My players and i loved this mod, but it may not be for every table. I had a group that enjoys roleplay, and they were able to get into the spirit of things pretty quickly. This meant that I generally just had to set up the basic scene with some key details and they were able to act off of that and each other and create some great moments as a group -- and it meant that I needed to do very little prep, and the mod had as much or more than I needed to flesh out the story.
With a shyer or more combat-focused group, it may be different. I might have taken the time to create a couple sample classes/clubs/NPCs, or used the named NPCs more.
I think the combat was well balanced, but I was rolling very well and my players were not. Those monsters are deadly to level 1 and 2s! A near-TPK lead to creative problem solving (fixing/reversing the summoning circle) and the party survived.
It ended up running about 3.5 hours, but I think that was mostly because we didn't have much of a time limit, so I let them go to as many attractions as they liked.
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