I have not yet gotten the sense that the Robot Rumbe adventure is too silly. I guess we'll see where it goes. A couple things have surprised me about this one so far though:
1) Players get to choose to either jettison the cargo or take a big piloting penalty during the "hasty approach" for landing. There appeared to be no consequenses (positive or negative) after the fact for making this choice. The way it played out we overcame the penalty but did not save the cargo. Essentially we did the heroic thing but it didn't matter. I don't have a big problem with that on a case-by-case basis, afterall, stuff like that happens, but thinking about the heroic pulp nature of the setting, too many of these will train the players to take the easier route rather than the more heroic route because it does not matter either way. It might be something for the writers to consider when they put choices like this in front of the players.
2) To a lesser extent, the same thing appears to have happened with the robo-costume disguises. This is harder to evaluate because we don't know what we would have faced had we made another choice (if there was one) but... Ostensibly we are wearing the disguises to fool the biological sensors. (although this is a bit fuzzy for me still) Clearly the sensor in the tunnel was not fooled. Either we are not gaining the benefit we were told to expect (which should raise a red-flag) or there is something goofy with the way the scenario is written. Again, this part of the adventure is more complicated to evaluate as a player, but at a minimum, there is an apparent discrepencey between expected and actual outcomes here. I guess we'll have to see what that means...
1) Yeah in my write-up I said this was a downside. Eitherway you are in the adventure with no benefit of saving the cargo and probably having wasted a bunch of bennies. Yeah, it could teach players to just crap out. I don't like it.
Silliness - robot costumes - Too silly for me.
3) Bio sensors WILL detect you, that is why you went through the sewers. Once in Tin Town, the disguises should do the trick. Your patron mentioned the sensors were at all the entrances to Tin Town (known entrances).
And do you remember who was selling that zorg gun? What actor? Drumroll - cue Pat!
1) Maybe a simple re-write of the meeting with the patron to include two possible first-reactions: a) "You jetisoned my cargo?!! I should throw you to the rats!" Characters then need to persuade him to help or b) "Amazing, some of these crystals came through intact! My profit is shot to hell but at least it's not a total loss. Now, about these security parasites... I think we might be able to help each other out a bit here..."
3) That makes more sense. The sensors still detect biologicals it is just a choice of where it happens. In the sewers with passive, porly maintained defenses or at the gates with lots of active defenses (i.e., tin-cops) in play.