Project Prometheus feels like one of those adventures Mayfair probably should not have been able to fit into thirty pages, yet somehow they did anyway. Reading through it now, you can see early DC Heroes trying to figure out what superhero roleplaying could really be. This is not a simple "fight the villain in a warehouse" kind of module. It throws giant eagle attacks, blackouts, secret government investigations, Mediterranean pursuit scenes, ancient mythology, super-science, and a literal Minotaur into the same story and somehow keeps moving forward.
Messy? Absolutely. But boring? Never.
What surprised me most revisiting it was how investigation-heavy it actually is.
The module wants heroes gathering information, chasing leads, talking to contacts, and slowly uncovering a larger conspiracy. The action scenes are big and loud, but the connective tissue is detective work and escalation. That still holds up today. If I ran Project Prometheus now using DC Heroes 3rd Edition, I would mostly clean up presentation and expand some character moments, but I would leave the core structure alone. The strange mythology-meets-technology angle gives the adventure a personality a lot of modern superhero scenarios are missing. It feels unapologetically comic-book, and honestly, that may be why it still works.






