You guys are just being nice to me.
But seriously, I went back and re-read it last night, and I'm just as pleased with it now as I was while I was writing it. That's generally a good sign. It's got some staging advice on how to freak out the PCs, as well as exhaustive advice on how to customize it for your own game. I've got a bunch of player handouts, too, which you can read
on the FDP site if you are the DM. If you are a player,
don't go read them. You'll only lessen your fun later! In general, if you like the tone of those handouts, you'll probably enjoy the adventure.
As far as the adventure is concerned, there's a lot of good crunchy bits. There's some good old-fashioned horror that might actually be scary and weird out the players, it's got some badass tactical combat, and fair amount of fun role-playing. In playtests the game hasn't played out as especially linear, since the PCs get to make some fundamental choices about some important things.
I'm also a big fan of cinematic combat. A couple of fights take place in some very unusual places. You'll have to let me know what you think once you've seen it.
It's designed for levels 1-2, and with easy tweaking up to level 6. I think it might be a bit too dangerous for incautious 1st level PCs, but it's a close call.
For the two sequels, OSM2 is about 6th level, and OSM3 is about 10th level, as currently designed. That may be tweaked a bit. They should be similar in tone in some ways; OSM 2 is a city-based adventure, with some fun politicking and nasty psionic menaces. OSM3 is a secret, but should be the best one of the bunch if it turns out the way I expect it to. All three games muck around a bit with metagame thinking and player pre-conceptions, in order to keep the players on their toes and thinking.
And Urbanmech, thanks for the.. err.. compliment! Me, evil or twisted? Naaaaah....