A Starfinder Society Scenario designed for 3rd- through 6th-level characters.
After foiling a vicious robbery, the Starfinder Society is hot on the trail of the Organization, a mysterious and violent criminal syndicate whose true name remains unknown. A team of clever Starfinders are dispatched to the planet Verces to investigate Dayside Inc., a shell corporation with suspected ties to the Organization. Your orders are simple: sneak in, snoop around, and don’t get caught! But intel uncovered at Dayside Inc. hints that the Organization is planning something that will threaten the lives of millions. Who is the Organization? What is Project Dawn? And most importantly, do the Starfinders have time to stop it?
Coming from a GM who has extensive experience in Shadowrun (and other sneaky type games), this is probably the first true Starfinder scenario that feels like a Shadowrun-ish scenario.
Why is that important for me to say that? Simple, though going to go ‘vague’ descriptions when I talk about this scenario, so not to spoil.
One, this scenario should never be ran cold, as it does require a lot of ‘sandbox’ at the beginning for the GM to allow the Players to walk through the steps to figure things out on how to actually ‘do’ the scenario, and running cold will likely not allow the GM to think and see all the ways you can help—or throw fun/amusing/problematic wrenches into their plans.
Two, you have to have players who want to think on how to set up something like an Oceans 11 type of plans. If you have those two things down…the scenario runs well.
Three, the GM should be willing to let things go ‘off the rails’ for a little, and be able to semi-makeup quick DCs for things….which the writer did give lots of ‘generic’ DC numbers to quickly use, though sometimes not in the exact order or placement when the Players think of using those skills in planning.
I would love to see more of these scenarios. They allow players who don’t like the typical formulaic scenarios (i.e. 1-4 quick skill checks to find out things/influence, then 3 fights and a trap), to shine.
This scenario has some of that…the last part of this scenario felt like it could honestly have been a 2nd scenario almost…but you have to have something or the Obozaya’s of the game to enjoy.
Overall it is a nice scenario with some sandbox beginning and then a more or less standard dungeon crawl.
But from the GM side it felt more like an IKEA set of a scenario than a finished product. Just getting lists with "this is something that you can add together however you like" and then having to make something up is not what I normally expect from a society scenario.
I really enjoyed GMing this scenario, it's definitely the kind of scenario where you need to keep things moving and one I wouldn't recommend a GM run without preparation. That said, I really like the plotline that's forming and the story with it, the heist element is great, and the events are fun and keep the PCs on their toes. The exploration and combats later on are also some of the most fun combats I've GMed in Starfinder in quite some time.
Seems to be a good return to form that could lead to some great development.
The mod is written in a very particular way that forces the players to do things in a certain order. Very little is given in the way for creativity and the module continues to penalize and punish players by forcing them to pay credits and UBPs to make or acquire plot required items. The module also tries to be a sandbox but it does not give much information on how to do this. It's pedantic and boring. We wasted over 2 hours just trying to get the relative information just to get to the start of the mod.
Without going into spoilers it feels like there are two vastly different mods that have been merged together. You have a standard heist and then a mad scientist laboratory. It's just a strange mix that they tried to narratively connect.
Season six is a huge let down and continues to feel like bad fan fiction. It's as if they hired people who want to tell a story but not write an adventure. You feel like you are along for the ride with very little agency as the mod expects you to do exactly this and if you deviate from it you need a very talented GM to cover for the gaps in the writing of the module.
Please note that the content warning previously listed for this scenario has been removed, as the potentially triggering material was cut during development. Any remaining content falls within the baseline expectations of the Starfinder system.
Interesting. They are not linked above under the previous link (left side) nor did I get them in an order even though I should have. Also, the next scenario link (right side) from 5-16 goes to 6-03, skipping these same scenarios. I will email customer service to see if they can rectify this.