I GM’d Fugitive on the Red Planet on 4/19/2020, 4 PCs at Subtier 1-2 (1.75), using the Fantasy Grounds Classic (FGC) VTT platform.
Story:
SFS #1-02 Fugitive on the Red Planet has an excellent story where the PCs head to Akiton in search an artifact that that was stolen from the Starfinder Society (SFS). The PCs must track down a thief to locate and secure the artifact.
Length/Time:
GMs & PCs typically report an average time of 2.5 to 3 hours. It took my group 5 hours! I think the extended time was due to comprehensive role-play and a lack of FGC competency, but as players learned the VTT system the faster and smoother actions (skill checks and combat) became.
Challenge Level - Medium:
Skill Checks were well balanced
PCs were given a run for their money and must use quick thinking to make the right decisions during combat. Note the party might be in trouble without a decent healer.
Other:
There was no space combat in this Scenario; good for new GMs (like me), so I didn’t have to prepare for the space combat sub-system.
Positives (Pros):
> Important role-playing opportunities
> Tactical combat with unique elements (i.e a mining cart battering ram)
> Balanced with challenges
> Great ending to the adventure (if the PCs make good decisions)
Negatives (Cons):
Limited to no exploration of Maro City during the investigation, simply roll skill checks to gather information, but I understand the length constraints of Scenarios. One encounter with a map of the area could have made the investigation much more interesting, even if it was short and sweet.
The desert map can be rendered pointless depending on the PCs actions.
Suggestions:
It would have been cool if there was a creature-based random encounter on the desert map (maybe a roll table to determine what exactly); however, I’m not sure of what creature(s) may reside in the deserts of Akiton, if any, and if Talbot escapes the mine, he could be devoured by a desert creature or natural disaster along with the artifact.
A map and an investigation encounter at Maro possibly, especially for setting immersion instead of an important but simple roll or two for gathering information.