I really like that the scenario is not a bug hunt but messes with the players psychologically (cannibalism is a nice icky subject). What I realized while prepping published Delta Green scenarios for CD is that it really helps to follow Graham Walmsley’s procedures which are: Identifying the themes, manifestations of the creeping horror and the final revelation. I’m not sure if you can always find a compromise between investigation a case and creating personal horror but I think for the example mission it could be immensely helpful to provide a template by making these categories explicit.
So for “Food for the Gods” the theme could be hunger or fear of losing control, the creeping horror could be people eating ravenously and noisily, a homeless person looking for food in a garbage can while obese people pass by, the smell of food likened to body odor or a stray dog that ate its own paw and the final horror might be the realization that eating human flesh is really delicious or that hundreds of cans of Ambrosia have been shipped all over the world.
Another way of making the horror more personal is following the suggestion by Jason Morningstar in his Delta Green scenario “Sukakpak” where the Handler asks the players questions about their characters’ background in relation to the horror. So for “Food for the Gods” you could add questions like: What smell makes your mouth water, what is the most disgusting / delicious thing you’ve ever eaten, when was the last time you were so hungry you felt like starving or so full that you couldn’t move and then using the answers in the appropriate moment for maximum effect.
Again, I’m not sure you always have to do it that way but I was definitely struggling to combine the police procedural / spy movie tropes of DG with the personal horror of CD.