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A fantastic and inspiring adventure, just the right size for a few sessions of gaming and for giving your players a taste of the surreal Hill Cantons. Highly recommended!
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I honestly, really love this system - it's a wonderful system both for beginners, introducing them to RPGs much like people were first introduced, and for veterans who want that experience again. It's not about nostalgia, it's about a form of gaming that requires invention and imagination over rules.
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A little gem; clear, concise and well-written with examples, open to interpretation to adapt it to your GM style but still with enough of a framework to grasp how the class works. A great variant on the standard Wizard.
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It's rare to find a product this evocative; I've only done so a few times before. It combines inspiration and a touch of odd with soo much utility. It'll be one of your best friends at the table. It's sad that it's out of print right now, because I would really love a physical copy.
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Fun and light-hearted product with a number of minor magic items; I enjoyed the read, and there was value for money, but the items are not terribly useful for me as a GM; it's not that I'd prefer them more powerful (I don't), it's just that they are presented more like ideas than fully fleshed-out items, and as such they aren't more imaginative than that I could have made them myself.
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Overall, this adventure is a really good, if very classic, dungeon for introducing players to the charms of the OSR in general. It will, as usual for these kinds of products, work great with most any D&D derivative, but it does require some work not just adapting to your ruleset but to your play style.
It also has a small number of annoying errors, such as doors being described differently depending on which direction they are approached from, but a thorough read-through before running the module clears that up.
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A good follow-up to the earlier Sanctuary Ruin, but here the difficulty is cranked up a serious notch. If you GM this as an impartial referee in the spirit of the OSR, your players will have a seriously hard time - if they aren't experienced as players, I'd recommend having characters with a few levels among them, probably around 3rd to 4th at least.
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I haven't had time to play the adventure yet, only read through it and prepare its placement in my campaign, but it is a solid product which I highly recommend as a starting point if you are interested in exploring the OSR world.
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This is a good product - I do think the presentation is rather shaky, and some of the rules are "game changey" more in a show-off sort of way than in a really useful sense, but overall I think it was a good read for me.
I would recommend this if you are an experienced role player, especially a GM, as I think the book has a lot of good ideas and a thought experiments that might improve your way of GM:ing and playing. If you'll do it with this system or not doesn't really matter, in my opinion.
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I find this a rather good adventure, but which would benefit from a slightly stricter approach and more stringent language.
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An absolutely excellent "spinoff" in the Old School genre that, above all, provides a thorough and great guide for creating your own Wasteland. For anyone contemplating a Fallout-inspired apocalyptic campaign, this is a must read - if not for use as your primary system, then simply as an inspiration.
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This is a simple but intuitive take on sandbox gaming, with an intriguing setting and well-crafted rules. That this is available for free is nothing short of amazing.
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A simply wonderful product, well worth getting for the pure joy of reading it alone - if you find a group of players to share it with, you're in for a treat!
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