Dark Camelot is the first setting/adventure for the rules-lite Adventurers! RPG, and like the 'core book' it's got a lot packed into a (very) small space.
The Good Bits: The setting takes up two sides of a single page, as does the adventure, which means you don't have a lot of printing or space demands when it comes to adding this to your Adventurers! binder. At first glance it may seem that there's not enough there, but on closer inspection it becomes apparent that a lot of good bits have been packed into a small space. The setting lays out the basics very well, and also includes some new equipment (mostly for knights, because this is an Arthurian setting after all) and some new 'monsters', along with the setting's premise, a brief gazetteer, and a summary of who's who. The adventure also takes up two sides of a single page, and is surprisingly well thought-out and flexible for something that's not twenty-odd pages long. I'll admit to being a bit biased, but "The Madness of Sir Richard" has all the things I like in an adventure: evil things to be bested, damsels to be rescued, and problems to be solved. As an added bonus, Dark Camelot also includes 4 pregenerated characters and three pages of monster cards for the setting (as well as two extra pages for your own creations). All in all, quite a tidy package for your $1.50.
The Bad Bits: If you're one of those GMs who likes to have everything spelled out for you, and every location detailed to the fullest, you'll be disappointed. Factions, locations, and people are all described in a single sentence. For me, this isn't a bad thing, but there are those who prefer more detail. Much like the core rules, this setting is best used by GMs who are willing to make things up and develop a setting on the go. There are a few grammatical problems--largely due to translation more than anything--but they didn't hinder my ability to understand what was meant. I also found the names in the adventure to be a little 'flat' ('Richard' is ~so~ 12th century), but that's more a personal issue, and not one that will rub everyone the same way.
The Bottom Line: Once again, Gramel has delivered 'no frills' gaming at its best. No interior art--although there's a cool piece of cover art included--just lots of useful bits crammed into a couple of pages. The setting itself is potentially fun for a number of reasons, but the adventure and the pregens mean you can pick this up and be playing/running in almost no time flat. Over all, I'd be inclined to give it the same 4.5 rating as the core rules--rounding down for the little glitches--but since the whole thing is dirt cheap and I feel like I got more than my money's worth on it, I'm rounding up again to 5 stars.
I've invested about $3.00 in this series so far, and feel like I've already gotten more from it than some series that I've put ten times that amount into. I'm looking forward to seeing more good things come along for my Adventurers!
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