I picked up this scenario earlier this year purely with the intention of running it on a Saturday evening at a weekend game convention. I was looking for something that could ideally be played through in one session and had some good humour to it.
I'm pleased to say that These Goblins Won't Kill Themselves (TGWKT) delivered on all levels. The scenario itself is pretty standard fodder; a group of heroes go on a quest to recover magical items to defeat evil. This is no bad thing, particularly for a one-shot at a convention.
We decided to spice it up a little so I wrote a pre-game scene setter whereby the players had met up on a rainy Wednesday evening in Manchester for their usual RPG session. This week they were starting a new game so they generated their chcarcters and were then "magically" transpoted to the in-media-res start of the scenario. This resulted in characters who were fantasy characters but with the personality traits of the players. This happens a lot in RPG's in any case but on this occasion it was encouraged and it raised the comedy level a couple of notches, particularly once the players had got the hand of Eakspay.
The scenario itself is well written and easy to follow. We played using Savage Worlds with the SW Fantasy Companion as a ruleset and so it was easy for me as a GM to use the guidelines in TGWKT to create appropriately powerful NPC's for each encounter. Since it was my intention to run this as a one shot I wanted to be as well prepared as possible and after a couple of read throughs I was ready to go. This is not necessarily a critisism of TGWKT but I decided to recreate the map of the Arkday Caves using Tiamat so that we would have a minitures ready map for use at the convention. The writers might want to consider including a scalable / printable map for this purpose.
In terms of flow, things went really well. The cut scenes and NPC dialogue are well written and the prepared GM can seemlessly integrate these into the session to keep the game moving. NPC's are well concieved and the GM has enough information to play them apprpriately whilst having some flexibility as well.
Overall, this scenario was excellent for the situation in which we wanted to use it. It has a great blend of peril and comedy, the artwork is spot on for a non serious game and it was very easy to convert to use with SW. We had a lot of fun playing this scenario, so much so that we didn't actually get to the end. This said, all of the players have pledged to get together at the next installment of the convention on January so that we can finish it off. I'm really looking forward to completing the scenario and picking up the next installment of what I believe will be a trilogy.
GM's wanting a quick to pick up and run scenario could do a lot worse than invest a few pounds / dollars in this.
I will sign off with a top notch bit of conversation from the game:
Player a: So, we've found ourselves in a heavily wooded area where the locals speak a wierd language, have no sense of humour, the food and wine are average at best and the women are unresponsive.
Player b: We're in Germany!!