|
|
|
Other comments left by this customer: |
|
|
|
|
Actually, it is an homage to a classic among D&D adventures, B2: The Caves of Chaos. Similarly to that venerable work, this product presents a canyon full of interconnecting, twisted caverns inhabited by a variety of evil creatures. The included material offers some speculative thoughts to kickstart your imagination, including several tribes of evil humanoids and some truly different encounters, but ultimately, it is up to you how you choose to fill out your lairs.
The main thing is, this product can save you several hours of tedious mapping and let you get right to the good parts of adventure design. It's also handy if your adventurers go off on a tangent one night and you need a quickie adventure to spring on them. Simply print these maps ahead of time and you can use them individually or as a whole. Though most of the caverns are interconnected, it's easy enough to close off a corridor here or there, leaving an isolated cave perfect for some horrible beastie to call a lair.
As is always the case with 0one Games, the work is high quality and very customizable. I own very nearly the complete series of Blueprints and I've found them to be not only quite useful, but very helpful in sparking adventure ideas. I had some thoughts of my own about how to fill it out when I purchased this product, but reading through the suggestions, I was so enamored by some of the ideas that 0one presented, I swapped much of what I had in mind for their suggestions!
Oh, and I should mention that I'm using this product in my 4E D&D games, and it works every bit as well and under the 3.5, 3E, 2E, or 1E rules. It should function equally well with GURPS, Fantasy Hero, TWERPS, or what-have-you.
|
|
|
|
|
|
In a nutshell, a great resource, lacking in only a few key areas. If you run action-based d20 games, this book should be a part of your bookshelf. Please see http://www.d20zines.com/v7/node/3081 for a full review.<br><br>
<b>LIKED</b>: I liked the fact that the mechanics work with existing rules, rather than creating new ones for us to memorize and implement.<br><br><b>DISLIKED</b>: While it covers land vehicles and mounts nicely, the book is considerably lacking in air chases, space chases, and foot chases. I'd like to have seen these type more fully fleshed out.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
|
|
|
|
|
|
"The one thing I?m sure of is that you have gotten your money?s
worth from this product..." - Ed Wetterman, co-author
You said a mouthful, brother! Ever since Skinwalker, which was a complimentary review copy for me, I've expected great things from 12 to Midnight and Green's Guide to Ghosts is no exception! Whether you are a real-life ghost-chaser (a term I prefer) looking to introduce such activities to your game, or a gamer with an interest in the supernatural, this book is a resource that simply must find a place on your gaming shelf!
Inside, you will find a wealth of information on the subject of ghost-chasing, all drawn from real-world equipment and experiences! All the goodies the professionals use can be found herein, as well as five ghostly templates, three adventure ideas (in enough detail that you could run them off the cuff), a lexicon of ghost-chasing terms, web resources, and of course, everything you need to know to add a little haunting to your game. And if you happen to be interested in real-world ghost-chasing, consider this a primer to the field. The material may be fictitious, but the resources are real.
Don't even THINK about trying to run your next modern-day horror campaign without consulting this book first!<br><br>
<b>LIKED</b>: Everything! Although, if I had to choose one thing that stands out for me, I like the way that the material is presented as though Jackson Green (your "guide") were a living, breathing person. Those of you familiar with other 12 to Midnight products will know what I'm talking about. If not, pick up one of their PDFs and see. It really make a difference.<br><br><b>DISLIKED</b>: If I had any problem at all with the product (and it's a stretch), I would have to say that I would like to have seen more details on other kinds of ghosts and perhaps a few notes on real-world "haunted" locations, such as Borley Rectory.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
Initially, I was hesitant about purchasing this PDF. I usually buy about $20 worth of PDFs every couple of paychecks, and the $7 price tag cut pretty heavily into that. Plus, I admit that I really didn't pay much attention to the page count. The idea of paying seven bucks for a PDF of adventure ideas was something I balked at. But, I was desperate.
Having purchased it, I'm glad I took the chance.
Far from being what I had expected (100 paragraphs providing a framework of an adventure), this PDF is 116 well-written pages of strong adventure hooks. Each hook provides you with a general description (enough to get the creative juices flowing), three twists (to make it interesting and keep the players guessing), and an epilogue (offering ideas for a sequel). Some also have idea boxes that offer further insight into the hook.
Overall, a worthwhile purchase, especially if you're stuck for where to send your players next.<br><br>
<b>LIKED</b>: I like the format in which the hooks are presented. The numbering system also make reference very easy. If I need to use a hook mid-game, I can jot down the number and easily find it again later when it comes to flesh the adventure out.<br><br><b>DISLIKED</b>: I really don't have anything bad to say about this one. Some have ranted about the note on piracy, but let's face it, piracy is a problem these days. I can understand the author's viewpoint on this, which is why I pay for PDFs (or receive them as complementary copies in exchange for a review).<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
|
|
|
|
|
|
|
|
|
|
|
|