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Advanced Dungeons & Dragons
Rasmussen, Merle M.
088038185X / 9780880381857
118 sections, plus rules and various tables
|Number of Endings:
Story ends only by character death
|You travel through the city of Goldstar at night, having a different adventure depending on which pre-created character you choose to play as.
Like the Boot Hill solo module, I found this adventure highly disappointing. First of all, it must be played with a pre-created character, which makes the acquisition of experience and treasure rather less exciting than if an existing character could be used. While the pre-created characters seem interesting at first, the general plotlessness of the module prevents the idea from working. Secondly, playing the adventure involves peering through a piece of red cellophane at a cumbersome map full of fairly ambiguous symbols. It's hard to tell exactly what you're allowed to do and where you're allowed to go, and since the same piece of cellophane is needed to read the entries in the story booklet (which correspond with certain spots on the map), it's a real pain to switch from the map to the book; the whole system grows old very quickly. I have to admit that I only managed to play this for about half an hour before I couldn't stand it anymore; perhaps I missed something brilliant, but I have my doubts. This should have been a whole lot better than it is.
This is the only solitaire adventure for AD&D I know of and it's not anything special.
It's a short city crawl in which you play one of three characters: a human monk, an elven thief or a half-elven assassin. Depending on which character you choose, your mission will change. Since the adventures all take place in the same setting, you can theoretically accidentally complete one of the other missions (for instance, the assassin, who is involved in a wizard's fetch quest could accidentally rescue the princess for the reward, which is the monk's mission.)
The sections as written are far too basic and bland for any kind of immersive gaming experience.
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