4 of 4 people found the following review helpful:
4.0 out of 5 stars
Gripping Adventure - loses coherency in the last bit..., November 24, 2004
This review is from: The Dying of the Light (WFRP/Warhammer Fantasy Role-Play) (Paperback)
I Gm for two different gaming groups and have run this with both now (and played it once as a player - my introduction into WFRP). Playing the adventure, I thought it was exciting and intriguing - things are not handed to players, and they really have to work to put the pieces together. However, my GM modified the adventure a fair amount (I realized once I started to run it myself), and I have modified it both times I ran it as well. The first half to two-thirds is GREAT stuff. Even your "tank" players will feel the pressure of long treks, strenuous paces, multiple tough combats in the span of a short period (not allowing them time to fully recover), and thus they will have to start planning their combat strategies better just to survive. It really is a nice challenge. Once you get past a certain point and start heading back to the city, the story line meanders around for a bit and loses a lot of its momentum. I have heavily altered these chapters prior to the climax to make them go quicker and be less involved, instead focusing on the time-crunch to make the adventurers concerned. The climax, if planned well by the GM and set up with appropriate encounters, will be one the adventurers never forget! Even if the story line stayed on path, I would still give this 4 stars just because it can't touch Shadows over Bogenhafen, but I feel it is more exciting and challenging than Death on the Reik, which I would give 3 stars.
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5 of 6 people found the following review helpful:
3.0 out of 5 stars
A mish-mash of ideas and themes, April 3, 1999
By A Customer
This review is from: The Dying of the Light (WFRP/Warhammer Fantasy Role-Play) (Paperback)
As a longtime player of Warhammer Fantasy RolePlay (WFRP) I was very happy to see Hogshead pick up the rights to WFRP after Games Workshop abandoned this great product. This is the first new adventure material produced by Hogshead and while welcome, is not neary as good as some of the older adventures in the Enemy Within campaign (Death on the Reik, Power Behind the Throne).
In this adventure, the players are racing against time to forstall an ancient prophecy about the return of a Daemonic entity in and around the city of Marienburg. The problem is in trying to maintain a coherent storyline when each chapter is being plotted by different authors. In the end, the adventure comes across as a mish-mash of interesting ideas but the coherency is lost. It is still a good book, however, just not great. There is a good balance of investigation and action and would suit pretty much any gaming group.
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