The adventure provides a good introduction to using USR's mechanisms for contested and uncontested actions, when and how to use specialisms (this is, in my opinion, the meat of USR. It allows you to create a unique character in any setting, in spite of only having 3 attributes to play with), and how weapons and armor bonuses work. Plus you get a fun story that has some replay value even after you've made your way through it successfully.
This replay value comes primarily in the choice of specialisms for your character. Mr. Lloyd limits the specialisms available - I suspect he does so to make use of them within the story. This makes sense given that it's a solo adventure and there's no GM to rule which specialism might be appropriate. It also serves double-duty as examples for people who aren't confident in their design of specialisms or using them in play.
That said, I can see the possibility of putting the onus on the player to decide if they have an appropriate specialism or not and only specify the base attribute (Action, Wits or Ego). This would open up solo adventures to already existing characters. In no way does this detract from Locket Away - just a musing on what would be cool to see in future releases.
I hope Mr. Lloyd follows this effort up with a continuation in which the player can use the same character (assuming the character survives - mine made it through by the skin of his teeth). The choices Mr. Lloyd gives the player feel meaningful - I never once felt railroaded or that my character's fate wasn't in my hands (and the hands of the dice). On top of this, the situations I found myself in had a definite fantasy-meets-pulp feel.
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