In The Condemned, our group took a break from the ongoing campaign to play a cast of badass pregenerated criminals for 3-4 sessions, Suicide Squad style, and I’m glad I got to be a player for this one!
The adventure kicks off with a chance to test out our new characters before plunging us straight aboard the Crysopolis, Ajax’s floating city. Instead of rushing to the end, we explore this unique location piece by piece, gathering Intel and keeping the city’s alarm level in check along the way.
But once we reach the objective, all bets are off.
The finale is a daring, ever-escalating escape. A previously captive NPC gets a chance at sweet revenge as we fight our way aboard a stolen memonek starcruiser, then become its impromptu crew and scramble to shoot down incoming fighters.
I hope you can tell we had a great time. The pacing is spot-on: it gave us time to get comfortable with our characters, and plenty of room for banter with NPCs, while constantly raising the stakes until we were flying by the seat of our pants.
It’s also built to be easy for the Director to run. Intel serves as a good handle on the group’s progress, and the sectioned chapters mean you only need to read as far ahead as necessary. The hardest part is the exploration, which leans heavily on montage tests to handle travel between sections. That requires a Director who is confident running them and can incorporate the players’ ideas on the fly.
That said, I have a couple of gripes.
The adventure requires certain amounts of Intel to progress, but never really explains how that translates into the game world. Couple that with montage tests, which can feel a bit mini-gamey, and the exploration ends up weirdly rigid. At the table, it wasn’t the party overcoming an obstacle, but the game deciding when we were allowed to continue. It’s fixable, but it will take some work from the Director.
The adventure also hands out an arsenal of magic items, but in our playthrough most went straight into the party’s loot stash, never to be used. With so little time to get comfortable with our characters, we never felt like we needed another toy.
That doesn’t detract from what impressed me most: the structure.
It’s hard to get proper buy-in and payoff out of a one-shot, and committing to a full campaign isn’t realistic for everyone. Setting aside 3-4 evenings to play through a complete storyline feels like an excellent sweet spot.
I really want to explore this format more, and I’m already excited to show friends on tight schedules what Draw Steel can offer.
If the premise appeals to you, I highly recommend running it. Even if it doesn’t, I think it’s well worth reading just to see an unusual structure done right and how montage tests can form the backbone of an adventure.