After the last few months I have been playing Pulp Alley, Tomb of the Serpent campaign. In the fourth episode, my team of heroes could of been lost if the game continued for an extra round. Thank you, the fortune (solo) version, for this lucky escape and the cliffhanger finale.
This close call made me think why, I like these rules. For me, one of the fun things about the campaign is how the characters develop. The two junior members of the party, Daphne and Archie, have started to become more 3 dimensional. During this campaign, Archie nearly dies, is stung by a scorpion, and, in this last adventure with Daphne, becomes the story's hero when they hold the Serpent Priest at bay.
The short battle report is here
https://anglianwargamer.blogspot.com/2024/05/caper-at-oasis.htmlI am already working on the next adventure, based on an old boardgame, for Department E6 of the Mace Institute. Also, a more mature Daphne and Archie are planned to appear in my Weird World War II adventure. Maybe they might become superheroes, a bit Dr Fate like.
Overall, these rules are great fun that fires the imagination. In my mind, that's what wargaming should be about a good narrative storyline that holds the games together and characters that come alive and are fun to play.