"The Life of a Frank Merchant" is a build and destroy scenario. After an introductory sequence, the player is given a town with some villagers and military units, and tasked with destroying the town center of Chinon's army.
I didn't find very many issues that adversely affected play, though there is a point where the player is forced to wait for a transport ship to move across a wide body of water, with nothing to do. This strikes me as bad design.
This scenario's saving grace for me was it didn't drag on for too long, though that was mainly thanks to poor positioning of the objective.
The most challenging part of this scenario was when the transport ships containing an enemy army landed at my base. According to the hints the game was supposed to be unwinnable after that; however, I found it pretty easy to exploit the AI's inability to prioritise targets, and I destroyed the army despite my inferior force. If I'd known not to move my demolition ships out of position, though, I wouldn't have even had that challenge. I suppose some credit is deserved for the fact that the player does actually get attacked.
The main objective is very straightforward: Chinon's town center is very close to the water, so it's easy to unload some knights and mangonels from transport ships and have the town center down before the full force of the enemy army can react.
The intro sequence deserves some credit, but the rest of the scenario doesn't really match up. The map design is poor and the gameplay after the introduction isn't very interesting. Having to defend yourself from enemy transport ships is an interesting, tried-and-tested mechanic; it's a shame that after the first two ships you never see any others.
Map Design: 1
There's an awful lot of plain, bare grass. No eye candy, no terrain mixing, nothing resembling a real landscape.
The story seemed contrived and the dialogue was pretty unnatural, and I wasn't given any reason why I should care about this merchant character. In fact, the merchant doesn't do anything at all after the introductory sequence: you can put him in your castle and forget about him.
The instructions were perfectly clear, I had no problems with them.
Additional Comments: I can see potential here, but the designer seriously needs to spend more time on map design. They also need to learn to engage the player a little more; have things happen that keep the player interested, and make them want to play through to the end.