Here's a question. A module is set at APL 3. But considering its place within the trilogy it's a part of, it would be better run with players at level 4. Yet because of its design, it's a near perfect game for level 1.
Does this represent a lack of clarity, for which the module should be scored down? Or a remarkable versatility, for which it should be marked up? I went back and forth on this. So to be a bit different...
Why this module is perfect for a first level party.
Because you can't die in it. No, really! Any combats in the second act don't kill you, you just fail the mission. The boss fight in act 3 pointedly KOs you rather than kills you. Think about how great that is. You can run through a whole party of level ones, that level where dying is so easy from one bad crit, and at the end of it everyone's levelled up and at the far more survivable level 2. It's great!
Edit: Under season 8 rules, of course, this is no longer true. But clearly that was at least partly the original intent.
Why this module is kind of a problem for a first level party.
The first bit isn't a big problem; act 2 can be done without any combat, so smart players will not miss any story. It's just... you're going to get destroyed by the boss fight. Even if it doesn't kill you, there's no real way to downscale it and it's just going to be insanely disheartening.
Also, you then have to earn another three levels before you can play this storyline again!
Why this module is great for a third level party.
Well, that's where it's balanced for. The encounters are clearly targeted at this level and they're pretty well put together for it. If I were to criticise I might suggest making the lower level attacks in level a little stronger, but nothing too dramatic. It's a fun act 2 in particular with a neat gimmick. It's not too hard to ace the whole section if you pay even a little attention, but I've run this for groups who failed even that modicum of care.
Why it's kind of a problem for a third level party.
It's just kind of a no-man's land. It doesn't flow naturally into its story like it would with a party at level 4. But flip side, the safety features that help it work for a first level party feel redundant and negate the threat and danger at level 3. Nothing here feels designed for level 3... even though it's designated at APL 3.
Why this module is great for a fourth level party.
The story starts here in first tier, then transitions to second tier for parts 2 & 3. That's a great way to bridge the two tiers, raising the stakes while keeping a consistent story between the tiers. Really nice!
Why this module is kind of a problem for a fourth level party.
It's way too easy here. They won't have a problem with the second act even if they're careless, there's no penalty to being careless, and the final fight (with them rested and fresh) is likely to be pretty easy as well.
But then...
All this is very mechanical talk. What about the story?
It's... fine. It's fine. But it's got a bad case of the world buildings. In addition to having to set up its two direct sequels, it's also busy building in (at least!) three direct extra storylines and referencing a fourth. Nothing in it feels whole or complete, and while the trilogy as a whole fares better, not everybody (especially those at lower levels!) will get to do the whole trilogy. Every module, I firmly believe, should stand alone. And this one only sort of does that, though I've seen worse in this regard.
In the end, while I love some of the weirdness of this module (no dying! Weird time travel goodness!) the mechanical issues and the clunkiness of the story are enough to put me off it, and I can't give it the high rating I want to.
Also the module uses the word 'tuff' instead of 'tough' at one point and honestly I considered docking it a point for that alone.
|