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(+1)

The group solo play could be a stand-alone game without the twist at the end. Excellent job with the player/ship computer definitions with very little explanation. The switch to D&D formatting on the last page is downright jarring, but it works. I feel like it needs some expansion to get more context for the GM to latch onto and use, as the quest on the last page feels almost anticlimactic after the tense cycle of watches and messages in the first half. Each section is tight, but they feel very disconnected right now. I love it as is, but it begs for an expanded v2.

OK.

Working on it :)