The good news is that this campaign is not like others that just string together a bunch of random maps. The bad news is that a random map would probably be just about as fun as this campaign. Most of "The Postman" has a very unfinished feel to it. Right from the very first scenario, there are many glaring errors that make it impossible to give it a high rating. Simple things like bad triggers, wrong diplomacy, and lame Victory Conditions make parts of this campaign alternately unbeatable and far too easy. The Map Design is a real mixed bag. For the most part, it is pretty much grass with water and blocks of trees thrown in. However, some of the scenarios do show a bit of promise in this area. As said before, it is clear that this campaign was never really playtested. Some of the scenarios simply cannot be beaten because of simple errors like a bad trigger here, or a diplomacy mistake there. Little things, that could easily have been picked up on with even the slightest bit of playtesting. This brings us to probably the largest weakness of this campaign: the Story/Instructions. Or more specifically, the lack of them. For example, here is the entire text given for one scenario (and I quote): "Make and keep trade routes". I see. No hints, nothing. Not even any clear objectives or a story at all. Most of the time, you have no idea why you are fighting, or have any idea what is going on. Some of the levels have NOTHING at all. I find this unacceptable. This campaign does have a few bright spots, and the author may have been on the right track, he just failed to put any amount of effort into it. This campaign shows promise, but in the end it fails to deliver.