So I bought the .pdf and started running 'Three Kings', Call of Cthulhu version, with our regular RPG group. This is something that has been tempting me fiercely and I jumped at the chance to run it when the opportunity came along. Our first session was just last night... We had a lot of fun, and I am impressed with 'Three Kings', but I'm going to be a little bit critical of this adventure module.
Great artwork, but a busy layout, this has been said elsewhere and I agree. The document looks good, but important information is hard to scan because of page clutter. I do appreciate the .pdf being well annotated and bookmarked for use on a tablet. While some of this is clunky, requiring multiple 'stabs' to navigate to a topic, all the important information is easy to find!
Other reviews mention the repetition of information, that it amounts to 'padding' to increase the page-count. But I don't mind having useful information at my fingertips, even to the point of redundancy, providing it helps the gaming session maintain momentum or if information is repeated as part of reference or 'player only' sections to be printed out or otherwise distributed.
The plot line is fun and clearly geared towards action. The GM and players are given direction without too much detail so it's easy to tailor the story to suit your group. The adventure is presented in a scene-by-scene format, but it isn't stuck rigidly on a rail. Draw inspiration from your favourite films and linking the different elements of the Three Kings plot-lines together will be exciting and fun.
A few things jump out and are worth spending some time on before gathering your buddies at the table...
All the characters sporting MP38 smg's have a wicked good, 70% skill. Every one of them. Regardless of faction, or role. It looks a lot like a straight up cut-and-paste error. By contrast the average weapon skill for player and non-player characters alike, is around 30-40%. Consider tweaking this for your game sessions.
None of the otherwise excellent pre-generated characters have any additional sneak or hide skill, just the basic 10%. Could be bad news for a team of operatives parachuting behind enemy lines.
None of the basic German adversaries (troops & officers) have a Spot Hidden skill, but the best aspects of the random encounters with patrols call for Spot Hidden rolls.
Now these aren't game breakers; it's easy enough to come up with some suitable numbers before going into your game. But they could be real stumbling blocks for a GM eager to dive right in. Be prepared and fun will follow.
Recommended. Terrific value value for $9.99.
For Call of Cthulhu GM's with moderate experience. Expect mucho gun-play and daring-do.
[3 of 5 Stars!]