This has the bones of a good adventure, but the follow-through is a bit lacking. The basic plot of it is fine for an introductory adventure or one-shot. The scenarios presented therein usually only have one possible solution, and if the players can't figure out this solution or fail the check, they can't proceed. Obviously, a decent GM can work around these flaws, but it strikes me as lazy in several places. While I thought that the adventure was extremely linear, my PCs told me that they didn't see it that way after we finished.
For instance, the first obstacle involves the PCs trying to help a dwarf get his cart out of the mud so he can give them papers to get into the Copper District. What happens if the PCs fail the check, or don't want to help him? The adventure is silent. What happens if they try attacking the guards? The adventure has no stats for them or mention anything about consequences (does the Watch call for reinforcements? Do the PCs now become criminals seeking refuge in the Copper District? Who knows!). It would have improved the adventure tremendously if the writer had included an alternate means of entry into the district (sewers, breach in the walls, etc). Later in thesame act, the PCs run into an identical gate, only this time it's guarded by a pair of enforcerers. Again, the adventure is silent on possible ways for the PCs can get around this. Including a blub about the PCs having the option to fight, persuade, or bribe the guards would make this run a lot smoother for a novice GM.
I also didn't like how the PCs are assumed to just hop to the next location at the start of each act. It breaks the immersion and further leads the PCs to believe that they're being led by the nose. This was the only major structural flaw of the adventure. Including some type of red herring may have made the adventure more interesting, because otherwise all of the evidence points at exactly one NPC.
|