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Colton Horn rated No Room for a Wallflower: Act 1

A downloadable game.

First and foremost - this is a good module. If you buy it, you will almost certainly not be disappointed. I just want to make that clear because most of this review will entail me complaining about it!

There are a few significant issues with it. I can confirm the following ones after running this campaign through to the end. I'll list them in no particular order.

- This was obviously the first published module for Lancer, and it certainly shows in several ways. The most notable is that the combat encounters are very easy, with a few exceptions. I kid you not, there is one encounter that is meant to simply be a normal Gauntlet sitrep with only 2 NPC enemies (neither of which have any templates applied). That is the recommendation for a party of 3-5 players. Just 2 NPCs. Oh, and this encounter comes near the end of the final mission. That's the most egregious example, and for the most part, it's not necessarily a bad thing for the encounters to be so easy, assuming you have a group of newbies. But if you look at the recently released Operation Solstice Rain, you'll notice a hugely stark contrast between the encounter design of that module and this one. (Solstice Rain's encounters are much more in line with what the system expects, and that module is wholly designed to be specifically for newer GMs/players.)

- As this is intended to be the first of 3 acts, many things are set up in the plot along the way that will never be resolved, unless acts 2 and 3 eventually come out (which are on indefinite hiatus for reasons I won't get into here). Personally, I am not holding out hope of them ever coming out, but I will be happy if they do! If you intend to run this campaign, you should be prepared to either cut some content out of it, or continue onwards using homebrew and/or the publicly-available draft documents for acts 2 and 3 (you can grab them from the Pilot NET Discord). Just be aware that they're very basic and sparse.

- If you run games that focus more on RP and narrative, you will need to do a lot of work to add on to this module. In each of the 5 missions, almost without exception, it's a sprint from one combat encounter to the next. There is very little given in the way of breathing room between fights, and when there is, the module will usually just say something along the lines of "This would be a good time to play out a narrative scene." For some groups, including mine, this isn't really a problem. But in the Pilot NET Discord server, I constantly see people pop in to ask for advice on what to do in this regard.

- Without getting into spoilers, there are several facets of the plot that cropped up throughout the campaign which I had to rework, cut, or vastly change in order to make logical sense within the narrative as well as to fit with the mechanical expectations of the game. Again, I can't really get into detail with this and it's kind of hard to explain. It's sort of just a feeling that has followed me throughout the whole thing.

Ultimately, if this will be your first time GMing a Lancer campaign, I would personally recommend running Operation Solstice Rain instead. Its page count is significantly lower, there are fewer things going on in terms of characters and story, the encounters are much more well-designed, and its GM guidance is significantly stronger.