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The Proving Glade
Publisher: Dungeon Masters Guild
by Simon S. [Verified Purchaser]
Date Added: 09/28/2019 16:03:35

What I like about this product is the general idea of something changing for worse in an old forest, effecting the village nearby. I also think the sidekick character has potential with his wish to find his lost companion again. And the colourful maps of the forest are nice. So there are good ideas, characters and maps in this one. Also the front cover of the adventure is very beautiful!

But I wish the locations would be more flashed out. The adventure has only 14 pages and it shows. Many of the places could use more details to become really alive. My most important critic-point is this though: The adventure claims to explore deeper moral themes and I can´t find that. Yes, there is a sort of "test" for the group, but it is not really clear why and how the creator of the test has arranged it. This should have been explained in more detail in my opinion. In addition to that, the "test"- character of this main encounter in the middle of the adventure (and forest) also takes away some freedom/agency of the players. If they do not act like the adventure want´s them to, they are getting punished later on (there is even a chart to messure how "good" they acted in the test). A better way to bring complex moral themes into this would have been to explore the sidekick ´s guilt and how he tries to overcome it with the help of the characters in my opinion. Or even the question if and how they want to help a person who failed a friend in the past. But to be fair: If the DM thinks a bit about this and puts in some work, this sidecharacter and what happend to him and his friend has the potential to make this journey into the old forest also an exploration about redemption. You can even make the fey in the forest more mystical, give the sidekick and his redemption arc a connection with the backstory of one of your characters... Well, this would change the tone of this one-shot adventure a bit, but the ideas are there to make it a bit more heavy and more about moral decisions.

Another idea to give the adventure more depth would have been to give the DM some info on how the sidekick acts in certain situations in the adventure, what his hopes, motives are. Sure, I can think about it myself and improvise it, but why not give some cool stuff that can happen in the adventure text rather than make the sidekick a "ghost" in the discription text.

The way fey are presented is also not my cup of tea, because it is a littly to "silly" for me, but that is my personal taste, I can see a group having a lot of fun with this.

So I like the setting, the concept and some npc´s, but I do think that some more details would have been good and also a bit more flexibility for the characters on how to handle the main encounters. All in all solid, with a mystical nature-setting and some very nice ideas. Can be great, but the DM has to put in some work and a few changes in my opinion.



Rating:
[3 of 5 Stars!]
The Proving Glade
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