I have a few of these in the pipeline and nowhere to talk about them post-plus, so I'm starting a thread.
The first: SUPER BLOOD HARVESThttps://drive.google.com/open?id=1-qpHEHu2md8jaXJaKknmsFW55_Txz_Zu
Wherein you're abducted by space vampires. My main obsession with this is interface design and table-usability (and then I sabotage myself by making the art all crazy.) The way I run this type of thing:
-Map out, full transparency.
-I point to the map and say "you're here, here's what you see," and they pretty naturally start to explore the page from character POV.
-It helps to have features on the map that are distinct enough to inquire about, but don't give away the whole story of anything. They can see a bunch of things they might explore, but they still have to actually go there and interact to learn anything.
-And if they do use "out-of-character" info to inform decisions ("that guy in the corner looks scary, let's avoid that area") that works for me too.
-I do miss a stronger element of secrecy and surprise sometimes, and am thinking of ways to bake that back in. Maybe cut up the map into tiles to reveal as the characters explore.
-Especially I miss the feeling of the players not knowing where they are going. When they can see the whole map, they'll never waste time bumping into a dead end. Which, I mean, I've seen dead ends cause a lot of unfun frustration, but the risk and suspense of that possibility also makes exploration more engaging.
Also contains a new drift of Into the Odd I've been playing with.