The adventure is designed to be run immediately after character creation as an introductory scenario. It presents an elementary problem-solving situation to the spanners, and does not deal with Time Combat or narcissists or anything complicated like that. Experienced players will have too easy a time of it and will solve the adventure almost immediately. The scenario is supposed to get players thinking four-dimensionally.
This document is not a carefully-detailed adventure; it requires much embellishment by the Game Master. I have not, for instance, provided details of the corner or the chronies. There are some unexplained references in this scenario that assume you’re familiar with central Long Island. These references can be changed to any generic locations that apply. Just about any late twentieth or early twenty-first century corner would do, really.