12 Designers. 12 Missions. 1 Hilarious and Horrifying Career. This book is designed for use with Triangle Agency: The Tabletop Role-Playing Game, available digitally here. You can preorder a physical copy of both books, dice, and other materials here.
New to General Management? Looking to spice up your team’s Field Work? Or simply too busy to prepare? This book contains 12 Anomaly Retrieval missions and enough characters, locations, rival corporations, and new abilities to last an Agent’s entire career.
Each mission is written and illustrated by a different duo, with oversight by the game's designers and editing by Will Jobst. Together they paint a city as varied, complex, and dangerous as your yearly performance review!
Want to try a few missions first? Two missions, DEAD QUIET and NOSEDIVE, are available for free below under "Download demo." That's 38 pages and over 10,000 words of mystery, horror, and fun entirely free of charge!
What to expect in each mission: The Anomaly Profile, a quick summary of the Anomaly's History, Appearance, Focus, Impulse, Domain, and Current Situation. Pre-Investigation notes, including a Briefing for your Agents, suggested scenes for Morning Meetings, Optional Objectives, new Chaos Effects and Special Rules. The Investigation, a scene-by-scene breakdown of the mission's characters, locations, and main events designed for clarity and easy reference during play. An Anomalous Encounter, with detailed guidance for each way your Agents might approach the target Anomaly. The Aftermath, which highlights story threads and interesting Loose Ends that could become hooks for your own future missions. Vault Requisitions and Anomaly Abilities, unlockable by your Agents after the Anomaly's fate is decided.
Caleb Zane Huett is a playwright, undercover reindeer, and independent bookseller at Avid Bookshop. He's a graduate of the University of Georgia and currently lives in Athens, Georgia where he plays a lot of video games.
I don't dislike The Vault. It's frequently great! But I think it could have been far better with stronger editorial direction.
Some of these cases are more fully realized than others, but TTRPG modules aren't necessarily an immutable format so I can't blame the writers for that. Unfortunately, given the number and themes of these modules, you run into the album problem: Rather than being a kaleidoscope of varying stories, you have recurring and similar concepts throughout. And some missions just do it better than others.
Four (five if you squint) of the twelve missions are explorations of the hypnotic lure of nostalgia and a longing for simpler times. It comes in different forms, but if I were to run these missions in sequence (which, given certain timeline interconnectivity between a couple of these modules, the book seems to want you to do), I'd be hitting the same notes and conundrums throughout. Just with varying levels of emotional impact, and with different set dressings.
This makes other cases stick out for their creativity and heart. Zbarro (Doughpplegangers) is straight up insane. Weird Dog is tremendous and frequently tearjerking. But 1/3 of these missions could have been better if a creative director was telling the writers: "great idea, different encounter / focus so that it sticks out." That way, we could have had one incredible story built around nostalgia and spent the rest of these amazing artists' time and ideas hitting on other themes.
The production value and writing is, overall, fantastic - as you'd expect it to be if you'd read the core book. Sections made me laugh. Sections creeped me out. Sections had me tearing up.
But if you're wanting to run this straight out the box for your table of Agents, you might leave them with a bit of sameiness. Personally, I'd tweak the motivations of a few of these anomalies so they don't keep hitting on that one, singular theme.