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The Kazan Gambit - Russian Roulette
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<blockquote data-quote="skalvar" data-source="post: 2010519" data-attributes="member: 25815"><p><em>((Disclaimer - I have done and continue to do freelance work for Mongoose Publishing))</em></p><p></p><p><strong>Summary:</strong> A reasonable attempt to create a complex adventure. It leads the players though a variety of complex scenarios without allowing them free will or even the illusion of choice. Like its predecessor "The Sleeping Kin" this module works better as an example of the kinds of challenges a street judge might face than as a an adventure. </p><p></p><p><strong>As presented</strong></p><p>The second adventure book in the Kazan Gambit Trilogy, "Russian Roulette" follows close on the heels of "The Sleeping Kin". During a routine robbery the players stumble into a charged ethnic conflict between Sov immigrants and one of the Sector 190 Citi-Def units. The titular Kazan clones work behind the scenes to bring this conflict out into the open, eventually resulting in the players failing to stop the launch of a host of atomic weapons at the well defended Mega-City One.</p><p></p><p>Like its predecessor, "Russion Roulette" relies on a highly scripted style. The Progs are at best minimally connected using very rigid NPC interactions to drive them. Within each Prog some of the scenes allow for freedom of choice, while others force the players down a straight and narrow path. GMs whose players display even an ounce of free will may have trouble progressing the game from scene to scene. That being said, in the second Prog the writers do detail a possible juncture where the players may choose to defend the immigrants or seek out the source of their troubles. Both end essentially the say way, but the effort to acknowledge and rectify the fundamental shortcoming shows some effort towards more freedom of action.</p><p></p><p><em>Section Score: 3 (Average)</em></p><p></p><p><strong>As setting introduction</strong></p><p>Again like its predecessor, "Russian Roulette" does an excellent job of showing new and interesting things for judges to do during the day. It covers things like ethnic prejudice, block wars, crazes, and even guard duty. Any of the activities outlined within the scope of the adventure would make excellent adventure seeds for a regular evening of Judge Dredd gaming.</p><p></p><p>The presence of the senior judges in this module seems somewhat less intrusive than in "The Sleeping Kin". The players spend long stretches of time out from under the thumb of the command structure.</p><p></p><p>The introduction and use of a "death leap" arena deserves particular praise. It demonstrates a persuasive, interesting way to introduce a craze as a setting and plot element. By first encountering an enthusiast and then engaging in the arena players get a chance to explore Mega-City One along with their judges.</p><p></p><p><em>Section Score: 4 (Good)</em></p><p></p><p><strong>Use of setting mechanics/archetypes</strong></p><p>"Russian Roulette" makes ample use of the XP as reward/punishment system proposed in the JD core book. It makes less use of the backup and arrest mechanics, owing in part to the combat oriented nature of the presented material.</p><p></p><p>The scenario as presented does not make any real attempt to stretch the judge archetype. Players can blast, bark, and intimidate though the adventure with few consequences. This is a marked contrast with "The Sleeping Kin" which forces the judges to think outside of the regular helmet-head mentality.</p><p></p><p><em>Section Score: 3 (Average)</em></p><p></p><p><strong>Ability to modify/adapt adventure to target campaign</strong></p><p>The module can be easily deconstructed for use in an existing campaign. The Kazan clones play an important role in Prog 3 but the GM can easily replace them with an existing campaign villain. The "guard the undesirables" and "search for information" plots in Prog 2 stand out as excellent models for common activities, as well as being easily adaptable in and of themselves.</p><p></p><p><em>Section Score: 5 (Excellent)</em></p><p></p><p><strong>Conclusion</strong></p><p>As written "Russian Roulette" represents a conundrum. Taken individually the scenes and Progs work well. Unfortunately the connective tissue that links them together reduces the players too little more than puppets in the irno fist of fate. As a source book it ranks highly, but as an adventure it falls back into the pack. My overall rating of 3 reflects my opinion of the adventure, although I would give it a high 4 as a supplement.</p><p></p><p><em>Overall Score: 3</em></p></blockquote><p></p>
[QUOTE="skalvar, post: 2010519, member: 25815"] [i]((Disclaimer - I have done and continue to do freelance work for Mongoose Publishing))[/i] [b]Summary:[/b] A reasonable attempt to create a complex adventure. It leads the players though a variety of complex scenarios without allowing them free will or even the illusion of choice. Like its predecessor "The Sleeping Kin" this module works better as an example of the kinds of challenges a street judge might face than as a an adventure. [b]As presented[/b] The second adventure book in the Kazan Gambit Trilogy, "Russian Roulette" follows close on the heels of "The Sleeping Kin". During a routine robbery the players stumble into a charged ethnic conflict between Sov immigrants and one of the Sector 190 Citi-Def units. The titular Kazan clones work behind the scenes to bring this conflict out into the open, eventually resulting in the players failing to stop the launch of a host of atomic weapons at the well defended Mega-City One. Like its predecessor, "Russion Roulette" relies on a highly scripted style. The Progs are at best minimally connected using very rigid NPC interactions to drive them. Within each Prog some of the scenes allow for freedom of choice, while others force the players down a straight and narrow path. GMs whose players display even an ounce of free will may have trouble progressing the game from scene to scene. That being said, in the second Prog the writers do detail a possible juncture where the players may choose to defend the immigrants or seek out the source of their troubles. Both end essentially the say way, but the effort to acknowledge and rectify the fundamental shortcoming shows some effort towards more freedom of action. [i]Section Score: 3 (Average)[/i] [b]As setting introduction[/b] Again like its predecessor, "Russian Roulette" does an excellent job of showing new and interesting things for judges to do during the day. It covers things like ethnic prejudice, block wars, crazes, and even guard duty. Any of the activities outlined within the scope of the adventure would make excellent adventure seeds for a regular evening of Judge Dredd gaming. The presence of the senior judges in this module seems somewhat less intrusive than in "The Sleeping Kin". The players spend long stretches of time out from under the thumb of the command structure. The introduction and use of a "death leap" arena deserves particular praise. It demonstrates a persuasive, interesting way to introduce a craze as a setting and plot element. By first encountering an enthusiast and then engaging in the arena players get a chance to explore Mega-City One along with their judges. [i]Section Score: 4 (Good)[/i] [b]Use of setting mechanics/archetypes[/b] "Russian Roulette" makes ample use of the XP as reward/punishment system proposed in the JD core book. It makes less use of the backup and arrest mechanics, owing in part to the combat oriented nature of the presented material. The scenario as presented does not make any real attempt to stretch the judge archetype. Players can blast, bark, and intimidate though the adventure with few consequences. This is a marked contrast with "The Sleeping Kin" which forces the judges to think outside of the regular helmet-head mentality. [i]Section Score: 3 (Average)[/i] [b]Ability to modify/adapt adventure to target campaign[/b] The module can be easily deconstructed for use in an existing campaign. The Kazan clones play an important role in Prog 3 but the GM can easily replace them with an existing campaign villain. The "guard the undesirables" and "search for information" plots in Prog 2 stand out as excellent models for common activities, as well as being easily adaptable in and of themselves. [i]Section Score: 5 (Excellent)[/i] [b]Conclusion[/b] As written "Russian Roulette" represents a conundrum. Taken individually the scenes and Progs work well. Unfortunately the connective tissue that links them together reduces the players too little more than puppets in the irno fist of fate. As a source book it ranks highly, but as an adventure it falls back into the pack. My overall rating of 3 reflects my opinion of the adventure, although I would give it a high 4 as a supplement. [i]Overall Score: 3[/i] [/QUOTE]
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