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roguerouge said:Can you sell me on the module?
I can try, though it's been a while.
Gangs of Freeport was, essentially, my attempt to answer two specific questions.
1) What would happen if someone with real power made a concerted effort at dominating the criminal element of the city?
2) Whatever happened to (spoiler!!) [sblock]Dutch Tillinghast?[/sblock]
What worked, in your opinion?
Looking back, I'm still very happy at how I tied in many of the city's movers and shakers, without working them so heavily in that the PCs should wonder why they're the ones dealing with the plot. I'm very happy with the way (most of) the mystery turned out--I think it makes sense, and I think it's got the right combination of challenge and logical solution. I still grin at one or two of the "double blinds" in the mystery. Some of the encounter locations (such as the sideways ship) are really nifty. And I think it feels very Freeport.
What would you like a second crack at, now that you've got some distance on the project?
Hmm... Three things, none of which bother me too much, but I'd tweak 'em if I could.
I wish I'd provided more guidance for the DM in case the PCs get off-track when following up the mystery. I don't think bottlenecks are likely, but they're possible.
I wish I'd played up the swashbuckling aspect of combat a little more. I think many of the encounters are interesting, and there are a few really wild ones, but I wish I'd included one or two more truly bizarre/acrobatic combat settings.
And ultimately, I think the plot and story would have been better drawn out over a longer module. Given the size of the villains' plots and efforts, it feels little small to me in retrospect.
But note that none of those three are major regrets. I'm really quite happy with the way Gangs turned out.
Dunno if any of that helps or not, but I'm happy to answer additional questions.