We played Shadowrun at the weekend, and I’m feeling too lazy to play anything solo and write it up, but I do want to keep up the habit of posting three times a week; so it’s more reviews for you today – assorted adventures that have been in the review hopper for a while now.
Since one can’t really say too much about adventures without giving away the plot, posts reviewing them tend to be short. So, it made sense to me to group them together. That naturally means I’m even further behind the curve with these reviews than normal, but here they are regardless.
Words of the Wise (3 out of 5)
This introductory adventure for The One Ring is an 11-page PDF, detailing an adventure in four parts. It’s essentially diplomatic in nature; the PC group is tasked with delivering a message from one powerful NPC to another, and depending on how observant and persuasive they are, the outcome can be anything from outright rejection with dire consequences to a triumphant return cementing an alliance that could be useful throughout the campaign.
It’s well enough done, and evocative of the Middle-Earth setting; but like its parent game, it’s heavy on travel and interaction with NPCs, and light on combat and puzzles. I can see what it’s trying to do, and it does it well, but it’s not something that would work for my crew of bloodthirsty Viking robot thieves.
Glory (3 out of 5)
Another starter adventure, this time for Eclipse Phase; 24 page PDF. The introduction says it best, I think: "It sets the player characters on the path of a missing person and leads them into a twisted den of horrors." Said path involves boarding a spaceship at some point, which is the traditional SF RPG answer to dungeons, and has been for nearly 40 years now – not that I have a problem with that.
The twisted den of horrors is indeed twisted and horrific, and players will need to be cunning and resourceful to get their characters through it alive. However, death in EP generally means you respawn, just like in a video game; your PC is restored from its last backup.
The Door to Infinity (4 out of 5)
Not so much an adventure, more a 4-page mini-setting for the Mini-Six rules – a streamlined version of Open D6. Somehow, the PCs gain access to the titular Door. Behind it is a strange mansion full of rooms from many different eras of history. Using such genre-specific devices as a psychic universal ID and an electronic multi-multi tool, the PCs travel through time doing cool stuff and fighting evil. Although they struggle to control where the Door will take them next. Opponents include a time-travelling thief and a group of genocidal cyborgs. *cough* Doctor Who. *cough* Like Mini-Six itself, a marvel of condensed writing.