This week i've finally been able to say all scenarios so far have been played at least once, and to the end, excepting rising tides which took to much time to do in one sitting, so that's still on hold.
One of the scenarios, Vengeful Impulses, presented what i feel is a significant change of gameplay. I hope to see variations on it. Here's why:
Text containts discussion on mechanisms. If you don't want to know anything about it, read this after your first playthrough.
I really like that this scenario dares to experiment with a different clue economy. First, the abundance the players/investigators are likely to build up makes the 'darkness' mechanic shine (if darkness can shine). There you sit with a pile, unable to use it, with narration building a sense of emergency. Great psychological effect. This can be used again, for sure. Moreover, and maybe more importantly, i hope such a clue economy will reappear in tougher scenarios. If any particular scenario would yield plenty of clues, but also make you spend them, the route towards the object of the game would tilt more towards making priorities on when to be relatively certain and when to take a daring risk. The game may become more a game of priorities and less a game of chance (and in contrast to many other scenarios where your strategy, unless you're roleplaying full on, essentially is to balance taking time getting clues and/or evidence with making fast progress). In short: This economy was a really neat idea! Hope to see it in more contexts where it can show off more of its aspects.
The replayability is better than in most; simply for the fact that the object of the scenario is changed sufficiently by changing around the npcs and culprits (from what i've read). It has a very strong midsomer murders vibe, the occult aside, and i like it. Next time, i'll try to see if there's a different approach to solving the case (pure deduction over super puzzle solving). My super positive review might get a dent if the puzzle is the only sound way to get to the right conclusion.
I really like that the scenario enables you to actively think about the mystery, and mechanics-wise, enable you to take action and consequence on your personal conclusions, if you want to. This scenario is strong in the roleplay, agency, interaction, and immersion departments. I love that stuff and it's a welcome addition.
It actually surprised me VI so far has the lowest average rating on MaelStromUK's game report statistics (though, it's only by a fraction, and they're all rated very high). It was a flawless victory on the first try, but it was meant to be fairly easy, and the ride was enjoyable nontheless.
changed title to reflect the OP body