I've picked up David Flor's work before and this is another example of not just high professionalism in product design, but of his knowledge of what a game master needs in game design. The maps are awesome, the combats explicit in the way tactics can unfold, lots of great options to tie players to the plot instead of just railroading them through, and the way he packages the huge amounts of information to run an impressive adventure location makes a lot of sense.
I'm already planning how to incorporate this into my game. :)
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