Clone Farms
Goblinoid Games
3.5/5 stars
The book is 30 pages, the first 15 being cover, table of contents, and details about the scenario. The second half is general rules of the Pacesetter system and maps.
I picked up the book because the premise and the 80s sci-fi B-movie vibe sounded fun. My group played it last night and we had some fun with it.
The book starts with several pages of exposition about the scenario, what society is like outside the cloning facility and other world building. However it's not clear exactly which information is known to the players, which should be kept secret, and which should be revealed later (and how).
The players seemed to enjoy diverting and distracting the androids and causing low level chaos, mostly on the level of high school pranks. This took up the majority of the game time. In hindsight I would've like to have some kind of ticking clock mechanic with a deadline by which the terrorists were going to strike, and incremental increases in pressure before that to encourage the players to build up to it by taking more chances.
The endgame scenario is where the most frustration set in because despite it being the big breakout that everything is building to, it's quite vaguely defined. What kind of team is meeting the clones in the sewer (I settled on 3 semi amateurish infiltrators, Greenpeace types)? How many explosives are they offering? Where do they want the clones to place the explosives? I decided the targets were the laser cannons on the roof, oxygen tanks in medical storage room 17, and the genetic database console in the cloning room.
Then the question came up whether the terrorists would detonate the bombs as a cover for the clones to escape, or vice versa.
Finally the text says that the events culminate in a chaotic bloodbath, but we don't have much info about what type of combat tactics the androids use (when presumably alarms start going off). There's only one way out explicitly given in the scenario, and the elevator is intended to be a bottleneck. Thus it would be great to know exactly how many people can fit in the elevator at once. Also some clear mechanics on how to resolve 1000 clones fighting 150 androids at once would be appreciated. The chaos sounds fun as an outline, but not so much when you're staring down the barrel of hundreds of dice rolls.
Some map issues:
The maps are at the end of the book, but the room descriptions are at the beginning.
I would have liked to see the room descriptions mention if key tools or weapons could be found within (eg how many keycards are there and who's carrying them?).
My players were also looking for a laundry area so they could pull some uniform switching shenanigans.
The question came up whether the androids need to charge and where the majority of them can be found if there are meant to be 150 of them.
I think it might make sense to add a maintenance level to the map where androids charge or go when they're not needed, or need minor repairs. This could also be where things like mops, buckets, and ladders are kept. Laundry could also make sense to be on this level, as well as HVAC equipment. I might move the armory to this level as well.
Would have liked to see the different levels of the map clearly marked as such. It wasn't clear whether the medical rooms were above or below the ground level. Also they didn't seem to have a bathroom? The quarters appear to be account 5'x5'. Logically to fit a bed in there let's call it 5'x6'. So it doesn't seem each room can have its own bathroom. This came up because my players spent a large amount of time trying to find bathrooms and cause flooding.
The roof is noted to have laser cannons on top, which was an interesting detail but when would it ever come into play?
The map of the main level shows the elevator taking 2 squares, but on the next page the elevator is aligned BETWEEN grid squares. Why?
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The scenario ran a bit long, partly because it's our first time using the Pacesetter system, partly because my group is just really slow, and partly due to the above issues we needed to resolve. Despite a bit of confusion, we had fun overall. It's a fun idea but needs some refinement
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