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I think I disagree...
Post originally by Alejandro Luna at 2005-02-24 10:05:33
Converted from Phorums BB System
Ok, first of all, I have to say the review I've just read really looks more like an anecdote from your Werewolf chronicle than a proper review of a book. I know, I know, you did made your point (over and over again) and your comments about what your players felt about the book weren't really out of place, but I would have expected a little more objective point of view. Here's why I didn't liked your review:
1-You accused this module of faults that are actually your own.
If the players (and yourself) find the name "Solium Submergens" funny, then don't say it. Actually, if you didn't cared for the villian at all, you shouldn't have putted it in the chronicle in the first place. Remember that you are selling the story to the players. If you're the first guy who says "This lame monster sucks, I don't know what's it doing in my game" then your chronicle is heading straight to hell. There's a dozen methods you could have used to spice up your game, *everything* would have been fair except reluctantly running a story you didn't even liked. Oh, and boring combats are never included in a module, they are created on the spot during play. You might want to work on that.
2-Running a game module properly is very much like telling a good joke.
When you buy a game module, you don't want (or need) to memorize it or run it verbatim. You just remember the important stuff and the rest you make your own. You tailor it to appeal to your audience. If you feel the plot is to rigid, then just take note of the important plot points and let the players make their own path towards them, and let them get to those points at their own pace. They'll actually enjoy themselves if you let them dance at their own rythm. This goes for all RPG modules and adventures.
3-The KODT syndrome.
The way you tell it, you and your players really seemed distraught with the idea of losing a battle and letting your characters "die" (the "" are because you don't really stay dead in "Past Lives", but you forgot to tell that little detail in your review). It seemed like your players "didn't wanted to be slapped around by some lousy NPC". It seemed like your characters didn't wanted to partake in the most important spiritual quest in modern Werewolf history (because that's what the adventure is all about, in case that sliped past you). It seemed more like they wanted to "kick butt and take names". If your players have this "KODT attitude" then they'll dislike anything that's not about them kicking butt. I recommend them the Sammuel Haight saga. They might find it cool.
So, I hope you don't take this the wrong way. I thinked you gave Past Lives a very unfair rating and I stated why. Sue me.
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