Harlequin is a classic, sure, but it falls well short of other First Edition adventures like Mercurial and Dreamchipper. Ultimately, it's closer to a 3 than it is a 5 but I'm giving it a little lee way for being an adventure that paved the way for much of Shadowrun's early lore. Let's get in to specifics though:
Harlequin follows the player team through a series of about 8 adventures, with most of them seeming to be disconnected unrelated jobs to all but the most perceptive players. This is by design, truly Harlequin is meant to be played alternating with at least one other campaign but given the length of the book it's a lot easier to play it straight through even if it weakens the mystery. That's because at 8 adventures, and each adventure being about two or three lessions in length, you're going to be spending half a year or more just on this campaign. Which can be a good thing if you want a longer story to bite your teeth in to!
The greater story itself is interesting. The ancient elven battle between Harlequin and Ehran that the players don't even realize their pawns in is very interesting, and many of the characters are intriguing. Even at the highest point of frustration my players had with the writing (we'll get to that) they were still so intrigued with the mystery they never wanted to stop. Especially because they had been so diligent in collecting clues and putting together that every single job had, in some way, revolved around Ehran.
The biggest weakness of this campaign is all the "cutscenes", that was how my players coined it. Every Shadowrun adventure has a "Tell it to Them Straight" section to introduce each scene. In Harlequin they're long, very long, sometimes a page or two or even three long. I know this is a game from an older era when tabletops were finding their feet, but I can't imagine even back then players enjoyed being read to for 15 or 20 minutes. It seems as if the adventure intends for you to pause or stop to get player input during these cutscenes, but doing so often requires you to awkwardly stop in the middle of paragraphs.
Often times my players felt like they had very little agency compared to other 1e adventures like Mercurial, and often disgruntled on how the adventure seemed to wisk them along or imply thoughts or actions that didn't meet the players view of their characters requiring some small rewrites. Now, to be fair, most campaigns have a little of this, but I want to emphasise here that Harlequin clearly crosses the line from it being an acceptable part of pre written adventures and getting in to frustrating territory.
Many of the missions themselves are fun, well balanced, and interesting, especially the break ins. The old German town you go to, breaking in to the Policlub, stealing a manuscript, and the last mission in Althian all have the feeling of diving in to places you're not supposed to be and it all works very well. Not just the smaller missions however, there's a lot of globetrotting too. The trek through Aztlan will forever be a highlight of my table, as will boarding suborbital flights and being thrown around the world to other countries. It's a great way to show your players just how big thr world of Shadowrun is. However,
The maps are bad, and a few of the encounters are badly designed The perfect example of this is an early mission where you break in to a policlub office building. The layout is nonsensicle, whoever drew the map forgot to put a front entrance, and if you walk in the back door the entire way the mission is written falls apart. This isn't the only bad map in the game, or the only time where a mission can fall apart because players do something that's not even that hard to expect, but it's definitely the worst case of it. Even in the cases of very well designed maps like Althian you have several rooms the players will almost certainly never go in to, that have art and wistful descriptions.
Some of the tone is inconsistent and the humor is often, uhm, just bad. About halfway through the campaign you go to Germany, you have what I think may just be the best and most intriguing adventure in the whole book, only for me to realize at the very end you were supposed to play it...tongue in cheek? Like a joke? Even re-reading it i'm not sure what the 'joke' is supposed to be, other than German accents are funny I guess. The old tired baron and the castle on the mountain, there's a lot of intrigue there. I recommend you play it straight. But I tell you that to tell you this, the campaign's tone is often inconsistent as is a lot of it's humor in a way that isn't offensive but IS definitely eye rolling.
Overall You have an intriguing campaign with a great overall story and characters but with the glaring flaws such as too many "cutscenes", bad maps, and inconsistent tone. As much as I thought about it, I decided not to deduct anything from the adventure for it's outdated writing and language, no writer can see the future, but there's a few things in here that will make you roll your eyes.
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