Fiendly Competition is a module built primarily on the three pillars of exploration, combat and social play: It's comprised of four vignettes, one of which is designed as the climax an the other three that are more or less aimed with one of those three pillars in mind as the likely way to resolve it. ("STOP RACISM!" being most obviously handled with exploration; "The Braklau Gang" with combat, and "Drunda the Gut’s Court" being socially inclined.) However, all three of them have been also designed with clear hooks for ways to handle the encounter in other forms — although it must be said that The Braklau Gang is the one most clearly set up to be a combat encounter, and it's hard to imagine a social solution to it.
The end result is a very flexible module, designed for a wide variety of parties. (Excellent for adventurers league!)
If I had to criticise, I'd argue that the final encounter is possibly either too frustrating or too easy for the players. It's possible to play the final encounter extremely ruthlessly, using invisibility and actions to decimate a party with little capacity for the party to respond in any meaningful way. On the other hand, if not played in this fashion, the final encounter isn't particularly challenging. It takes a lot of DM perception and handling to make the last encounter work. Also, the structure of the adventure (Optional > Climax > Optional > Optional) makes the story feel a bit anti-climactic. In addition, it can all feel a bit jangly and loose — there's no real recurring NPCs or story arc here, just a trio of loosely connected vignettes. It's fun, but it can feel a bit empty. None the less, it's a high recommendation from me for its versatility alone.
And Drunda the Gut is GREAT.
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