REVIEWS
|

|
The
Freeport Series
Death in Freeport
(Green
Ronin Publishing)
By Chris Pramas
Overall Rating: ****
Terror in Freeport
(Green Ronin Publishing)
By Robert J. Toth
Overall Rating: ***
Madness in Freeport
(Green Ronin Publishing)
By William Simoni
Overall Rating: ***
|
|
MONTE'S
RATING SCALE
*****
..Wonderful!
Wish I'd done it.
****
..Great.
Happy to use it in my game.
***
..Good.
I'll use some of it in my game.
**
..Not
good. Try again.
*..
Totally amateur.
How'd this get published?
Zero
Stars
Abysmal.Please don't try
again.
|
|
Why
did I go into this trilogy assuming that it
wouldn't be that great? Maybe in general I'm
a little "glass is half empty" on
d20 products lately. Maybe because Death
in Freeport came out so quickly on the heels
of the Player's Handbook, I assumed it
and those following it couldn't be that great.
(I mean, how could anyone write a good adventure
without the aid of the Dungeon Master's Guide?)
I breezed through Death in Freeport when
it first came out, and then waited considerably
to look at the others. Only now did I sit down
and read them.
These
are good.
Maybe
I just wasn't expecting the first d20 adventure
trilogy to be an investigation/mystery-style
adventure (which they all are -- one big mystery,
in fact). In any event, I recommend you pick
these adventures up. They're not perfect, but
if you like city adventures, instead of or perhaps
as a break from more straightforward adventures,
you'll like these. Oh, there are fights, traps,
and all the rest, of course, but "dungeon
exploring" or "monster hunting"
is not the focus here.
First,
let me say that I'd be tempted to give all of
them even higher ratings if they were just meatier.
Somehow -- because of the amount of text on
a page, because of the ad in the back of two
of them, because of the pre-generated characters
(which I personally never like), or whatever
-- I'm left feeling like I didn't get as much
for my money as I could have. Now, don't get
me wrong, I think it's great that the first
two, at $7.99, are cheaper than the d20 standard
$9.95, but these are all one- or maybe two-session
adventures (Madness in Freeport might
be three). I've come to expect more from 32
or 48 pages than that.
I
like 'most everything about Death in Freeport
except for the very beginning. It starts with
a fight, and that's not at all a bad thing,
but it's too forced. It presupposes too much
-- first and foremost, that the PCs will win
the battle against the press gang, which very
well might not happen. Second, it assumes that
the players won't think, "Oh, this is the
adventure hook," and actually GO WITH the
sailors.
But
that's pretty minor. It's a good adventure.
The investigation is handled well, the NPCs
are interesting -- which is important in a city
adventure -- it's got an obviously Lovecraftian
feel (which is a good thing in my book; it might
not be in yours), and the mechanics are handled
pretty well (it mishandles Encounter Levels,
but that's a quibble for something that came
out before the DMG). I'm particularly impressed
at the handling of skill checks.
The
beginning of Terror in Freeport has its
own different problems. A cleric offers the
PCs some small change to save the world (not
exactly, but you understand). It's been done.
In fact, the whole thing has the feeling of
"I've seen this before." And the place
I've seen it was in Death in Freeport.
This is more investigation, more secret cultists,
more Lovecraftian serpent men. It's a fine adventure,
but it falls into the same trap as many sequels
-- it doesn't explore new ground. The encounters
are handled well, and I think the adventure
would be easy to run (the Rock and a Hard Place
encounter seems particularly well handled, with
a detailed description of what happens round
by round -- I'd like to see more of this kind
of encounter treatment in all adventures).
The
start of Madness in Freeport is long,
but fresh and interesting. The PCs are invited
to a ball. This really takes a lot of preparation
and readiness on the DM's part, because there
are lots of NPCs here with different secrets,
motives, and goals. Interesting, and challenging.
The adventure could have been more helpful with
this setup (perhaps a quick reference chart
of NPCs and their motives?), but the whole thing
already took up more than 15 pages of the adventure.
The adventure is exciting, but ultimately it
gets knocked down a notch for me because it
railroads the PCs a bit too much. The other
two adventures allow for at least a little player
initiative and free-form play. On top of it
all, this fact makes the really tough ending
all the tougher because the PCs have been dragged
along with the plot, getting little chance to
rest.
Overall,
Green Ronin shows a good grasp of the d20 System.
Good use of NPC classes. Nicely handled Gather
Information and other skill checks. Good use
of stats in general, and monsters from the
Monster Manual (particularly some of the
newer ones like the tojanida that don't get
much exposure). Occasionally, the set-ups for
the encounters are a little contrived (in the
Rock and a Hard Place encounter I mentioned
previously, there's no listed chance for the
PCs to hear the villain coming up behind them
to set off the trap). Also,
be aware that you can't play these adventures
one right after another -- you'll have to put
other scenarios in between them to get PCs to
the right levels, particularly between the second
and third titles.
As
you can see, I gave Death in Freeport the
highest rating. Perhaps that isn't entirely
fair -- there are things that both of the other
adventures do better than it does. But it was
first. It set the mood and the course of the
whole adventure (for, make no mistake, these
three products are really only one extended
adventure), so I give it a lot of credit for
that.
One
thing is for sure -- I like Freeport. I like
the feeling of this city, where orcs walk the
street and cultists skulk in the corners. I
think it was smart of Chris at Green Ronin to
set the first three adventures (and more, from
what I understand) in a single locale that players
can really get to know and care about. It's
also very easy to drop Freeport into any other
campaign setting.
One
last thing. Cover artist Brom has no bigger
fan than me. Seriously. However, I'm tiring
of second-use Brom covers that have no relation
to the actual adventure from Green Ronin and
other companies.
Okay,
now I'm done.
Back
to Reviews Archive Page
/ Back
to Monte's Home Page
|