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What seems at first another random tropical island with some pirate-y legends and funny-looking lizardfolk hides much, much more. It wasn't what I was expecting, but if a DM can find a place for it in a campaign, it should be a memorable short story arc.
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Some amusing setting elements and a well-balanced adventure design in a presentation that's perhaps more board-game fixated than it really needs to be.
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I know nothing about any playtest agreement. However, if the publisher feels that I am under an obligation by downloading this, I've deleted the item unread. It sounds as if it will be interesting when complete.
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I saw a considerable Dominic Flandry influence in this regional sourcebook, which is not at all a bad thing.
Three of the four adventures deal with the barbarous Idorians and their scheming Imperial contacts, while the other could drop in to almost any setting. I found the adventure format a little difficult to follow, though a GM with sufficient time to prepare should be able to untangle it all right.
For anyone thinking of picking bits out of here for a different game, it's probably most compatible with Traveller or Space Opera with more thought required for other settings.
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Very interesting to demonstrate how distinctive a setting element, such as a titled house, can become, with rules support infusing the general feudal ideal with their elemental, wilderness and wolf affinities.
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Game play rebalances the rules quite convincingly, to a brief look-through, for the different conditions of SF, with new sets of ability scores, classes and equipment, learning, in various ways, from the experience of a range of SF systems over the years.
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This new NPC class is brief, fitting the existing examples, but interesting in concept and includes a new class ability that enhances the NPC's mundane role, rather than adventuring effectiveness. A small world-building addition of good value.
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A good-looking small vessel in the ever-useful adventuring party size, with some very nice technical and historical notes to hook in to a campaign.
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I didn't find this map as helpful as the earlier Tavern when looking for something to use in play, although it costs more. It seems a bit too prosperous and modern (or at least Enlightenment) for my preferred influences.
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Very complete and helpful tables repeated in a number of different sequences. Putting up this amount of work for free is much appreciated.
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Like the "Challenge" index, very useful data organised helpfully in several different series.
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I've used this in a game and found it a very sensible small generic drinking establishment, printing cleanly as a battle grid - just a useful thing to have on hand for practical game use.
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Graphically very nice, but quite campaign-specific as another reviewer mentioned.
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A pleasant journey across a familiar sketched-out setting, with both straightforward fighting and twists that will take more than swordplay to resolve, tying in the heroes (whether they succeed or fail) to further plots in the ongoing campaign.
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This SF game tied to a single, unusual world (a bit like "Dawning Star" in that sense) uses its own game system. Writing is as you might expect for the price. If that fills a significant gap in your gaming needs, by all means you should take a look. Illustrations are reasonable fillers - some actually a bit better than the cover might suggest.
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