This supplement is both easy to learn and to implement to your game of Rime of the Frostmaiden. It brings up the themes of cold, horror, and dealing with these problems on your adventures, which the adventure itself unfortunately failed to do properly.
The author weaves some of the mechanics of Dungeon World and Blades in the Dark into 5E, and in my opinion, it only helps, because ultimately I think 5E is a game about heroic exploits; adventures like RotF need some of the rules rewritten and repurposed, so the game itself could support the themes of horror. If you use Coldblood, you don't need to do it yourself.
Never Unprepared mechanic GREATLY cuts down discussions about what to buy which, in the case of survival themes presented in RotF, may result in analysis paralysis of the whole table. Do we need rations for 20 days? How many torches? Do we need some extra warm clothes in the case we meet some pour soul out in the wild? Climbing gear is pretty heavy, will we come across vertical surfaces at all today? The list of such questions goes on, and on, and on. This chapter boldly states your characters are prepared at all times, still keeping 5th edition's heroic themes but still making it about survival.
And then it takes a dark turn; again, for the good of it.
Heroes need to keep themselves sane: if they simply return from their marches, sleep in the tavern and ready to go again, it breaks the immersion and harms the survival theme. Characters should be GLAD to see other souls, they should be OBLIGED to pray to their gods, they should NEED to relieve some of the stress by partaking in activities like gambling or simply drunken story sharing. It will help with building of your shared story and serve as a much-needed break for both characters and players.
Taking Watch action, which the author took from Dungeon World, helps you streamline camping in the wild. Something is always out there, and this rolls helps you determine if your party is ready to meet it.
The chapter about death is easily my favourite one. It makes death something less permanent and more story-building. It helps you to define the madness of Auril more. It helps you to describe the horror of the North way better. But also it can help fighting the anxiety of losing your character forever if you are a player like me: I always fear losing a character I've invested time into. I want their death to be heroic, not just because of a bad roll. This mechanic helps people like me to dictate when my character goes into the blizzard forever.
Embrace the change. Don't lose hope. Paint it black.
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