)
Thank you for the comment and suggestions! It is not a typical mission type, and my introduction could be clearer on the score. And you are correct that more meaty hooks are missing.