We started Edge of Night during last night's session, and I've been thinking since then that us WFRP3 GMs really need some good new adventure material. I suspect my players are getting a bit jaded with the same old WFRP tropes. For example, one of them heard the rumour that someone had been seen lurking around the brewery and immediately asked "is the beer being served at the masquerade ball? They're going to spike the beer". Bam - main plot point burst. Another heard a rumour about rats in the sewers and said "we're in a city in the Empire, we'll definitely be going into the sewers to fight skaven at some stage".
I've already replaced the skaven with Nurgle cultists to link the adventure to Horror at Hugeldal, and the warpstone drink spiking to Green Pox spiking, but still, it's obviously tough surprising these jaded old gamers.
I find Edge of Night a very disappointing adventure that needs lots and lots of work to run. The block of pages of rumours and information gathering is just lazy adventure writing, there are essential things missing (eg an encounter to introduce Holzenauer to the players), the motivations are very sketchy, and in general it really needed another layer of polish, in my opinion.
To conclude this somewhat whingy post after an exhausting evening of GMing, WFRP is way, way overdue for some new idea injections. Cultists, demon summoning, and skaven in the sewers have been done to absolute death. New ideas, more fresh, surprising, exciting adventure material, please FFG!!
Yes I know many of you will say "come up with it yourself", but I just don't have the time these days; that's why I use published adventures.