Opinions on Edge of Night

By beholdsa, in Warhammer Fantasy Roleplay

So, the Edge of Night has started arriving in stores. What comes in the box? What are people's opinions of the contents and the adventure?

I will say (for those who want a review sans spoilers) that the "adventure" is geared towards GM's who fill in the blanks.

It is not written as an A -> B -> C -> D scenario, where everything is spelled out. Rather, it's written as one large event, and a number of smaller events and issues that may or may not be used.

If you are a GM who wants to be handed a story with no work involved, then this one is not for you. If, instead, you want an adventure that is loose and has many different ways both to run it and to tie it into your existing story, then you should get this one.

I think this is best adventure released so far. It has a touch of the best parts (IMO) of Power Behind the Throne and A Rough Night; specifically where there social interactions are critical to success and the adventure provides a nice, tight framework for those interactions to occur. It does mean the GM needs to be able to keep a timeline alive and have a system for tracking the various NPCs (there are some great ideas on how to do this with the components provided).

Basically it's a time-driven sandbox for much of the game, which is always fun to see juxtaposed against the more standard A to B to C to D encounter driven adventures we typically see.

Yeah, I picked this up yesterday, and feel much the same way. It's a great sandbox, and the trackers really shine here, as they'll be a huge help to those of us who generally avoid sandboxes because we find it difficult to keep up with the grains of sand. (That's me!) On the other hand, my initial impression was that it's a flexible enough adventure that it could be easily run without many of the components, so those who are card- and chit-haters will find something to love here, too. There's lovely, evocative writing throughout, too. I'm looking forward to this one because it has a different feel from TGS and will test my GMing ability in wholly new ways, and I suspect it'll force my players to think differently about their approach to the game, too.