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The Kazan Gambit - The Sleeping Kin
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<blockquote data-quote="skalvar" data-source="post: 2010518" 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 an adventure that both explores and contradicts the stereotypes of the Judge Dredd universe. The structure of the adventure itself relies too much on driving characters from one scene to another. However, it provides excellent examples of a wide variety of Judge activities for beginning Judges. The individual scenarios (called Progs) make good use of the unique setting mechanics. The Prog design creates a very modular adventure, allowing even a novice GM to pull the scenes apart for insertion into an existing game.</p><p></p><p><strong>As presented</strong></p><p>The adventure in "The Sleeping Kin" guides the players through three connected adventures (called Progs in the text). Prog One involves the players stumbling onto a mutant smuggling ring associated with a four star dining facility. Prog Two guides the players though the investigation of the murder that closes Prog One. Prog Three deals with a riot related to but not directly connected with the murder investigation. All three Progs lead the players fairly firmly from one scene to the next, allowing for little deviation in the players activities. Senior judges provide direction in the form of 'advice'. Players are left alone to decide how to respond to some combat and tactical situations, but all strategic level decisions fall into more experienced (GM) hands.</p><p></p><p>The module concludes by introducing two new Prior Lives for civilian characters. These prior lives see considerable use through out the module. However, they do not add appreciably to the module's use in a non-judge campaign.</p><p></p><p><em>Section Score: 3 (Average)</em></p><p></p><p><strong>As setting introduction</strong></p><p>"The Sleeping Kin" does a good job of introducing the world of low-level street/beat judges. Many of the scenes provide both investigative and repression opportunities for Judges. A few provide excellent examples of random "judge" encounters in both normal and heightened tension situations. </p><p></p><p>The descriptive text accompanying most scenes within the Progs provides insight into the physical presence of Mega-City One. The briefings and mission structures also give a novice JD GM guidance in the construction of assignments. Most major information is delivered by NPCs, which saves the players from bad dice luck but also contributes to the feeling of being out of control.</p><p></p><p><em>Section Score: 4 (Good)</em></p><p></p><p><strong>Use of setting mechanics/archetypes</strong></p><p>The JD system strongly emphasises the use of XP rewards for proper behaviour as well as penalties for inappropriate actions. Most of the scenes in "The Sleeping Kin" take advantage of this mechanic, suggesting alternate awards for players who live up to the setting. The scenes and programs as presented also provide many opportunities for players to call in various backup squads, make arrest checks, and utilize the intricate equipment provided them by the Justice Department.</p><p></p><p>Novice JD players will find the reserve required to survive Prog Two somewhat difficult. In this Prog player judges work undercover, posing as hackers to get vital information from rogue robots. They will have to ignore standard Justice Department protocol, bend rules, and ignore a wide variety of crimes. This role reversal forces the players to think outside the box about judge activity, but failure carries some disastrous consequences. The author may have wanted to take more care to protect novices from their errors in this situation.</p><p></p><p><em>Section Score: 4 (Good)</em></p><p></p><p><strong>Ability to modify/adapt adventure to target campaign</strong></p><p>The rigid nature of the connections between the various Progs, as well as between scenes within the Progs, makes this a difficult adventure to insert whole cloth. On the other hand, many of the individual scenes with the Prog can be disconnected from the main plot and inserted into any running game. Furthermore the three Prog's presented do not have to be connected in any way; any of the three could make for a nice evening or two of gaming.</p><p></p><p><em>Section Score: 4 (Good for modularity)</em></p><p></p><p><strong>Conclusion</strong></p><p>As written I would hesitate to run "The Sleeping Kin". It provides plenty of action and investigation, but the rigid nature of the plot and the connection between scenes would put my players off. If we regard it as a source book for potential adventures/scenes rather than as a stand-alone adventure the product comes off in a much better light. My rating of 3 reflects my opinion about this product as an adventure; I would give it a solid 4 as a source book.</p><p></p><p><em>Overall Score: 3 (Average)</em></p></blockquote><p></p>
[QUOTE="skalvar, post: 2010518, 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 an adventure that both explores and contradicts the stereotypes of the Judge Dredd universe. The structure of the adventure itself relies too much on driving characters from one scene to another. However, it provides excellent examples of a wide variety of Judge activities for beginning Judges. The individual scenarios (called Progs) make good use of the unique setting mechanics. The Prog design creates a very modular adventure, allowing even a novice GM to pull the scenes apart for insertion into an existing game. [b]As presented[/b] The adventure in "The Sleeping Kin" guides the players through three connected adventures (called Progs in the text). Prog One involves the players stumbling onto a mutant smuggling ring associated with a four star dining facility. Prog Two guides the players though the investigation of the murder that closes Prog One. Prog Three deals with a riot related to but not directly connected with the murder investigation. All three Progs lead the players fairly firmly from one scene to the next, allowing for little deviation in the players activities. Senior judges provide direction in the form of 'advice'. Players are left alone to decide how to respond to some combat and tactical situations, but all strategic level decisions fall into more experienced (GM) hands. The module concludes by introducing two new Prior Lives for civilian characters. These prior lives see considerable use through out the module. However, they do not add appreciably to the module's use in a non-judge campaign. [i]Section Score: 3 (Average)[/i] [b]As setting introduction[/b] "The Sleeping Kin" does a good job of introducing the world of low-level street/beat judges. Many of the scenes provide both investigative and repression opportunities for Judges. A few provide excellent examples of random "judge" encounters in both normal and heightened tension situations. The descriptive text accompanying most scenes within the Progs provides insight into the physical presence of Mega-City One. The briefings and mission structures also give a novice JD GM guidance in the construction of assignments. Most major information is delivered by NPCs, which saves the players from bad dice luck but also contributes to the feeling of being out of control. [i]Section Score: 4 (Good)[/i] [b]Use of setting mechanics/archetypes[/b] The JD system strongly emphasises the use of XP rewards for proper behaviour as well as penalties for inappropriate actions. Most of the scenes in "The Sleeping Kin" take advantage of this mechanic, suggesting alternate awards for players who live up to the setting. The scenes and programs as presented also provide many opportunities for players to call in various backup squads, make arrest checks, and utilize the intricate equipment provided them by the Justice Department. Novice JD players will find the reserve required to survive Prog Two somewhat difficult. In this Prog player judges work undercover, posing as hackers to get vital information from rogue robots. They will have to ignore standard Justice Department protocol, bend rules, and ignore a wide variety of crimes. This role reversal forces the players to think outside the box about judge activity, but failure carries some disastrous consequences. The author may have wanted to take more care to protect novices from their errors in this situation. [i]Section Score: 4 (Good)[/i] [b]Ability to modify/adapt adventure to target campaign[/b] The rigid nature of the connections between the various Progs, as well as between scenes within the Progs, makes this a difficult adventure to insert whole cloth. On the other hand, many of the individual scenes with the Prog can be disconnected from the main plot and inserted into any running game. Furthermore the three Prog's presented do not have to be connected in any way; any of the three could make for a nice evening or two of gaming. [i]Section Score: 4 (Good for modularity)[/i] [b]Conclusion[/b] As written I would hesitate to run "The Sleeping Kin". It provides plenty of action and investigation, but the rigid nature of the plot and the connection between scenes would put my players off. If we regard it as a source book for potential adventures/scenes rather than as a stand-alone adventure the product comes off in a much better light. My rating of 3 reflects my opinion about this product as an adventure; I would give it a solid 4 as a source book. [i]Overall Score: 3 (Average)[/i] [/QUOTE]
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