This was a great mission; players loved it, though it was a little short (1 hour, 30 minutes). Players pointed out that there was not enough details within the improv scenes (especially the Security Checkpoint and the Transbot Station), which suggest that I need some more manual preparation beforehand. There does need to be some improvement within the generator - sometimes generating too much material I wound up not using (the floaters, for instance), and sometimes not generating enough material (the IR Market) or relevant material (the Complications).
For the next mission, I plan to use details from other (human-generated) missions more heavily, adding them to the computer-generated output to see how things gel. If I know how to better steal details from human-generated missions, I could figure out how to automate that process, thereby improving the Super Mission Generator.
It appears that using details from other missions worked fine. Complications from one published mission could easily be plugged into another mission, and it's just up to the GM to improv how they relate to each other, creating the illusion of a continuing narrative. The problem therefore lies in changing how we generate complications, fleshing them out so that they appear more meaningful and useful to the GM.
User Story (MVP) - User should be able to generate complications that act as generic "set pieces" to be placed in any mission.
Post-MVP - None
Notes - From my notes on A Mutagen For You, Sir:
It appears that using details from other missions worked fine. Complications from one published mission could easily be plugged into another mission, and it's just up to the GM to improv how they relate to each other, creating the illusion of a continuing narrative. The problem therefore lies in changing how we generate complications, fleshing them out so that they appear more meaningful and useful to the GM.
Priority - Medium