|
The gang at Red Ruin are putting out some excellent old school fan content, but this Dragon Warriors rules gamebook really takes things to the next level. Elegantly written and sumptiously illustrated with evocative and perfectly executed drawings this is as much a work of art as it is a damn fine gamebook. I genuinely think this book ranks up there with the best traditionally published interactive fiction - like the better Fighting Fantasy books and Lone Wolf etc. I've devoured this book and still haven't played through all the options and alternatives so the replayability factor is high. Always important in a gamebook. It's no lightweight either - at over 300 sections. I would have happily paid for this fantastic book - but best of all it's FREE! Keep up the great work Red Ruin. If this book is anything to go by I can't wait to read the next book from Mr Donachie!
|
|
|
|
 |
|
This next instalment in the adventures of these two likeable monks as they investigate nefarious doings reveals more of the background of the pair and their mission. Described variously as "like the Supernatural TV show but in the middle ages" and "like Brother Cadfael mysteries but with more butt-kicking" this spooky, grim supernatural tale hits just the right note for Halloween. The added extras of 'Ware the Gallows Wood and Zombie Bears nicely round out this little booklet.
|
|
|
|
 |
|
At 160 pages and illustrated throughout, this is a solo adventure you would normally have to pay for - and yet it's free.
The action takes you across the Principalities of the Crusades and cleverly introduces an under-used monster from the Dragon Warriors bestiary.
Well written and well thought out - well worth downloading.
|
|
|
|
 |
|
A neat little story and an idea for a short adventure.
|
|
|
|
 |
|
From the striking cover art to the very last section this is a solo gamebook that doesn't disappoint. This book notionally follows on from the Village of the Damned although you don't need to have played that adventure. What seems like a relatively safe opening soon has you catapaulted half-way across the world, forced to make your way in an exotic and dangerously unfamiliar land. The author has deftly woven some classic genre elements into this tale without it feeling hackneyed and the quality of the writing is top-shelf. In fact I actually ound some passages of truly exquisite prose. The book gives you the option to pick up some companions along the way which can help overcome some difficult obstacles and opponents. There seems to be some good replayability with multiple options to proceed. All in all a great read I would have happily paid for - but best of all - it's free!
|
|
|
|
 |
|
A solid solo adventure which would fit with minimal adaptation into most quasi-medieval campaigns. Interesting take on the perils of in-between localities - easy way to add some pep to that underdeveloped small forest lurking on many a regional game map.
|
|
|
|
 |
|
Minor spoilers follow.
Solo adventure, traversing a forest to deliver an important message: a classic Dragon Warriors theme. Quick to resolve, but replay value
as there are alternate routes to reach the abbey. Generally forgiving until the climactic combat.
Possible improvements: (i) entry 40 refers to your trapped leg, but the PC may have avoided/escaped from the wolf trap; (ii) some
entries tend to overlong.
Well illustrated. Big clear print. Captures the Faerie Forest atmosphere. Could be adapted to other systems. Recommended.
|
|
|
 |
|
Mild spoilers follow.
Solo adventure exploring a classic Dragon Warriors theme. One main path, but some interesting detours that could give an advantage,
if you are prepared to take a risk. Ample opportunities to gain clues regarding the nature of the evil. Well balanced between
exploration, combat and problem solving; locations can be revisited, and sometimes it is wise to do so.
Possible improvements: (i) entry 80, cross the river, 49 seems a better link than 95 (which loops back to 80); (ii) double use
of keyword Elm (see 37 and 52), choose a different codeword for 52 (unless this was a design choice). Otherwise links seem
accurate; highlighting these and other key information is a good feature. Could be modified to other systems with a little work.
Fun adventure. Recommended.
|
|
|
|
 |
|
Mild spoilers follow.
Solo quest to lift a curse on a village. Replay value as there are multiple routes to success, some easier than others. Some "puzzle book" elements: secret instructions,
with one complete message very difficult to find in a single play; a pair of linear simultaneous algebraic equations to solve. A number of rousing combats.
Appropriate content and themes for a Dragon Warriors adventure, although conversion to other systems would not be too hard. Links seem accurate.
Possible improvements:
(i) Make the beggar encounter easier to find;
(ii) A mystic or sorceror with appropriate knowledge could be given a chance to find "the ritual solution" despite not having all the clues.
Recommended.
|
|
|
|
 |
|
Good adventure. Nice atmosphere. Now I want to know what happens next in the story
|
|
|
|
 |
|
Sumptiously illustrated by the author, this short solo gamebook is a prime example of the talent and high standard of fan work coming out of Red Ruin. A quirky and atmospheric romp, with an eclectic cast of encounters and a nice sense of whimsy. Plenty of replayability with multiple paths through. I enjoyed this book. It would also fit nicely in an Arthurian style questing game.
|
|
|
|
 |
|
This is a really engaging and entertaining solo adventure gamebook. The challenge level is good and there's plenty of playability with multiple paths. After several run throughs I still haven't cracked all its secrets. The author has done some pretty clever slight of hand with keywords and "hidden" sections. The illustrations are colourful and engaging. Professional standard work I'd be happy to pay for - but best of all it's free! The perfect way to scratch that rpg itch between your regular games.
|
|
|
|
 |
|
Festive frights continue to delight in Casket of Fays, the quality and imagination just keeps coming with this Zine, I'm excited to behold what comes forth for issue 4 and 5. Red Ruin has done some other great atmospheric things that are easy to transfer to any setting.
Thumbs up!
|
|
|
|
 |
|
A fantastic fanzine from the community and fans of The Dragon Warriors roleplaying game, a game filled with superstion and lore, spooky and gritty, Issue 2 builds really well from the first issue. The layout and artwork is nice and really gives a nice feel to the printed booklet, readily transferable to other games too.
|
|
|
|
 |
|
This zine keeps getting bigger and better with each issue. With a great mix of short adventures, new spells and magical items, locations and write ups, this zine sets a high bar indeed for both quality of content and great atmospheric old school art work. Brockprint's illustrations are a rare delight and would be at home in any commercial publication. Kudos to the contributors and editorial team. Can't wait for the next issue.
|
|
|
|
 |
Creator Reply: |
Thanks. I'm quite fond of Brock's art.
Glad you enjoyed - keep on reading! |
|
 |
|
|
 |