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It does if the GM doesn't realize the problem ahead of time. Thanks to Ralph's review, some people will now know, but those who don't and encounter the same problem when they run the adventure as-is can't be blamed if they are unhappy with the result.
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Why would the GM run the adventure without even reading enough to know that Saffron is the antagonist? The GM will always know before the players do, so that's not an issue.
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First to the Saffron question. My players knew it was "that" red-head because I showed them a picture. We have a multi media game. Everyone is required to find a picture of their character from Internet Movie Database. (Mine is a preacher turned sniper who looks an awful lot like someone named Jack on 24.)
We are playing a game where the rotating GM often tries to work in characters from the series. Its part of the fun. On a timeline, we actually started before the Firefly series and are just getting into their timeline now.
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You can also use a different picture. It could either be an entirely different con artist, or you can just decide that Saffron looks different in your 'verse, just so players won't recognize her.
Again, it would have been even better to change these things before publication. Perhaps the same goes for the type of treasure, though I'm of the opinion that a good old fashion hoard of coin is something one can work into the 'verse well enough (in Firefly, not everything makes logical sense if taken outside the plot of an episode). However, it's also simple to change what the treasure is; the exact nature is entirely unimportant right up until the very end. If you don't like that part of the module, you don't have to let it interfere with the rest.
Blessed be,
~Nathan