First thing here is that I have played this module as a player with 5 other Players and completed it.
I am currently GMing 3 other groups through this module right now, 2 just starting and one at the tail end of finishing it, so this is no read (not run or play) then post a review ASAP kind of thing. Those leave a lot to be desired I think, for me anyways, or those terrible one liners, "great fun" or "to hard" or one I just saw posted "stay away from".........
With that, I strongly beleave that as Paizo listened to us and gave us our "Kingmaker in Space" AP, it will get a full 5 stars from me (at least this starting module) from the get go, but it might not be for everyone, depending on the group and the GM specifically.
Positive +
* 1st Starfinder hexploration AP!!
* 25 named and interesting NPC Colonists to get some fun RP and interaction with
* Interesting events/encounters inside your Colony and out in the alien hex wilds the players will have to run into/deal with
* Building your very own space Colony subsystem`
* Multiple Factions that also have charters on this new world besides yours and you can choose from a list of official sponsors for your own Admin group
* Nice and colorfull Hex map
* A large variety of situations one can run into, not always solved by a laser blast :)
Needs work -
- Instead of a session 0 to just talk and make mechanical decisions with no player agency or NPC interactions, a much more organic approach would have worked much better. I had the party start in their nice Colony exploration ship in their bunks sleeping just before hitting orbit (nice to use maps provided in the AP is'nt it).
Then a couple of the named colonists woke 2 of them up with some hard won pointers. Then tipped off a meeting is to be held by their sponsor rep in an hour so get the other Admins up and have it all set up to score some points with this person from the get go. Worked wonders for character intro (as they were to busy with prep before hitting dirtside and just knew the other Admins (players) names only.
- The random encounters needed a lot of work to make them interesting, even using GEM was not much help. Elementals were just to bland so to spice it up a LOT more find interesting. Picking interesting creatures, weather effects and colony related encounters (IE a mis drop of supplies to gain resource points and items.
-To many empty hex's for my taste, and the placement seemed pretty strange til I picked up that there was to be an underground river system that was scrapped before final release (Thanks again Hilary for our forum chats!!).
- Admin (Party) motivation can be lacking at times so it takes a strong GM to guide them (ala Ezrand the sponsor rep) to keep them on pace for whats going on, building your colony and so forth.
- Wish there was more contact with other charters as that sets up other modules in the future quite well and not so out of the blue.
- No colony map.
- Credits can be hard to come by so every creature remains could be bought by dear old Ezrend for the parties Sponsor, and he could very well hand out bonus pay for discoveries made. That was a pretty glaring oversight not to have these things spelled out for credits and UPB rewards.
Overall I had a great time as a player in this and I am also having a blast GMing it for other groups. Just know that your GM skills might be put to the test to get the fullest out of this adventure for you and your group.
Great first module in the Horizons of the vast AP, do yourself a favor and pick this up if this theme type interests you and your players. Leaps and bounds above where we started with Dead Suns AP!!
Cheers
Tom (TRDG)