- Interesting that we couldn’t get back to other places
- A lot of discussions that didn’t progress the plot
- The characters that were there were threatening we didn’t want to interact with
- Mendoza was clearly a bad guy
- Larkin was intriguing, didn’t know if he was good or bad, manipulated or mastermind
- Rizo, Sanchez, and Jackson were very approachable and that was nice
- It’s good to have people/places that are clearly friendly
- Struck a good balance between helpful/mattered and leaving agency to player characters
- Rizo felt more real - was scared, but persevered
- The characters felt distinct from each other
- System
- Skills are a little all over the place, too many
- Reducing skills might be better
- Broad groups
- Arkham felt very pulpy - Lima and University felt much less pulpy
- Making the world move when the player characters are not there
- What are the NPCs doing when
- NPCs didn’t feel as archetypical as the former “campaign”
- More clues and investigation - make them clearer
- Enemies felt present without being overly present
- Combat is short and intense —> severe consequences
- Even if there’s misses, the monster gets a chance to disappear
- Horror
- Some situations felt a lot less dangerous because two of the players were sharpshooters
- Lili: cannot get immersed enough to be scared