And, I admit, it has given me pause to consider the adventure path differently. There are some things that still don't jive with me in the Scouring of Gate Pass but perhaps I'm focusing too much on single encounters (such as the weasel one) and not enough on the big picture that includes some of the very strong upsides that the AP has to offer.
I'll have to reconsider my decision to avoid this adventure and perhaps work out a few of the disturbing (for me) elements (unnecessary encounters and too much Torrent intervention) and use those encounters I find cool in more of a free-form manner based on the good setting and story. Hmm. Food for thought.
. . .
- free form adventures are cool (inasmuch as design permits). E.g. provide a setting, a storyline, a goal, then let the players find their way to that goal anyway they like, providing numerous encounter a portion of which will probably remain unused. The precise time or sequence of encounters should be left out. Of course, this can only be done for a number of encounters, then a goal is achieved, the PCs have levelled up once or twice and you constrict the game back to a chokepoint, whereafter you let the PCs loose again, and so on.
I finished Scouring of Gate Pass last month and I should say that, in my experience, the story runs as good as it reads, but the encounters run much better. You're right that there are some problems (particularly around the 4e conversion), but I find that many of the "less important" encounters fulfill useful functions in the game. For example, the random series of events that occur while moving through the city early in the adventure provide an interactive (instead of narrative) way to establish the atmosphere of the city under attack. As for the weasel... well, if I used xp, I'd award it for analyzing the situation and deliberately deciding to skip the encounter.
The other thing I should mention is that Gate Pass is the beginning of a rather long AP. Starting off a campaign with a more "railroad-y" adventure is not a bad thing. You want the players to be able to make meaningful decisions in the world, but you need to teach them about the world first while giving them the opportunity to do something meaningful while they get their sea legs. Gate Pass is great at both those things. I wouldn't like it if all 12 modules were written like Gate Pass, but now that my group is playing through module #2 and I've read through #4, I'm satisfying that's not the case.
Also, while the overall plot is tightly directed, the PCs have a lot of simple decisions to make. There are several "negotiate or fight" decisions (my PCs skipped at least 3 battles), the combat encounters permit multiple approaches and there are at least a half dozen ways to get out of the city.
Even if the "1st conversion to 4e problems", I only found that I wanted to make four changes:
1) I re-statted the high level elite wizard to a lower level solo encounter. My PCs never fought her, but it would have been a hella boring encounter as written.
2) I wrote up a new general skill challenge for "convincing an NPC to go along with your reasonable plan" that (IMO) made for better encounters with the aforementioned high level wizard as well as the dwarf king.
3) When it came to leaving the city, I let the PCs decide whether they thought it was better for Torrent to come with them, or stay in Gate Pass to help the resistance. My PCs left her in Gate Pass (which was my preference - there are an awful lot of NPCs that can follow the party around), but even if they took her with them, I thought it would be better if it was their choice and not some sort of adventure mandate. (I had her give them a letter of introduction to her mentor.)
4) I re-statted Torrent, Crystin and Haddin to use the companion rules from DMG2. (As written, I think Haddin's attacks are for a level 16 wizard.)
-KS