Going Under Water Notes:
1) I started reading again on page 7. Why the strange text right after the Episode Designation?
1A) I can understand if you want to have a GM read this to the players but IMO it is better to place the material to be read in a box or some other way to make it stick out to the GM.
1B) Also I have found it is better to have the text to be read by the GM in a little large font. This helps the GM especially as the game session goes on for a long time or into the wee hours of the night or morn.
2) IMO the police info should be a handout if you can. I as a GM and a player love to have handouts to let the players look at and possibly discuss during the game or on down time. IE waiting for the pizza to arrive; during a break or for other PC?s to look at when you have a special conference with one PC.
Also I have in my game sent the players some of my hand outs before the game so they have a chance to look at them during the week. If they do not then it is their fault.
3) Episode 5; Describe how the person acts while High. There are many different drug effects out there and it can be taken many different ways by GM?s and players.
4) Also maybe list Buck and Rat in a different way as opposed to specific set pieces of the plot. Maybe as persons of interest that the players can go to at different times during the adventure. If this is so I would also have a couple of more people to talk to and include some that really have nothing to do with gathering the info the players need.
5) Epi-6; I would list the stats and describe each of the things you suggest for the GM to do. So provide the stats and explain what would happen during a shootout and the other plot ideas.
6) I have not seen any description of building locations, sizes, etc. IMO it would be good to include some basic descriptions of the locations and the environment around them.
7) Place note under Buck that he might give up the Chemist Place info in Epi #7.
Make hand out of mission cost estimates.
9) IMO it would be better if you had some type of system other then episode 1, episode 2,etc. Maybe a Chapter and episode method or some other easy way for the GM to see what can happen after a big story break. By this I mean that there are specific points that can only happen after something happens should be.
10) Also it is important for the party to get to the resort so I would say so very boldly even if the PC?s have another way to get to the planet. As again IMO the resort provides a very good cover for the PC?s to come and go.
11) Provide map of island and maybe other tourist type destinations and activities for visitors.
12) IMO push Sammy on the PC?s if he is going to be such a big star in the future.
13) I don?t remember if this was in the beginning but it is possible that the PC?s are buyers looking at Waves INC or are rep?s for others to buy the company. Maybe also the PC?s could have seen an add that the company wants to sell and get in the door that way.
14) Put water temp and environmental stuff in the first adventure or in a special section detailing the world and environment around Sunny Sands.
15) Describe the dead man smiling at the party better.
16) Give the difficulty rating of bypassing the small crafts airlock. Or give a table with some mod?s for the GM and the players to use when trying to open the airlock.
17) IMO the damage should be less than a hull breach which IMO is a very severe thing for a space craft. Maybe a hit to a input seal or some other type of damage. Also I do not know how rare it is for a ship to have propulsion for space and underwater but it should be very expensive.
18) List by built points what needs to be repaired, what skills are needed and what the PC?s need to roll to fix it.
19) List the rolls PC?s need to make for discovering the crew on the island.
20) Provide a better list of material the crew took from the ship and how they have used it to live for 2 years.
21) I would expand the information on how the ship?s crew can get back to their country or House. Or leave it for another adventure.
Sorry it took so long.
MDC