Now, please, don't get me wrong I am in full understanding that this module was designed as an entry level and as a result I can forgive some of this simplicity. Yet, for a new Gamesmaster one mistake this module made cannot be brushed aside in the name of simplicity and that lies in the complete lack of grey boxed text.
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For a Gamesmaster entering the hobby, grey boxed text can provide the only example a Novice GM might have of how descriptions should be handled. While today's hobby - and the ease of which advice can be found - is starkly different to when I first entered roleplaying (some 14 years ago now) the need for examples still remains.
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In a 13 page module - I include only the module, not the background information and stat blocks - there is just 4 examples of grey boxed text and none of those are particularly exciting. For me this is the real crux of the matter, for all the promise that GR's system holds The Dalish Curse falls very flat - it is just unbelievably dull to both play and run. Compare this to the intrigue and roleplay of A Bann Too Many and you simply cannot place them in the same class.
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A Bann Too Many does not do everything right, when the party meet Bankroll (Bann Krull) you'll listen to an example of something the module did wrong. Yet A Bann Too Many maintains a perfect balance between conflict and roleplay. There are enough fights to keep the blood thirsty in the game. The plot flows quickly enough to avoid players getting bored - the rate in which the plot is revealed is done perfectly, even down to the last few steps new revelations are formed.
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Yet A Bann Too Many does all of this with ample Grey Boxed text and supplies enough information for the GM that even a Novice can run it well. This is why I always claim that A Bann Too Many is a much better introductory module than The Dalish Curse.
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