I ran this adventure for my regular group. The storyline was praised as "wonderfully creepy" by everyone. As expected, about half of the zero-levels died off in the course of the exploration. The various villains and monsters were well placed and appropriate.
This is a sandbox style exploration, with a goal. Players who deduce the goal and move straight towards it, will miss out on some treasure, and one key encounter. Players who explore a little run a risk of TPK.
There's an important lesson here for gamers: Not all encounters are meant to be survivable. Some are meant to be avoided. We lost three characters to PC's being stubborn. There's also a lesson for the GM: Sometimes it does not pay to be merciful. Let the funnel do it's work; the players will need to know when to run for the rest of their DCC careers.
My only criticism is that I felt too many magic items get handed out in the course of the adventure. My older players knew enough to be generally polite to the named, talking, NPC's, and so had no problem collecting some very powerful items which they will now carry into the next adventure. Note: THEY don't think that's a problem.
A great first adventure, and we're all looking forward to more from this author.
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