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A solid fun house with unique interactions but nothing of substance besides the morbid twists for characters who want to help the people involved in all this. Perfect for murder hobo gameplay where the player characters just want to run in, grab something shiny and get out, overly morbid otherwise.
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Really disappointing. If you've got Frostbitten and Mutilitated you got the best and final version of what is trying to be done here. This would eventually be given flavor in Red & Pleasant Land but still be unplayable endless lists. This book is made out of pure hype and is only interesting because later books will reference it. Nothing useful here, a huge mess. Pure Henry Darger crap.
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Hilarious all the way through, yet still conveys some scary ideas. The dungeon that comes with it is interesting. The named level progression for the Werewolf Hunter is clever and demonstrates how a niche class can be made to be fun.
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The opening is incredibly fun, the rest is awkward, the boss monster is scary, the maps are awful. This game is explicitly for the Advanced Dungeons and Dragons system. Don't let people church it up, we're all playing dungeons and dragons heres.
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Not only a hilarious one shot adventure that only ends with world changing events, but a great random table resource too.
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Can be run while reading and the checkerboard map with location descriptions on it makes the adventure more fun to referee. It has a Groundhog Day plot that is designed for replay. There are plenty of novel ideas on how players should interact with NPCs, the best being the ability to speak with animals as if each species had their own language. It is tainted by having a hideous description of a real life person with an illness, whom was a victim of the author, but it fits right in with the bleak nature of the material. This is the book that succeeds where Vornheim, along with Red & Pleasant Land, failed. It would be perfect without the real world ugliness towards female sexuality, maybe they could replace that with the rules for the Alice class from R&PL. The d100 feature table for class/level progression makes D&D way more fun.
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The perfect way to start a campaign, a must have if you've ever wanted a quantifiable way to keep all your settings connected. The combined with Carcosa are essential for a great years long campaign.
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The adventure setting is interesting but incomplete, needing a lot of work on the referee's part. What is great about this book are the suggestions on how to run a game in the back of the book.
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Weird just to be weird, not particularly good but allows for multiple approaches to a quick scenario and then follows it up with a classic dungeon crawl.
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This is a great place to do a hex crawl. Each area has something to hook characters into adventure and referees will ever run out of things for villains to do. Things wil spiral out of control quickly and it will be something different from any other hex crawl. Becomes a party really fast.
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Another adventure module that only works if the characters seek out something bad to happen to themselves. The living tattoos are a good idea but everything else isn't useful.
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Unless your characters actively seek out their own destruction, this adventure is really slim.
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Easily the best looking, funniest, most inspirational, and most well made zine for Basic Dungeons and Dragons. Every class is a unique archetype that fits a certain mood. Lots of useful classes and monsters to refresh the classic.
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Ever since Basic Dungeons and Dragons, fresh creators have been improving and changing, the original game into something different but recognizable. With this knowledge it's impossible to say that something is the perfect version of D&D because next year or decade there will most likely be an even cooler improvement to D&D. But for now, Murk Borg is currently the best version of Dungeons and Dragons. This is the most radical change to the classic system and it manages to capture what people expect to play when they hear about D&D.
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This game is unplayable without these maps. Every dungeon map should be like this.
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