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Review of A Gut Feeling
There are 74 fan-made scenarios for Warhammer Fantasy Roleplay on the Black Industries website. However, an un-reviewed adventure is not much use to a GM in a hurry. This review is part of the Plundered Vaults Project to review them all.

A Gut Feeling starts with an awesome set piece. A very rich guildmaster gives the characters a series of complex instructions so as to set them up as his leg-breakers without there being any connection to him. This is, however, a red herring as he suddenly and without warning explodes from the inside all over them - in full view of the rest of the classy restaurant.

Unfortunately, the adventure goes downhill from there. Never mind that the PCs are railroaded straight into a gibbet to await execution without any chance to escape, they are of course delivered by a charming young fellow who suggests they find the real killers. The fellow was sent by the town's local wizard who expresses himself as just a nice guy who believes in justice.

Given that this is a) Warhammer, b) he's a Wizard, c) his backyard is filled with 700 rabbits, this will no doubt seem extremely suspicious to any PC. And in fact the wizard did commit the crime in question, but let the PCs out because he's nice. This niceness is also suggested as to why the PCs won't immediately twig to the wizard's dodginess, but this is a big chance to take. No matter how nice a GM can play someone, suspicion can fall anywhere and as mentioned, the wizard is acting pretty strangely.

It also doesn't help when all the clues point to the wizard as well. The only blacksmith in town is a simpleton too stupid to lie who says he sold the wizard the metal balls that erupted from the dead man. Said metal balls are found outside the wizard's house. The wizard claims he is being framed but provides no reason as to why he would be. Worst of all, the adventure then has the wizard follow up by asking the PCs to deliver some sweetmeats to another guildmaster in town. The adventure says that the wizard is prepared for any accusations this might bring, but given that his sole bodyguard is not really much of a threat, this seems unlikely.

There are a few red herrings but they aren't amazingly interesting, and don't lead to any greater depth to the story. There is also a wonderfully odd setting for a fight amongst the 700 rabbit cages, but no real reason is provided to fight there.

The adventure has no real plot - it is simply a list of suspects and where they can be found (and the GM has to sift through all of these to find out who did it, no summary is provided). Once they get proof against the wizard, however, they win. But as a mystery, it doesn't really excite, because there are no twists and the curiously nice wizard actually did do it. At best, it is merely an exercise of poking the right NPC for the big arrow to the bad guy, at worst, its an exercise in seeing how long the GM can fool the players.

As it says in Paranoia, it's important for the GM to pick on the characters, not the players. With the railroading at the start and the undeniable need to force their attention away from the obvious suspect, this adventure feels more like the latter than the former, and when not frustrating the players may just leave them bored, or struck by the obvious. Which is a damn, damn shame because it has, without a doubt, one of the best adventure openings I've ever read.


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