I played in this scenario at a convention game hosted by the author, about a week before it released here, so I have the perspective of actually having run through it. This is a challenging, atmospheric, and exciting adventure with lots of nuanced details. For me, the biggest plus is that it does double-duty as a one-shot and a sandbox. The one-shot central quest was playable from beginning to end in a 3-hour convention time slot - though admittedly, we were very lucky to have taken some correct turns. Had we not, it probably would have taken 4 or 5 hours (or a lot fewer, if we'd really messed up :-) ) - at any rate, well within the time limitss of a single evening game. But the book also has enough extra locations, descriptions, and plot hooks to form a good-sized sandbox around the environs of the quest, and could easily form the basis of a campaign. Last but not least, I think the entire package captures the sentiment, style, and intentions of Swords & Wizardry Light-style play: there is light but impactful fun here. Highly, highly recommended.
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