This is a great adventure for a newly made T&T character to get a start. The T&T mini rules are included with the adventure, so it can be used as a stand-alone product.
It's less deadly than many T&T adventures, though the risk of death or reduced attributes are there. It's a good opportunity to gear up a new character and toughen them before going on to other adventures.
It falls short of five stars for me only because it strongly binds your character to Alice, without any opportunity to vary even on basic character motivations. My most recent run through was with a character I called m'Aliss, a malevolent little girl. Even she wasn't a fit for the imputed character of the story. I'm used to adventures that focus on choices and consequences, leaving character reasoning up to the player. Not so here. It's worsened in places by long winded detail about why you do things that way.
That said, it's still a good adventure with a lot of replay value, and a good place to send a starting character without expecting them to get squashed on move 3.
Rating: [4 of 5 Stars!] |