All you game masters with players vying to be the next batman finally are delivered an adventure and setting worthy of the broodiness that your players crave.
Bedlam in Bedlam is the quintessential adventure for game masters who have players itching for a dark comic book setting. Bedlam in Bedlam, by Plain Brown Wrapper Games, contains both a great adventure and a detailed setting within its 200 pages. I felt like that guy who goes to a grocery store and realizes that there was a ham tucked underneath the cart that he forgot to pay for. Something felt wrong getting all the goodness in Bedlam for nothing, considering the low cost and detail put into it.
The adventure involves government superchildren and breaking into a government facility to save them. This is a simple plot if we are talking cheesy four color, but in a gritty campaign world like Bedlam, things are a bit murky. Some of the government are good guys and some of them are not. Some are trying to help you orchestrate the break-in while some assume that you helping them.
With so much intrigue, the writer does a organized job of helping the gamemaster run the game. There is first an overall overview and then a remarkably done more chapter by chapter overview. This is a notion that d20 adventure providers have yet to grab. Instead of writing adventures like novels, where the GM has to get to the last page to find out what is going on, Bedlam writes the adventure for the Game master. Like other adventures from the publishers, hints and tips are scattered throughout for ?what if? incidents involving the PCs. Each chapter has great descriptions and colorful maps for pc use.
All that alone is worth the price of admission. But one of the appendixes? is a 30 page layout of Bedlam including a map and detailed information about the government, neighborhoods and other factions. It?s written so well that if you do not have a detailed home city, you can easily slip it as yours.
For the Game Master
Bedlam spells out everything for you so there is little guessing as to what could happen next. The adventure has a lot of paths the PCs could go, which makes for a satisfying adventure for them and prevents the feeling of being railroaded.
The Iron Word
Brown Paper Bags adventures have steadily gotten better and this one has reached a pinnacle. This is the type of adventure and setting that players have wanted for some time.
<b>LIKED</b>: - adventure has many non-linear moments that give the PCs results for their actions and does not make them feel boxed into the module
- This is two products in one. A great campaign setting and a great adventure
- The descriptions really put you into the dingy city of Bedlam
- Nice color maps
- unique villians and allies (figuring out who is who is even better) <br><br><b>DISLIKED</b>: - still no bookmarks on products. This is one of their biggest products yet and its really inconvenient to navigate through. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>