quindia
Member
Ok, question... I've always played D&D. We flirted with WFRP in the 90's, but always went back to what we knew best. It will soon be my turn to GM again for our group and I love adapting old stuff for new games. With the recent anniversary of WFRP, I realized I have never read The Enemy Within campaign books, but they are always listed as classics and touted as one of the best published campaigns (Kislev and Empire in Flames being weaker than the others, but still worth playing). I thought it might be cool to adapt them for my next campaign.
So I just finished reading Mistaken Identity and thought... meh.
- - SPOILERS - -
The adventure is a series of forced, railroaded coincidences. There are cliche encounters (The foppish Bretonnian who encourages you to join in a card game is cheating? Really?) and situations the GM is suppose to force (the bounty hunter ALWAYS gets away early on and then MUST die in the final encounter so the players can't question him). There are zero choices for the players that have any real meaning to the path they will end up taking (though I can see my guys being like 'The expedition left two days ago? We can still catch them!'). The players travel to Altdorf and have no meaningful encounters or interaction that required a trip to the capitol - the encounter and NPC they do meet could have been literally placed anywhere on a river bank. Even the river barge seems pointless because the end of the module states that the trip takes four days and is uneventful. They could have just as easily traveled by caravan to Bogenhafen. I know the adventure was meant to introduce players to the Old World, but apart from the way the Coaching Inn system works, I didn't get much out of that goal either.
I like the idea of the mistaken identity leading the characters through the adventure and the bounty hunter starting the 'WTF is happening?' moment for the characters. I don't think I've ever done that in a game so even my veteran players might not see the potential for complications with that. I have the perfect player to model the dead guy after because he would definitely be all for trying to claim the inheritance.
So, my question is does it get better? My games are usually designed to let the players drive the narrative (or at least think they are). There are always multiple paths toward the conclusion. I read the summary for Bogenhafen and didn't see any reference to the Mistaken Identity plot (not in the summary anyway). The summary again reads like 'the players stumble through random stuff until an NPC points them in the right direction.'
What am I missing? I'm reading the 1st edition books at the moment. Are later versions better? I actually purchased old copies of the first two modules on eBay and I don't want to invest in any more if this is the way the campaign plays. Again, I haven't read through the second book yet, so I'm willing to be open minded if some of you encourage it.
Help and advice would be appreciated! Thanks in advance...
So I just finished reading Mistaken Identity and thought... meh.
- - SPOILERS - -
The adventure is a series of forced, railroaded coincidences. There are cliche encounters (The foppish Bretonnian who encourages you to join in a card game is cheating? Really?) and situations the GM is suppose to force (the bounty hunter ALWAYS gets away early on and then MUST die in the final encounter so the players can't question him). There are zero choices for the players that have any real meaning to the path they will end up taking (though I can see my guys being like 'The expedition left two days ago? We can still catch them!'). The players travel to Altdorf and have no meaningful encounters or interaction that required a trip to the capitol - the encounter and NPC they do meet could have been literally placed anywhere on a river bank. Even the river barge seems pointless because the end of the module states that the trip takes four days and is uneventful. They could have just as easily traveled by caravan to Bogenhafen. I know the adventure was meant to introduce players to the Old World, but apart from the way the Coaching Inn system works, I didn't get much out of that goal either.
I like the idea of the mistaken identity leading the characters through the adventure and the bounty hunter starting the 'WTF is happening?' moment for the characters. I don't think I've ever done that in a game so even my veteran players might not see the potential for complications with that. I have the perfect player to model the dead guy after because he would definitely be all for trying to claim the inheritance.
So, my question is does it get better? My games are usually designed to let the players drive the narrative (or at least think they are). There are always multiple paths toward the conclusion. I read the summary for Bogenhafen and didn't see any reference to the Mistaken Identity plot (not in the summary anyway). The summary again reads like 'the players stumble through random stuff until an NPC points them in the right direction.'
What am I missing? I'm reading the 1st edition books at the moment. Are later versions better? I actually purchased old copies of the first two modules on eBay and I don't want to invest in any more if this is the way the campaign plays. Again, I haven't read through the second book yet, so I'm willing to be open minded if some of you encourage it.
Help and advice would be appreciated! Thanks in advance...