If you'd asked me before "What would it take to craft the perfect introductory module?" I don't think I'd have answered, "Some of the most rigid three-pillars of play structure I've ever seen" but it turns out, that's a really good idea, and it results in Into the Border Kingdoms into nearly the perfect intro-to-D&D module in Adventurer's League.
The whole story is very well divided into pieces with clear goals and styles of play. It begins in a tavern and there's a shifty guy to investigate, a curious crew of other characters and a clear signal to the players: Social play. Then undead attack, and importantly, they're undead — No reasoning with them, no social possibilities. Only one way out: Combat play.
That combat ends and it's back into a quick round of social play, then another round of combat, but this time with multiple enemy types, environmental hazards and more tactics. In some groups you'll have just enough time for one tricky moral question (What to do with the amateur necromancer?) before launching into the bonus objective, with its own clear play style: Exploration.
Basically, this adventure doesn't ever force the players to figure out how to play, just how to approach this particular scenario. As such, it does dictating their play style without quite holding their hand.
If I did have to criticise, I'd argue that 3 hours is a very disappointing run length as it means in AL you would not level up after finishing it, but I wonder if that's more a product of the shift to Season 8. Either way, this one is great and should be pre-prepped and left at every AL game store in case you get a flux of new players. 4/5, highly recommended.
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