I enjoyed both playing and running this adventure.
I would agree that this is not as simple as the races in mission 2 of DDAL 7-01, and I think future races would benefit from simpler methods to run with ways to embellish or complicate when there's time to prepare. I prepared in advance, pre-rolling d8s. While I couldn't account for when players would try to take advantage of opportunities to interfere the opposing teams, having the results (and not just successes and fails) made it easy to address. What I wish I had done, was made notes from the Tomb of Annhilation hardcover, and other adventures I own to throw in lots of description of the city.
When I ran it, I had some experienced players and new players - with the experienced players anticipating both action and intrigue where there wasn', which required more RP than my brain was ready for to get back on track. That might've been my inexperience, but I think it also has to do with the fact that this is a simple adventure. Also the only one that in my experience consistently runs significantly under alloted time.
I think it's especially well suited to new players, giving some roleplay oportunities, and 1 combat encounter that allows for a more interesting introduction than this season's intro module (I also think that DDEP 701 is a better intro than DDAL 701, except for the time constraints). That said the race mechanics are NOT typical of modules so that might require some explaining to avoid settings expectations.
My very weak party didn't earn enough XP for the minimum, but easily handled the combat encounter, and I think those running for imbalanced parties (for example 2@ Lvl 1, 1@Lvl3, 1@Lvl4) might want to consider not adjusting as much as recommended. A few players were disappointed at receiving the minimum.
So far, none of the tables I have played at or run have tried to go for the opposing team rewards. When I played, one of my party tried to assist the other teams getting off the podium, and the DM chose to give our team the rewards (keeping the trophy) which I think is a great result. That would've been a good comment or adjusmtent in sidebar.
The item feels like it is very easily obtained (though not as easily as the one in DDAL 7-04), thoughat least it makes sense. Considering the scarcity of items available in Chult, that's not a bad thing.
I definitely felt weird roleplaying Mowbula with her thick accent, even though her speech is spelled out in a way that makes it easy to pronounce. The information she has to share but isn't spelled out in actual dialog was uncomfortable.
I think there were some missed opportunities in the observation deck for those who really want to RP a rogue with light hands.
Also, the instructions for gambling could be better. The amounts won were especially unclear "why would I bet if I can't earn back my money?" A simple "you earn your money back PLUS"[...whatever is on the table] would have been clearer.
One of the great things about an adventure like this, is the chance to really get descriptive or into role as a DM in a different way. I tried to get into race announcer mode (but unsuccessfully, because it's been forever since I've watched any races on TV). It's much easier to describe the scenery and action in a colorful way when you don't have to worry about whether strangers can handle description with the detail you want.
I like the fact that this is part of a trilogy, though from what I've read there is a lack of consistency.
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