• 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