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what makes an adventure interesting?

Mine for instance, in about 5 different runs of Across the Bright Face with different players, always destroyed that damn monorail. EVERY time.

That's really very good problem-solving by your players. I like that. It also shows that they're plugged into the story to some degree. You've captured their imaginations enough that they want to play in that sandbox.
 
What I've never done but would like to do is a 40's detective style noir session.

Well it would be somewhat difficult for a 40's Noir when your 'Femme fatale' is a 7' foot tall Aslan, the Vargr has to cut ear holes in his fedora, and the Hiver is trying to work out how to do a VO monologue with sign language. :D.
 
That's really very good problem-solving by your players. I like that. It also shows that they're plugged into the story to some degree. You've captured their imaginations enough that they want to play in that sandbox.

A more proper word would be atrocities in a couple cases.

One has to wonder, is it the adventure design, the referee, lack of alternative problem solving, or my 'choice' of friends and relations?

Another disturbing trend- when I ran them through the 2300 character process, they had many many different takes on their alt scifi careers and outlooks of the characters, but all without exception......

...... took demolitions skill.
 
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