

We’re expected to have a thief in the party, but we don’t. They put us through a killer dungeon crawl. This is where the whole thing totally lost us. None of us were surprised at what we were expected to do and we went about doing it. I was going through the motions because that’s what the authors apparently wanted. This put the GM in a spot because he didn’t believe that there was any reason for Alexia to force the party’s hand into combat.īy the third book, I had become totally skeptical of the whole trilogy. Well, we got through the adventure, but the party didn’t do what they wanted. The authors want the party to act purely to move the adventure along. The information presents her with a set of goals that most people would probably have the same as her if they had the opportunity. First of all, more than half of the party was sympathetic to her cause, but the authors of the books want them not to be. That is, the character of Alexia controls all of the major plot points of the game and does things for extremely illogical reasons. This is where I’m going to hit on the main flaw with these adventures as we the players saw it. She’s the main NPC that guides the storyline of the Witchfire trilogy. By this time the party is pretty familiar with the character of Alexia. There’s no reason behind it other than to give the characters something to do. If I had to place a major shortcoming to this book, it’s the motivation of the main “villain” character as to why she’d lay out a whole town with what she had to do. While it was a good adventure, we the players saw it for a first part of a trilogy and were willing to accept some shortcomings on the basis that it would set up the following two books. The GM in particular, took some time to make some of the scenes presented top notch and often downright amusing. There were some really interesting events and characters in the adventures, and without giving a spoiler type review here I would say that the first book was pleasant to go through. Honestly, we did not finish the third (I’ll get to that in a moment). We played the three modules over the course of 4 months. That aside, the initial flow of the game was nice. Extra slices of game setting information were provided in the adventures, but what good is it knowing the languages available and necessary only in the third book when you’ve made characters already and played through the first two with them? Another issue is that we started playing the adventures before all 3 modules had been released. Certainly, we, as players, would have had an easier time preparing for the setting if we had more than a couple handouts that gave very small basics. This however, in my opinion is backwards, and it would be much better for all involved if a more well presented knowledge of the game setting was available before any adventures were released for it. It is much cheaper and easier to produce an adventure for a 3E setting than it is to write the sourcebook. This stems from an issue that often the current situation has the industry following. This probably didn’t totally aid our ability to fully function in the steam punk society. The Gm presented us with some reference aids that helped us get along a little bit, but honestly, most of the players came to the game with characters meant for the generic Greyhawk setting. My initial impressions were that this was a decent setting for 3E.

Nonetheless, I feel that the GM that ran the adventures stayed very true to what was presented with an exception or two which I will note. This means that I come from the perspective of how it ended up not how it was supposed to end up.
#WITCHFIRE TRILOGY CONVERSION PC#
Let me preface this review by saying that I am coming from the point of view of a player who initially played the three adventures as a PC rather than as a GM who ran the game.
