I wish I could get vengeance for the time that Time of Vengeance took from me.
Green Ronin?s lastest Mustants and Masterminds adventure is a subpar mishmash of ideas and hasty writing. The concept is innovative and exciting. The PCs are tracking down villains whom represent the 10 plagues of Egypt in the bible. However, the execution leaves a lot to be desired. Halfway through running Time of Vengeance, I was already thinking of a way to back my PCs out of this adventure.
Time of Vengeance is a 66 page adventure that follows your PCs adventures to end the disaster occurring in Freedom City. The PDF is well bookmarked and the artwork is fairly consistent. The story is not half bad, but is grievously held back by disorganized chapter set up and chummy writing. Reading through the book is difficult. Many times you are told to refer to sections of a chapter earlier or later in the book.. Flipping back and forth through the book is nigh impossible if you are not using the PDF, and even if you are using the PDF, you still have to find the chapter that the referenced subsection is in. This happens in every chapter of the book. On top of this problem, the chapters lack order. Combat and combat stats are thrown in the middle of the chapter. The tactics of the villains are very brief and leave a lot to the GM to figure out. Several times I was frustrated as there was no indication as to what the villain would do other than show up. Unlike most Superlink adventures, there are few suggestions during these combats as to what else is going on or what other types of distractions could be thrown at the PCs.
The writing of Time of Vengeance feels very amateurish as the writer often attempts to talk to the audience as if drinking beers at a pub. The adventure is also very, very setting specific. It is as if the writer purposely wanted to make this adventure as difficult as possible for those not running the Freedom City Campaign Setting. If the objective was to sell as many of these as possible, you would think that they would either have deleted the setting related stuff or included break out boxes for conversion.
For the DM
An adventure centering around the biblical plagues is a great concept, and though I?ve abandoned running this adventure as is, there are some good plot nuggets weeded throughout the chaotic structure for a DM to find. However, you will without a doubt want to read through this PDF and study the powers before hand so that you can get a good tactical plan for your villains.
The Iron Word
This is the worst product I have ever purchased from the often stellar production line of Green Ronin. It lacks the polish of their other products. Running the adventure in its entirety will be difficult, especially the combat. The concept is inventive enough whereas if you can pull it off, it will be worth it, but you are going to need a lot of preparation time.
<b>LIKED</b>: - The concept was different and makes for the beginning of a good adventur4e
- The artwork is really good<br><br><b>DISLIKED</b>: - Seriously setting specific
- Writing is too "friendly"
- The combats are very hard to run and there is no real sense of combat behavior from the bad guys
- The disorganization of the book makes it even harder to figure out whats going on. <br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Ripped Off<br>
[2 of 5 Stars!]