dreamingbadger
Mongoose
Firstly there are no spoilers here, secondly I have not run either of the scenarios I have looked at, but there do seem to be a couple of positive common themes for the busy GM to be aware of.
They, both Tripwire and Bad Moon Rising, are not scenarios, they are campaigns with massive story arcs, you could run either of these for weeks without having to generate a single thing yourself.
Whilst they both have ideal outcomes there is a very real possibility that the players could fail to complete some or all of the events with varying consequences to the outcome of the campaign.
They both have various scenario vignettes' within them, to enable the GM to pad the story with material of their own, or expand upon and provide an opportunity for continuing adventure material.
Overall I am pretty impressed with both, the only thing I would improve upon is the outline description of the Story Arc in Tripwire, in Bad Moon Rising was much easier to get a feel for the overall skein of the campaign, though both provide a good view of what has gone before.
They, both Tripwire and Bad Moon Rising, are not scenarios, they are campaigns with massive story arcs, you could run either of these for weeks without having to generate a single thing yourself.
Whilst they both have ideal outcomes there is a very real possibility that the players could fail to complete some or all of the events with varying consequences to the outcome of the campaign.
They both have various scenario vignettes' within them, to enable the GM to pad the story with material of their own, or expand upon and provide an opportunity for continuing adventure material.
Overall I am pretty impressed with both, the only thing I would improve upon is the outline description of the Story Arc in Tripwire, in Bad Moon Rising was much easier to get a feel for the overall skein of the campaign, though both provide a good view of what has gone before.