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13 Pines: A Supernatural One-Shot RPG Adventure

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13 Pines: A Supernatural One-Shot RPG Adventure
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13 Pines: A Supernatural One-Shot RPG Adventure
Publisher: One Shot RPG
by Luis O. D. [Verified Purchaser]
Date Added: 08/27/2017 16:15:43

This 36-page adventure is a joy to read and to narrate. System-agnostic and strong on narrative, it adjusts itself well to a wide range of preferences for danger levels for the PCs. In fact, it is eminently customizable.

There is ample opportunity to emphasize either human drama and conflict or the supernatural danger as it suits the narrator and the group (and the choice may be changed mid-game easily as well). The situations are well defined and the main plot is clear and engaging.

Even the setting is well chosen, both atmospheric and relatable. I would however advise potential narrators to make themselves confortable with the rules of whatever system they use for combats between small groups and wild animals.



Rating:
[5 of 5 Stars!]
13 Pines: A Supernatural One-Shot RPG Adventure
Publisher: One Shot RPG
by Megan R. [Featured Reviewer]
Date Added: 06/03/2014 08:02:41

This is a systemless adventure, suitable for any modern or near-modern game system in which the supernatural is real (the author suggests Call of Cthulhu, D20 Modern or the World of Darkness as examples).

The core of the story involves an amazing archaeological discovery and a bunch of travellers caught in a snowstorm. The introduction/backstory explains what is really going on and the nature of the threat whcih the travellers will have to counter. Unless you decide to use this as an event within an ongoing campaign, it is suggested that the travellers should be a quite disparate lot, each one with his own reasons for being in the area of the Thirteen Pines township and just caught up together in ongoing events.

The opening scene is dramatic, with the characters - who may at this point not know one another, unless you are running an established party - driving through atrocious snowy conditions towards Thirteen Pines. An abandoned vehicle kicks off the action and the game is afoot...

Once the initial scene has played out, the rest of the scenario is quite freeform. There are locations to investigate and a few people to talk to as the characters try to piece together what is going on. An 'adventure flow' is suggested to help you keep matters on track, but it is not rigid allowing plenty of scope for a charater-led game.

Everything is scary, snowy and almost claustrophobic with the travellers and a few other people trapped in town. Phone lines and cell reception is out, but the power is on at least for the moment... but where are most of the townsfolk? Descriptions are atmospheric and you should have little difficulty in bringing the scene to life in the minds of your players. The scenario will be most effective if run at a brisk pace, and would probably be suitable for a convention or other single-session game.

The whole adventure is well-presented with apposite illustrations, a plan of the town; and only a few minor typos which jar but do not render the text unintelligible. Naturally as a generic scenario, you will have to apply appropriate statistics from your chosen ruleset, but otherwise it is good to go... an adventure you and your players will remember for years to come.



Rating:
[5 of 5 Stars!]
Creator Reply:
Thanks Megan for the review. I\'m a game master at heart so the worst thing about writing adventures is that you\'re not at the table when they\'re played so its great to get feedback. The freeform style of this adventure was a personal goal so I\'m happy you highlighted it. While it\'s still a great adventure my first publication 55 BELOW ZERO AND 6 FEET FROM HELL was more gamemaster than character driven. Also thanks for pointing out that I need to do a bit more editing - that just replaced freeform as personal goal #1. Thanks again and all the best. David
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