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The Kazan Gambit - Russian Roulette
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<blockquote data-quote="Simon Collins" data-source="post: 2009666" data-attributes="member: 9860"><p>Beware! This review contains major spoilers.</p><p>This is not a playtest review.</p><p></p><p>Russian Roulette is the second part in the Kazan Gambit adventure trilogy for the Judge Dredd RPG from Mongoose Publishing. Russian Roulette is designed for four to six 3rd to 5th level judges.</p><p></p><p>Russian Roulette is a 32-page adventure coming in at $9.95. Font and margins are average. There are small amounts of white space but both inside covers are used (OGL and ad). The internal mono art is poor to average, and also uses several excerpts from the comics. The basic maps are shown with no scale or direction. Writing style is straightforward with few frills, and editing seems good.</p><p></p><p>The adventure follows on from the previously released Sleeping Kin adventure, where East-Meg One sleeper agents are woken in Mega-City One after a 20-year hibernation, and rain death and destruction on an Apocalypse Day Parade. The Judges discover that there are more sleeper agents remaining in Mega-City One. </p><p></p><p>Russian Roulette starts up some weeks later. Tension is growing between the Sov community (who see the sleeper agents as heroes) and operatives of the racist organisation Mega-Front. After a number of crimes from Sov immigrants, the Justice Department moves them all wholesale to an abandoned factory to contain any further criminal activity. The Sov community continues to be hassled by the racists, who seem to be based in a nearby block. The Judges can investigate the racist activity further or remain to guard the Sov community in the abandoned factory. A number of criminal activities are going on in the area, and a variety of encounters can be thrown at the judges if they enter the block with the racists. Meanwhile, at the abandoned factory, an acid gas cannister has released its contents from inside the factory to kill the entire Sov community. The Judges track down the gas cannisters to possible ownership by a city defence group who are currently on manoeuvres in City Bottom. </p><p></p><p>The Judges must enter the area below the city to track down the suspects. After an encounter in an illegal danger leap arena with the City Defence Unit and a rogue sleeper agent, they discover that the City Defence Unit is working under the direction of the microchip avatar of an East Meg bureaucrat, who seeks to stop the sleeper agents for his own reasons.</p><p></p><p>As Mega-City One goes on red alert, the Judges must search for the remaining sleeper agents. One of the sleeper agents steals an astro-liner and crashes it into a communications station in space. He infiltrates the station's communications centre and sends a signal to launch nuclear weapons against Mega-City One. The Judges must use a limpet pod to get into the hijacked astro-liner and track down the agent in the wrecked communications station.</p><p></p><p>Conclusion:</p><p>Though the adventure is well designed, with a mix of roleplaying, combat, and investigation, the actual events of the adventure are, on the whole, too railroaded for my liking. The Judges can do nothing about the release of the gas cannister, the hijacking of the astro-liner, or the sending of the code to set off the nuclear weapons. They play only a minor role in a plot that will forge ahead relentlessly, regardless of their actions.</p><p></p><p>Obviously, the adventure is only likely to appeal to those who are running the rest of the trilogy.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2009666, member: 9860"] Beware! This review contains major spoilers. This is not a playtest review. Russian Roulette is the second part in the Kazan Gambit adventure trilogy for the Judge Dredd RPG from Mongoose Publishing. Russian Roulette is designed for four to six 3rd to 5th level judges. Russian Roulette is a 32-page adventure coming in at $9.95. Font and margins are average. There are small amounts of white space but both inside covers are used (OGL and ad). The internal mono art is poor to average, and also uses several excerpts from the comics. The basic maps are shown with no scale or direction. Writing style is straightforward with few frills, and editing seems good. The adventure follows on from the previously released Sleeping Kin adventure, where East-Meg One sleeper agents are woken in Mega-City One after a 20-year hibernation, and rain death and destruction on an Apocalypse Day Parade. The Judges discover that there are more sleeper agents remaining in Mega-City One. Russian Roulette starts up some weeks later. Tension is growing between the Sov community (who see the sleeper agents as heroes) and operatives of the racist organisation Mega-Front. After a number of crimes from Sov immigrants, the Justice Department moves them all wholesale to an abandoned factory to contain any further criminal activity. The Sov community continues to be hassled by the racists, who seem to be based in a nearby block. The Judges can investigate the racist activity further or remain to guard the Sov community in the abandoned factory. A number of criminal activities are going on in the area, and a variety of encounters can be thrown at the judges if they enter the block with the racists. Meanwhile, at the abandoned factory, an acid gas cannister has released its contents from inside the factory to kill the entire Sov community. The Judges track down the gas cannisters to possible ownership by a city defence group who are currently on manoeuvres in City Bottom. The Judges must enter the area below the city to track down the suspects. After an encounter in an illegal danger leap arena with the City Defence Unit and a rogue sleeper agent, they discover that the City Defence Unit is working under the direction of the microchip avatar of an East Meg bureaucrat, who seeks to stop the sleeper agents for his own reasons. As Mega-City One goes on red alert, the Judges must search for the remaining sleeper agents. One of the sleeper agents steals an astro-liner and crashes it into a communications station in space. He infiltrates the station's communications centre and sends a signal to launch nuclear weapons against Mega-City One. The Judges must use a limpet pod to get into the hijacked astro-liner and track down the agent in the wrecked communications station. Conclusion: Though the adventure is well designed, with a mix of roleplaying, combat, and investigation, the actual events of the adventure are, on the whole, too railroaded for my liking. The Judges can do nothing about the release of the gas cannister, the hijacking of the astro-liner, or the sending of the code to set off the nuclear weapons. They play only a minor role in a plot that will forge ahead relentlessly, regardless of their actions. Obviously, the adventure is only likely to appeal to those who are running the rest of the trilogy. [/QUOTE]
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