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****Possible Spoilers***
#1-06: Lost on the Spirit Road
-> This one was very railroady. I didn't really feel like we made any decisions the entire time. There may have been a spot where we could decide to attack or be diplomatic.
Intro #1: The Second Confirmation
-> This one had some interesting stuff, but also had some dungeon hazards that were kind of boring to deal with.
Intro #2: United in Purpose
-> I get wanting to introduce the factions, but I felt like the mini-mission approach just leads this one to be kind of a incoherent slog. I would change this one to maybe meet all the leaders at once, each one telling a little about themselves and maybe giving a separate mission in the same dungeon or something. Or just have a unique mission for each faction? I don't know.
#5-07: Sewer Dragon Crisis
-> This one was actually kinda cool. Thinking back on it I enjoyed this one.
Intro: Year of Unfettered Exploration
-> Probably the one I enjoyed the least. This one largely made no sense, and I still don't understand what we were doing in the garden, who the people were we met there, or what the riddle had to do with anything. Giving red herrings in a short play slot like this is horrible. I went back and read the module after playing and still don't think it makes a lot of sense. The module itself doesn't clarify what the riddle is suppose to be hinting at.
Starfinder Society Scenario #1-32: Acts of Association
-> This one just doesn't feel very heroic or adventurous. You are escorting a diplomat through absalom station. No real decisions or investigations. Fights were trivial. Possibly suffered from tier spread. (1s and 4s)
Starfinder Society Intro #1: The First Test
-> Hints at a larger mystery but doesn't really explain or answer anything. Heroes go to this planet, do stuff, and then I kept expecting there to be more but there wasn't.
Starfinder Society Scenario #1-24: Siege of Enlightenment
-> Starts with a starship battle, which I was excited for, but it was kind of lame. Rest of the mission didn't make a lot of sense to me.
Starfinder Society Scenario #3-09: Frozen Ambitions: Freeing the Herd - This one was ok, but again, we didn't really make any decisions on our own. There was an investigation that I thought was interesting and we did have a little bit of freedom entering the lab. This one might have promise.
Largely it feels like all the dungeons are mostly straight shots or straight shots with dead ends. There are a lot of spots where I feel like the GMs, instead of asking "What do you do?" say "You can roll Diplomacy, Acrobatics for some reason, or Intimidation". I'm trying to balance my expectations with the limited time slot.
Maybe someone could suggest a module I should try and get a seat at that they enjoyed. When I was initially excited about DMing Society I looked at The Mosquito Witch and thought it read like a more open ended adventure that seemed like it would be fun to play.