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A decently sized region for a sandbox setting. An absolute must get if you're looking for a region that has enough detail to get you started, but not too much so as to bog you down. A true successor to the Judges Guild's Wilderlands material if ever there was one. And it's free! At most just get it to steal stuff from.
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A book that puts art first, inspiration second, and gameability a dead last. There's not a lot of actual gaming material here that doesn't fall under the "inspiration" category. There's a map that's not too detailed, but shows general locations, and tons of spark tables. Don't buy this if you're looking for something you can read one day and run the next. This is solely for people who want to be inspired to create their own world/setting/material/anything else.
That being said, if you know what you're getting into, this is a beautiful book with lots of inspirational things and can be exactly that. That is what I will be basing my rating on. If it was based upon actual gameable things (like a dungeon, a town, things with stat blocks or any level of detail) it would be a zero. This just ain't that.
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An amazing collection of new and unique monsters based upon public domain artwork that is gorgeous. Throw some of these monsters in a sublevel of your dungeon or a hidden glade and watch even your veteran players freak out!
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An, ultimately, very small dungeon with lots of artwork and flavor. The actual meat and potatoes is very thin for my tastes. A module that puts art and inspiration before material, but for the price it's very hard to knock it. Just know what you're getting into before you slap down that $5
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An absolutely amazing set of booklets that emulate the original box set of D&D. The most highly regarded retroclone of OD&D imo. Grab these and realize just how gameable and cool OD&D was and is. Really great products.
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An absolutely amazing set of booklets that emulate the original box set of D&D. The most highly regarded retroclone of OD&D imo. Grab these and realize just how gameable and cool OD&D was and is. Really great products.
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A truly wonderful collection of adventures that are very well done in the classic style (i.e., no walls of dense text you have to parse thru but not overly simplistic bulletpoints that don't give you enough detail). Seriously, get this, steal whatever you want from the adventures, and realize why these adventures are good. The ideology behind this product is to show just what made classic adventures so good should at least be acknowledged. Whether you agree or not with the points made in the essays tucked within, it's at least worth chewing on. really great series of products.
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Absolutely a must buy for anyone who runs a sandbox game or who strives to create their own work. Rob Conley is legendary among the classic D&D world and his work speaks for itself. It walks you through creating a world, as large or as small as that is for you, with as much depth as you want. One example is wind currents, ocean currents, and the resulting humidity and watershed effects.
If that's something you want in your world to make as realistic a world as possible, it's got this info. If you just want the basics and don't want to wander too far from your creative trail, it just tells you "have continents in this location be wetter and this location be drier" which works amazing.
It walks you through creating a history, a location, region, and populating all of those with people, places, and things to do/see. All the way in a very explanatory and easy to follow example in the Island that's created.
Just do yourself a favor and pick this up and read it. You will not regret it.
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Pretty basic ideas for what "downtime" should be. If you're even vaguely familiar with the concept, this zine may not offer too much for you. For those new to the concept, this book can lay a great foundation for downtime activities.
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A wonderful setting that just brims with extremely creative ideas and whimsy. Truly a setting that matches medieval marginalia art with knights riding bees and wasps making nests out of scrolls and such. The only criticism is that almost everything is whimsical, so nothing is, if that makes sense. If there was a juxtaposition of normal creatures and normal villages (even barebones stuff), I think it would have really highlighted the fantastical parts. But that's just a minor nitpick from someone who has never created anything as great as this work. Great job!
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A great, little adventure site. Has lots of puzzle-y bits, cool monsters, some small faction play, and very well laid out. Lots of the traps are just "does 1d4+2 damage" unless a save is made, which can be a bit repetitive as a way to drain resources and make the dungeon more challenging, but it's nothing too in the way from having a good time. Great module!
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Really good for a solo type game. Just inspiration and things to steal for a normal game, though. The magic items are pretty clever and interesting. The curses are mainly flavor. All in all a very art 1st, inspiration 2nd, gameability 3rd module if that's what you're interested in.
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