When John Harper runs 3:16 he brings a ton of compelling NPC play and genre detail to the table. There's malevolent drill sergeants and narcissistic generals and scarily faulty equipment.
This is the first way an RPG might deliver on its designer's envisioned play experience: the GM brings the fun.
The Clay That Woke gets you into the headspace of contemplative minotaurs by…
Good luck with that.