I played Save the Renkrodas at low subtier
with my favourite drug-addicted Solarian PC.
This review is based on that experience and then reading the scenario
afterwards. My overall feeling is that
while the scenario has a strong premise and the seeds of a good adventure, it
falls flat due to major plotting mistakes and mostly pedestrian
encounters. It’s not a terrible
scenario, but there are definitely better ones out there at this stage in
Starfinder.
SPOILERS
The scenario takes place on the planet Castrovel in a
wildlife reserve operated by the Esowath Conservancy. The Conservancy is holding a fund-raising
gala to help save an endangered species: “feathered renkrodas” (essentially,
T-Rexes with coats of rainbow-colored feathers). The scenario starts with the PCs on a ship
headed toward the gala, with Radaszam (head of the Acquisitives faction) giving
the briefing. In a bit of character
development that kind of comes from left field, Radaszam turns out to be quite
the philanthropist. He’s brought the PCs
along with him to mingle and make a good impression on potential allies of the
Society. In a bit of ironic foreshadowing, Radaszam
tells the PCs they don’t need to worry about danger since there’s plenty of
security already present—as if! And,
oddly, there’s no mention of Radaszam’s prominent role in the *last* gala the
Starfinders participated in: the attempted assassination of the First Seeker in
# 1-05! Do *not* go to parties with this
guy—he’s bad luck!
The next part of the scenario is the gala itself. Essentially, this is a role-playing
opportunity where each PC has time for one conversation with an NPC at one of
five different locations in the gala (the bar, the security checkpoint,
etc.). Unlike a true social encounter,
there’s nothing really riding on the outcome of these conversations, and
limited intelligence to be gathered. I
don’t mind though—role-playing is its own reward, and doesn’t always have to be
tied to a substantive goal. The NPCs
present aren’t as interesting or fleshed out as they were for the similar concept in #
1-05. On the other hand, the map of the
gala is quite attractive.
The first encounter starts with the PCs being summoned by
Radaszam. He explains that there’s been
a potential security breach, with one of the guards on the outer perimeter
failing to report back in. Despite his
earlier statement that the PCs needn’t worry about security, Radaszam quickly
volunteers the PCs to go investigate.
When they arrive, they find the corpse of the guard, the corpse of the
assailant (an eco-terrorist), and a swarm of tiny carnivorous venomous
dinosaurs that attack! It’s a good
chance for players to be exposed to both swarms and poison, neither of which
has been prominent in Starfinder Society scenarios.
When the PCs get (almost) back to the gala, they find
they’ve missed all the important stuff--Radaszam (and the security chief) have narrowly
escaped an attack by terrorists who have taken over the place and are holding
hostages! Now, here’s the part where I
had the biggest beef with the scenario as both a player and a reader. Radaszam wants the PCs to help him get to an
emergency communications bunker several kilometres away so they can summon reinforcements. In character, I kept trying to figure out how
many terrorists there were, because unless there’s a *lot*, it’s not likely to
be worth a long journey to send a message, wait for reinforcements to arrive at
the isolated campsite, and then figure out whether to negotiate or try to forcefully
free the hostages. But Radaszam is
insistent.
So, the PCs have to fight their way past some Formian (ant-people) mercenaries in a forgettable encounter to get into an equipment shed to
liberate a couple of jeeps, drive to the communications bunker, send the message,
learn that any help is hours away at best (duh!), and *then* hear Radaszam
“seize upon the opportunity” for the Starfinders to “eliminate [the terrorists]
before they execute any hostages.” I
told him that an hour ago!
So then the PCs have to drive all the way back to the gala
and (on the way) try to subdue a renkroda that the terrorists are
mind-controlling with some sort of electric collar. I didn’t participate in this encounter (my PC
decided to stay behind at the gala), but it’s pretty interesting in
concept. It’s the first SFS scenario to
use the vehicle chase rules from the Core Rulebook. It turned out a bit clunky and forced during
actual play, but that’s probably more of an artefact of everyone trying to
figure out the rules for the first time (vehicle rules aren’t quite like normal
tactical rules and aren’t much like starship combat, so there’s a learning
curve). Still, the idea of having a Jurassic World style "Jeep vs. Dinosaur" chase was a good one.
Anyway, after all of that, the PCs return to the gala to confront
the legions of terrorists that must have invaded to take over the place. Turns out there’s only four of them (or three
if the four-player adjustment is in place).
In other words, the PCs (along with Radaszam and the security chief)
outnumber the terrorists and *have always* outnumbered the terrorists (!), so
what was the point in going for reinforcements?
Nor is there any need for overwhelming force to subdue the terrorists quickly before they can execute any of the hostages.
Despite what should be a tense encounter requiring careful, split-second
timing, the hostages are never at any risk.
It’s just a standard battle against a terrorist leader and a couple of
his mooks.
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