Definitely a bare-bones approach to encounter design, but that does make it a lot easier to slot into an existing campaign or to personalize. The idea was clever, had emotional content, and didn't involve a single hole in the ground (which is nice, because I already have a million+ adventures that feature a hole in the ground). The material provided is minimal, but cogent to what the game master would need, and it provided about 14 hours of playing time for my group.
The adventure balanced nicely between exploration, social interaction and a bit of combat, so that the adults were entertained before the pre-teens got too bored and vice-versa. This was supposed to be nothing but an introduction to the Fantasy Age system, with throw-away characters, and instead my group has bonded with their characters and the NPCs, and want to continue in additional adventures with them. I consider that a win.
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