The module 'The Death of Truth' is the focus of the review. Many of the eZine modules tend toward a linear plot, with very straightforward story-lines. This is actually a strength of this series, as they provide flexibility for those groups with plenty of time, or can be run 'as is' with little preparation to fit into smaller timeslots. Also, the plots are highly transferable, and the authors are to be commended for the continuing series - and did I mention that this was in a free publication?
This module provides a lot more character choice than many of the other module sI have reviewed, although it does have enough 'Plan B' options in case players need a nudge, or ideas for their characters to pursue. In short, the module deals with an unlikely request from the Three Kingdoms that will require ingenuity, creativity, and (in part) some luck to pull off. It relies on the players seeking alternatives to violence (although there are a few scuffles ot be had along the way), and out-thinking the machinations of their opponents. It's also one of the rare modules where the characters get to accomplish something 'good' for someone else.
This would be a great module to introduce if you are looking for a change of pace, or a new challenge for your players. It rewards inventiveness and lateral thinking, so if that is appealing to your players, download a copy as soon as you can.
|