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Message no. 1
From: "The Kumquat <smirk>" <CRF_BROWNJT@***.CUIS.EDU>
Subject: Bad FASA Modules
Date: Tue, 13 Dec 1994 18:34:24 -0600
I agreee that many of the modules are expensive, poorly organized,
and there are not nearly enough guidelines for RP of critical NPC's or tactics
which baddies are most likely to use.... (exceptions Harlequin, HB)
What I don't agree with is that Eye Witness was the WORST of these modules.
I'm running a horribly disorganized, incredibly boring, and, oddly enough very
fatal module. Celtic Double-cross. I ran it because it has things which appeal
to me, (intricate plot, politics, lots of elves) but the limited space given to
90% of the adventure made for a hard to GM, often frustrating, even more often
BORING adventure. Now that it finally got exciting, one PC got severely
injured, (Deadly wound stabilized) and the rest are lost and confused in Tir
Nan Og! Can anyone help me with this DOG of a campaign?

Interesting (and humorous) sidenote... attacked by a Fomorian twice, the dwarf
Sammie took a moderate + deadly wound. No one in the party had a medkit,
healing spell, biotech, etc... How'd they stabilize him, you ask? The Skill
Web. Our technician stabilized him, saving his life, using Computer, at target
number 16. (How he made that roll, I'll never know.)


Just My Two Pence.
The Kumquat.
Message no. 2
From: Flint <Mathieu.Dhondt@***.AC.BE>
Subject: Re: Bad FASA Modules
Date: Wed, 14 Dec 1994 10:08:18 +0100
On Tue, 13 Dec 1994, The Kumquat <CRF_BROWNJT@***.CUIS.EDU> wrote:

> I agreee that many of the modules are expensive, poorly organized,
> and there are not nearly enough guidelines for RP of critical NPC's or tactics
> which baddies are most likely to use.... (exceptions Harlequin, HB)
> What I don't agree with is that Eye Witness was the WORST of these modules.
Right. Eye Witness can cause the runners a lot of headaches, provifded
the GM fidgets a bit with the info the runnners find. My runners got *very*
paranoid (they even killed their fixer :)
I thought One Stage
Before was worse, for it plainly supposed the runners wouldn't find
out certain info, in other words, the plot was based on suppositions
about how long it'd take for the runners to find something out, and that
is not A Good Thing. Once they uncover something too soon, the module is
fragged. Btw, A Killing Glare's allright as well, I'd say. It offers a
great oppurtunity to confront the runners with their nemeses (choose
between Aztechnology, the yaks, the mob, and a dragon.) Spekaing of
dragons, when I read modules, dragons are described in such a way that
they seem to be of humanoid form. Are they able to appear in humanoid
form, or I'm I just confused?
(Oh and this: 1 Stage >Before introduced an FBI agent, Wallace, who comes
in *very* handy in Double Exposure, IYKWIM)

I'd like to know which modules are good, or even excellent.
Send your ideas to me (privately - I don't think this belongs on the list)
Don't tell me Harlequin and Harl II are the best, I'm already convinced.

Well, first post to this list, hope I didn't bore you.

Flint.

PS Is there any hardcover errata sheet out yet (for the second version)
besides the one supplied with the DM screen? (I got V1.1 or sumting)

"My boy, if ever you are lost at sea, drop right in and think of me."
- J. Heller

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