Stacey Allen and the OoW team have made what I actually want out of Wizards' big budget hardbacks: Solidly built, structured, flavorful, and creative adventures.
This adventure follows so many great design principles. The basic rules of a chase are introduced in a stress-free environment (I modified the rules slightly, see below, but AL designers aren't responsible for 5e core rules). There is a fun bonus for the winner, then the adventure really begins.
And it's a great adventure. The party gets to visit tons of sets in Sharn, meet extremely colorful and memorable characters, and have some fun battles with good stakes. It feels high-adventure, pulpish, cinematic, and is just plain fun. If I'm not praising any one element, it's because the adventure as a whole works so well, and is such a joy to run and play.
I would run a hundred adventures like this. I want every adventure to be organized this well, to have this much fun with its setting, and to present so many short but fun scenarios. I want to introduce new mechanics and iterate on them, and I want to run exciting setpieces.
Regarding my modified chases: First, I reroll initiative every turn in order to keep the complication order unpredictable. Second, I use "nodes" instead of feet. One move action moves you one along, a dash moves you two. I set an "escape point" for the target, then we see if the party can close the gap in time. This is way easier to track than "30 foot movement" and fits onto a battle mat more easily (one square represents one move on the tracker, not 5') and gives a target so it feels like a real race.
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