The fixed timing of background plot events created a great difficulty for my group. They felt the urgency of the situation and began investigating the town before there were any clues of any significance--despite the many indications I gave that it would be best to rest for the night before investigating. This led to a tremendous amount of frustration with the process. Combine that with failing the relatively easy skill checks to find some of the more significant clues and the party barely managed to get caught up in the plot. I had to contrive some coincidences even to give them a chance at finding the boss fight.
I encourage DMs running this to use "plot-convenient" time rather than the times specified in the module itself for events to take place. The plot will hold together less well, but it'll be much more enjoyable for your party. Also, don't require the skill checks listed to find clues, because failing those checks is boring. Give them the checks, but give them the plot regardless of success--reward success with bonus information.
Ultimately, this plays like an older module. It doesn't incorporate many of the tips that have been culled from decades of DMing mysteries, and some of its writing unintentionally discourages the DM from incorporating those same tips. Familiarize yourself with the concept of the module, then run it like a more modern mystery game.
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