(Slightly modifed from a comment I've made on a different site).
I really liked Mad Men and have been lukewarm on the rest of the adventures in this line. Mostly as by and large the documents themselves don't lend themselves well to table use (more designed to be read than run).
This is the first one where the adventure itself disappointed me however. So many times does the text basically say "your players have to do this thing. If they don't, please force them".
I'm all for some gentle prodding and good players understand that there is a certain unspoken contract not to go too off the rails, but this adventure is a little extreme in that for me. I can always make up some alternate routes and outcomes but I guess I'd like to text to work a little more with me on that.
I will also say the later bit of the adventure seems lacking. Without spoilers, Part 3 onwards feels like a totally different adventure even though it's really where the players solve the mystery. The area, the motivations of those involved, and the ending are all a bit underdeveloped to my eyes.
Some good ideas and I'm always happy to learn more about Ubersreik but on a this is one release I'm not at all impressed with.
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