WORTH THE PRICE OF THE PDF
This is a good read. I am going to run this beginning next week, so I will update later with how it plays. It seems like an interesting mission.
I do have some gripes. Namely, this game needs a fair number of GM tweaks to make it logical, to move the plot along, and to make it actual horror.
POSSIBLE SPOILERS AHEAD!
First, there is one character who gains regular access to an area, yet later he provides the players with no help or information on this topic when they need to access this area, even though he goes with them. Gaining access is a major plot point and challenge, and how can that be when this ally has done it numerous times? Why doesn't he help? He knows how to get in! This point isn't even addressed or acknowledged by the authors.
Secondly, the characters have a difficult time meeting up with resistance fighters, who distrust them, having to prove themselves and possibly fighting with them, and then it turns out the resistance fighters have had a radio that can call London the whole time. Why not call and verify their identity? Or better yet, why not let the resistance know an operative team is coming to make contact? Why do the PCs drop blind, with no arranged meet, and have to stumble along to find the resistance, to make contact, and to gain their trust? It's a major plot challenge. It makes no sense.
Third, there is no horror in this game until the climax, when there are some creatures and scary things showing up. Most of this mission is fighting or evading human nazis and searching for the resistance. The horror doesn't show up until the fourth part of five. And the fifth part is simply the escape. So, for mabe 70% of the game there is nothing scary, no build-up, no foreshadowing, no hints, nothing moving menacingly in the dark, nothing. It's a straight commando raid.
Fourth, at the time this game is run (1939), the UK and Germany are technically at peace. The mission violates international laws, and basically the PCs will be guilty of murder if they kill any Germans. Also, as "spies" they are not in alot of danger as, in the absence of war, they will probably not be shot or even tortured. Unless, of course, they murder some Germans first. Then they are in danger as murderers, not as spies.
Fifth, many of the NPCs are either missing skills or lack necessary stats. Some of them are exceptionally good at using their weapons in the Cth version of the rules, much more than a match for the PCs should a firefight erupt.
The basic plot is good, the accompanying materials excellent. It will, however take about a 50% rewrite of events, places, and pivotal points in the plot in order for it to make sense, have a decent amount of horror, and still flow as a believable story.
If you are a good GM, with experience designing your own adventures, and have good plotting skills, you can make this into a very good adventure indeed. As written, it is half-baked. A great kernel, though. And the materials and handouts, together with the seed of a good mission, make it worth the PDF price.