Heh, I just found this thread
Anyhow - the first Witch Wake module is short - 1 to 2 hours worth of gameplay. Its similar to the prelude in the official campaign, but it is MUCH better.
First off the obvious:
You no longer get combat for killing monsters - which is a good thing. Xp is rewarded for "discovering new areas, finding out new information and "roleplaying" your character". Character can now actually roleplay their class - eg Fighters can intimidate, Rogues can persuade and so on. You can avoid just about ALL combat should you choose. It isnt real easy to do, but if your super careful you can pull it off. You can also play off certain monsters against each other - eg. There is a zombie warrior and Kobold War Captain near each other and if you can get the zombie warrior to move close enough to the Captain, so that it can see him - they'll go at it.
Lots and lots of dialogue to read. In fact, it encourages you to read the dialogue - as you get xp for "finding out new information." The story itself, uses the amnesia plot device, but it hasnt been done too badly. Its apparantly very similar to Planescape Torment {I cant say for sure, as i've never played PS:T}. Its really hard to judge how good the story will be, because its only the first module. Rob Bartel actually wrote the Charwood quest {The one in which you had to judge the two mages{?} - with the town that was stuck in time} in the Official campaign, so it definately has alot of potential. You are also given choices, such as - should you choose not to trust the Night hag - in future modules you will gain special quests and so forth that you would otherwise not be able to attain.
Whats more Saint, you'll be happy to know that Paladins can become fallen!
Should they take any items resting in the "holy" cemetary you come across and if they do not give the Axe to its right full owner on the Stygian plane, then they become fallen.
I think that covers most of it. If i've missed anything - just post it :D