Don't think I tweaked anything appreciatively, may just have left out a few of the little details that the crew themselves didn't focus on.
This one and the first sample adventure played out pretty much as planned, except for Andy's innovative solution for the end of RAW RECUITS. It makes me doubt my adventure design skills, as they thoroughly confounded me on my three homebrews. I comfort myself with the knowledge that by this point they were experienced enough to handle Dark*Matter game style a little more comfortably, and because I gave them totally open choices.
I actually used a phrase which has come back to haunt my gaming group. "That is a perfecty valid story path." Now our rotating DM's delight in laying out meandering side roads which can easily lead impressionable players astray.
The price on Dark*Matter is that this very talented crew of writers (ALL of them are writers) will come up with perfectly valid yet totally out of the blue choices in handling individual crises. I have to scramble constantly.
Example?
Let's just say I didn't anticipate them Fed-Exing the undead.
A little more time must pass before the next update, but I'll leave you with several game quotes from different sessions, all in character because, as we know, they play themselves:
"Wait, didn't we KEEP that anal corer?! I know we did!"
"Ow. Apparently clerics can't turn the undead in the real world."
"Slinging my arm around the shapely teenage girl mechanic, I spray the flames with the gasoline hose."
"I think this geek-boy went Harry Potter on his brother's a$$."
"Everybody get in the van. We're leaving and letting Little Miss Majestic 12 talk her way out of this ..."