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I liked this product. It filled the niche of what 'exotics' trade cargo is for Traveller. So it was a useful interesting product that helps my game. Thank you!
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I didn't have very high expectations for this product and didn't buy it for a quite a long time. I've been burned before ("Barbarians of the Gothic Wastes", "Barbarians, Booze & Battle-Axes", "Crypts & Things") by products with titles promising sword & sorcery but delivering half-baked, hand-wavy games that would take more work to get into playable shape than the time it took to write them originally.
So I was blown away by Barbarians & Basilisks (B&B). It not only reads as completely playable out of the box, but very well thought out and it reads like it actually was played! And even at such a short page count is more complete than many "OSR" style games.
I agree with the previous reviewer - the game is very much in the style of "Swords Six-Siders" (and can make a good supplement/pairing with it). A very bare-bones d6 only "old school" style RPG. But it delivers and deservers bigger recognition.
Wish I'd bought it much, much earlier.
There is a print edition at Lulu and I'm buying it.
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No graphics, not very fancy, but it does what it says on the tin.
A few anacronisms that might seem a little lame ("Magic please don't make me look like a chump.." but most of it is pretty usable and suitable for most fantasy worlds.
Only the second product I've ever seen do this.
I liked it alot.
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WARNING! This adventure does NOT take place on Zarth!?! WTF!?! If you want to write a D&D adventure,then don't say it's a "Zarth" edition! Call it a "BS pocket dimension edition"! RIP-OFF. I want my money back! }:{
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Creator Reply: |
Thanks for the balanced and well thought out review.
Its called the "Zarth" edition to tie it into Crypts and Things default setting.
From the introduction (which is viewable in the preview):
"Where in the World of Zarth?
If you intend to use this adventure with characters who have previously adventured in the Continent of Terror, here’s some suggestions on where The Shattered Lands
exist:
• Far across the Reapers Sea on another continent.
• In its own pocket dimension or Other World. Characters from Zarth arrive via a magic portal, such as the one in the Black Monolith in the Haunted Lands in the main Crypts and Things Rule Book ."
So as you can see I give two suggestions: one is Zarth based, the other is a pocket dimension/Other World. |
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I'd agree with everyone else - the maps are good, but they are very low resolution. I'd pay for higher resolution.
I'm also not crazy about some of the maps being on multiple pages, but that's a quibble.
Another quibble is that sometimes the map is a very small part of the page for no obvious reason, making it a big waste of ink.
Other than that though, it's a great collection and I'd love to see more of the same (with higher resolution!).
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It's okay for what it is, the art is good, but for my money there are way, way, way too many "gonzo" characters. An otter pirate? When am I EVER going to use that? More importantly how could I EVER use that MORE than once!
So while there are 68 cards (and one blank - what the heck am I going to do with a blank), I'll be lucky if I can use 30 of them.
If you're okay with each of these guys being usable only once, you might like this. Otherwise, there's not a lot of 'normal' NPCs here.
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Just a quick note to say these are VERY cool. Better than I was expecting actually. Most 'geomorph' cards like this (and there are quite a few here) have pretty uninteresting pieces, but each card is unique and each card has a very interesting 'section'. It could be used to quickly create a dungeon or even combined with other geomorophic cards.
I like the fact that the card suits are here as well - at the very least they could be used with Savage Worlds.
I'm not sure why the dice are there. Useful I supposs, just not particularly 'neccessary'.
There are no instructions on how to use the deck...but really, it's pretty easy to figure out, though it would be interesting to see what the origionators idea on using them was.
The back of the cards are just plain dull but that's no big deal. Just a note that not even a 'brand identity' is here.
Very much the best card set for RPG's I've bought here - and I've bought a few!
I hope we can see more 'geomorphic' cards from this company. The art is terrific and I personally thing the form-factor is much more usable than 'tiles' or anything else.
Anyway, very nice, thanks!
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I'd have liked to see the explanation for how to use the survey in the document itself. Maybe even expanded to suggest different ways to approach players and groups of players with this document.
It wouldn't kill it to be two pages instead of one.
I like the 'weird' names. I think they take the edge off starting a game with homework.
I think the "Which system" question is valid. You could always change it to "RAW" (rules as written) or "Rules as Guidelines" but I think most game systems themselves actually give you an idea of how they should be played. And since ALL games have 'house rules' which system is a more informative question.
In short, I recommend this 'as is' and I'll try to use it myself.
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WHY REVIEW A PRODUCT?
It will still cost you some time to read and some ink to print if you choose. I'd like to know if it's worth it and I thought someone else might as well. Since there are no others reviews, I thought there should be one.
PHYSICAL PRODUCT
It is a 16 page PDF that is stamped "OGL 3.5 System Compatible". It is largely black and white with an excellent illustration on the cover and three more adequate illustrations (that appear to be public domain) inside the book. Four if you count a full page advertisement for "Modern Basics Jungle Action". The font is readable and layout is two column.
INTRODUCTION
I purchased this product in the GM's Day sale, so I got it for a $1.58 and printed it (two pages to a page). So it's certainly inexpensive enough.
DESCRIPTION
The description on the page of Drive Thru RPG for the product is accurate and complete (and has more misspellings than I found in the product).
There is a basic description of the goddess and how she is portrayed in art and some very rudimentary description of who worships her and how she responds to prayer. It also states what spell domains can be chosen from.
While it mentions her relationship to other gods in this small pantheon, they are vague enough to ignore or modify for your own campaign.
It then goes on to give her complete "avatar" stats and gives a lot of detail on two artifact level magic items. It seems strangely geared toward the idea that player characters will at some point have these magic items or be "lent" them by the goddess. Make of that what you will.
Then of course, there is the obligatory Prestige Class, "Priest of Benten". Their particular class features are "Uncanny Luck", "Know Heart", and "Dragon Friend". Pretty self-explanatory and pretty bland.
After that are new Spell Domains, including "Charm", "Community" and "Seduction". There's nothing particularly interesting about them - they really only seen to be bonus plusses, but at least they are theoretically usable outside of the this product. They are essentially the only "new" thing in the whole book.
The Appendix then talks about "The Seven Gods of Good Fortune". Whether or not you want to add another seven gods to your campaign is up to you, though it seems they are very likely to duplicate whatever gods you may already have - one is a god of war for example.
On the other hand, the asian-influenced nature of these gods can easy be inserted into any "exotic" culture that you may have in your campaign.
There are three pages dealing with the other seven gods and the detail is pretty vague, but usable enough. There is even a paragraph explaining the real-world influences for these gods. That I appreciate very much and hope it's a habit other authors follow.
Then there is a page entirely devoted to what happens when you kill an avatar and take its stuff, rather reinforcing the idea that this is really a book about a "monster" more than anything else.
OVERALL
Well, I was looking for a Goddess of Luck and this is one. But, it's an incredibly bland one. It definitely appears to be a goddess of only Good luck as well, which is also much less interesting than a goddess of all types of luck.
It's quite possible that I've been spoiled by other more detailed products but I just found so much more missing than what was there.
About the goddess, there are no myths, no legends, no particular history, not very much personality, certainly nothing to indicate a reater purpose in the 'cosmology'. Just "yet another god".
About the religion, there are no ceremonies or rituals, no idea how you would train to be a priest, very little in the way of duties, no prayers, no relation to any other religions, no enemies of the church, no relation to local politics or other secular organizations, no holidays or celebrations particular to the religion. I mean, since it was inspired by real world, it would be nice to have some more research done on the how to clerics interact with the fantasy world - much less the other player characters. No favorite color, no particular clothing, not even a holy symbol! There's not "none", but there is very little.
So I while I can say I was disappointed, it's also true that I was more disappointed with what it isn't than what it is.
If you're looking a for high-level good-aligned "monster" I guess this would work.
If you're looking for a "drop-in" Goddess of Luck...well, it's better than nothing, but not much better. There's no real effect on the culture of the world and no particular "flavor" or interesting aspect to recommend it over any other Goddess of Luck you might run across.
I'll keep the illustration and may make use of the new domains, but the background of the goddess isn't particularly interesting or original enough to stop me from looking for some other Goddess of Luck to use in a campaign.
SHOULD I CHECK OUT THEIR OTHER PRODUCTS?
Personally I can't recommend this product. It's no worse than most of the other "deities" books you'll find, but it's not really any better either. You won't be overcharged for it, but it's not likely to give you any ideas on how or why having a goddess of luck in your campaign is a good idea at all.
I hope this doesn't come across as too harsh, but I also hope that it will serve to "raise the bar" on what is truly useful for a specialized product like this.
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Creator Reply: |
Thanks for the feedback; like I\'ve said repeated on the NUELOW Facebook page and blog, we can\'t improve if we don\'t hear from customers. The product was made generic on purpose, with the hopes of making it as broadly useful as possible. Maybe I went too far in that direction. There are two other releases what-was-hoped-to-be a series, but they were never released, due to a lack of suitable art/art budget). Two of the illos in \"Benten\" are PD, but the other two were commissioned for the product. My goal for the series was to at the very least have an original drawing of each of the gods/avatars.
Bishamon and Jurojin are waiting in the wings. If I ever get around to finishing their booklets, I\'ll do some revisions taking your feedback into account.
Thanks again for the feedback and for being a customer. I\'m sorry \"Benten\" fell short for you, but maybe we\'ll do better the next time you give us a chance. |
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WHY REVIEW A FREE PRODUCT?
It will still cost you some time to read and some ink to print if you choose. I'd like to know if it's worth it and I thought someone else might as well. I will not hesitate to spoil the adventure (SPOILER ALERT).
PHYSICAL PRODUCT
This is a three page black and white PDF. It's definitely printer friendly but because it is one column, it's not very easy to read on a phone. I printed the first two pages. The last page is an Open License.
INTRODUCTION
I'm definitely interested in making sure that the non-social and social aspects of an RPG are at least as emphasized as the combat part of the game, so I'm always looking for clever ideas on handling relationships and social interaction.
DESCRIPTION
This adds a separate stat block to fudge in terms of a scale of +1 to +3. There are no negative values. The rules encourage you to write down the relationship and its associated bonus.
It's not clear what this bonus is used for however.
The first example given is using multiple relationships to "inspire" you to life "for your family". Does this mean you can apply the bonus for BOTH family members? So all you have to do is say it's "For the Children" and you can essentially stack all your bonuses? I don't know and the rules don't say.
It's recommended that you describe the relationship with the reason that you have the bonus.
It recommends starting PCs with a pool of 6 levels.
It also says that you should automatically start out with a +1 relationship with each other player character. It doesn't say if the fellow PC relationship is taken out the pool of 6 or in addition to the pool of 6.
It says that after three sessions together a +1 relationship must be added (or more if you want to spend EP or Fudge Points). Is this to EVERY other PC? Only to the ones you 'bonded' with? Just because? Whether you grow to hate your fellow PCs or not? It doesn't say.
It does say you can leave some levels to be filled out later if you are not sure. But it doesn't say if this is from the initial pool of 6 or from the 'free' levels given to the other PCs.
It talks about changing relationships as well. Apparently this can happen at any time. The example given is "Sold me out to Snitcher, Joe Pearson +2".
So wait? Dude sold you out and you STILL get a +2 bonus? When do you get that bonus? When you're about to stab him in the back?
It suggests that when a relationship deteriorates you can get an extra level to add to another relationship or add a new one.
So, dude sells you out and that will make another relationship stronger or introduce you to a new friend? WTF. But apparently you STILL get the bonus with the dude that sold you out.
It recommends that the GM approve all changes to relationships.
This is followed by six examples.
One of which is "Her death haunts me to this day, Natalie Landon +2".
So apparently, you can just get a +2 bonus for someone you used to have a relationship with, who is now dead.
And nowhere does it say what this bonus (or ANY bonus) can be used for or if there are any limits at all on how you can use them.
I suppose it’s possible that there is something in FUDGE that makes this make sense, but I doubt it.
OVERALL
This is the kind of "Free" crap that should never have been anything but a web page at worst and a note in the GM's note book at best. Even FUDGE fanatics would refuse to publish this in a FUDGE fanzine.
It raises far more questions than answers and I can't possibly see this surviving a single character creation session.
There is no reason even given as to WHY these rules should be used.
A complete waste of time.
SHOULD I CHECK OUT THEIR OTHER PRODUCTS?
NO. This kind of hand-wavey, half-baked idea should be removed from the internet as a public service.
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WHY REVIEW A FREE PRODUCT?
It will still cost you some time to read and some ink to print if you choose. I'd like to know if it's worth it and I thought someone else might as well. I will not hesitate to spoil the adventure (SPOILER ALERT).
PHYSICAL PRODUCT
This is a 7 page PDF with a blue background on every page. It is not very printer friendly. It has three good character illustrations and a very readable font, but the background required good lighting to read on my phone.
INTRODUCTION
I've never understood the complaint that money was hard to keep track of in RPGs, but since I'm currently using a game that doesn't have money (Barbarians of Lemuria) I thought I'd look into rules for managing wealth without counting coins.
This appears to be a single chapter from a larger Savage Worlds product. It's definitely complete, but it assumes a science fiction space faring setting. This doesn't detract from its usefulness in any way, but couldn’t be used for a fantasy setting without some serial number filing.
DESCRIPTION
It starts by redefining wealth and poverty advantages and disadvantages, from homeless to Bruce Wayne and modifying the existing (presumably) Edges as well. Then it shows a system for making Purchase Rolls emphasizing that they are only used for 'important' (i.e., game affecting) purchases. It gives rules for multiple purchases ("I'll take battle suits for everyone!") and haggling.
It also talks about going into debt, the effect of savings and gives a nice set of rules for Purchase Modifiers depending on the object, including its availability,
The only things it doesn’t cover are the two common problems with wealth in a campaign - loans and what to do when PCs have too much money. These are easy to fix myself (you can only loan from Savings and...I'm GM I can steal from PCs whenever I want). But that's about all I can think of that isn't covered.
As an added bonus it also gives a system for Employment, in a way that assumes you are adventurers who will occasionally take a break from working to go adventuring. It then deals with a random employment events that can improve or hurt your career. This was a totally unexpected bonus and really well done.
Unfortunately it uses playing cards, so it will have to house ruled if you're not using Savage Worlds, but that's my problem - not the authors.
OVERALL
This is quite simply the best treatment I've ever seen for wealth without accounting! This is in fact my new rule set. Not only is it excellently written it accounts for almost everything I thought I'd be 'giving up' by losing the coins.
SHOULD I CHECK OUT THEIR OTHER PRODUCTS?
I don't really have any need myself - I have space games and I'm not a fan of Savage Worlds.
But if this is an indication of the quality of their writing and the smartness of their game design I'd definitely check out there other stuff.
I'm often disappointed with 'free stuff' but this one is exactly what I needed, only what I wanted and had clever additions I've never thought of. Rules don't get better than that at any price.
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Why Review a Free Product?
It will still cost you some time to read and some ink to print if you choose. I'd like to know if it's worth it and I thought someone else might as well. I will not hesitate to spoil the adventure (SPOILER ALERT).
Physical Product
This is a 6 page PDF that I printed out myself. It's got a few illustrations that look for hand drawn but in a good way, reminding me of the old "Judges Guild" type products. Not sure the Egyptian "bull horn" quite works though. It's a got a hieroglyphic banner down the left side of 5 of the pages, which is quite effective. The title font also does a good job of setting the pseudo-Egyptian tone of the piece.
Introduction
This interested me because I'm looking specifically for "Sword & Sorcery" style adventures (rather than D&D Fantasy adventures) and I'd like to spend as little money as possible. I also have several "lost cities" areas in my campaign I'd like to fill up.
Description
The adventure starts with a merchant offering to sell the party a treasure map or take them to the location. Not the most interesting adventure beginning but it works.
Each paragraph in the adventure is numbered and corresponds (accurately I might add) to an excellent map on page 2. It's kind of a 3/4 overhead map that seems to be pretty well thought out and even has a direction arrow on it. The numbers are in their own font which gives it a certain look.
The adventure is written for D&D/OSR with one-line stat blocks in parenthesis and familiar spell names. It's a little high in coinage, but also has some not so obvious treasure as well. I appreciate that.
The dungeon is an abandoned city in the desert but it actually has a suitable reason for ending up like this. It's filled (but not stuffed) with genre appropriate monsters. Nothing too weird (like a Manticore in a dungeon).
One rather odd denizen are "Mites", humanoids that have an illustration that make them look like Goblins. I don't necessarily like adventures to add new humanoid species to my worlds, but I also like the fact that they are NOT goblins (that's just lazy), so it evens out.
I don't know what they are doing here or what they eat, but I'm not real worried about it.
On page 3 appear to be small advertisements for other games ("550 Below and 6 Feet from Hell" and "Tribulation of the Dead"). This is small and innocuous so it doesn’t bother me like some of the "6 pages with 2 pages off ads" free products I've seen.
Some of the things are a little too "on-the-nose" however. "Ra-Ramzes" as a name shows a little less imagination that I like.
One of the 'keys' to success seems to require a Genie which seems like it doesn't fit very well with the Egyptian theme.
The illustrations show particular creature in the adventure and are both evocative and convenient.
It even includes a simple board game that plays a part in the adventure.
It doesn't say what happens if the PCs are turned into slaves however, and I'd kind of like to know that.
It has two fierce enemies that could easily become the enemies of the players and the players have a nice option on which of their sides to choose.
One potential end to the adventure has some a rather miraculous outcome that could certainly influence the campaign, so I'd be careful where I placed this dungeon, but I can't help smiling at the thought that this simple dungeon crawl could change the political landscape!
Overall
I was very impressed with this product. This is at least the equivalent of the best dungeon adventures that appeared in newsprint fanzines at the time and has a lot of little clever bits and puzzles to it that make it more interesting than the usual deep hole filled with monsters. Since it also meshes pretty closely with the Sword & Sorcery style I'm currently looking for I was especially pleased.
The attention to little details is impressive and this does not seem like it was just 'spewed from the GMs notes'. The illustrations, use of fonts, layout are all very well done.
It was put together as an adventure ready to run with minimal effort.
It's not perfect. There are no page numbers. There are silly misspellings ("clews" and "summing the genie"). Even a free product should not be excused for these types of errors.
Should I Check Out Their Other Products?
Absolutely. If there other products (free or not) are this good, I'll definitely be looking at them closely myself.
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Creator Reply: |
Hi Michael:
Thanks for the review! I\'ve always considered the recipe for a great adventure to be an idea, the game master and the players. Unlike cooking, however, when you mix those three ingredients together you never know what\'s going to happen. I\'m honored you found my idea interesting enough to be a part of your gaming table. You made some great points and raised some good questions! As for what happens if the characters become slaves to genie? I kind of left it up to the imagination of the gm, however, I figured the genie would force the characters to entertain him with a wide range of both ridiculous and tedious tasks. If you have some good ideas please share. All the best! |
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WHY REVIEW A FREE PRODUCT?
It will still cost you some time to read and some ink to print if you choose. I'd like to know if it's worth it and I thought someone else might as well. I will not hesitate to spoil the adventure (SPOILER ALERT).
PHYSICAL PRODUCT
This is an 8 page PDF. It is heavily illustrated and all the pages have a thick black border and a light grey background that makes it very ink-thirsty and makes it slow to load and paginate as a PDF.
INTRODUCTION
This is a product for the Beasts & Barbarians RPG. Since I'm currently interested in scenarios for Barbarians of Lemuria I thought there might be enough similarity to be worth checking out. Since it's "Heroic Tale #1" I thought I'd start here. For some reason it says its for "Savage Worlds". I don't know if that means that "Beasts & Barbarians" is really a "Savage Worlds" game or if this is just a 'crossover' product. Apparently B&B is a Savage World setting. I did not know that. Glad I didn't buy it!
DESCRIPTION
Well the introduction starts out with spelling mistakes and GM's fiat by saying that your party has already lost a fight with a gang of marauders while travelling in a caravan. Plus they've automatically killed the marauding chief's son! Our heroes then decide to escape by riding away towards a cliff. Then there is a fight that the PCs better win! When they hear a larger group coming after them they decide to climb down the cliff.
Well if you thought the beginning of the adventure was railroady, wait till you see the rest! The players wind up in a cave surrounded by beautiful women who only want to feed them, love them and given the rest. What could possibly go wrong? While it's certainly a setup that many fictional characters would fall for, it's a little tough sell for player characters. You're generally just going to have to convince players to 'play along' for the purposes of the story on this one.
After being drugged, the PCs are magically compelled to join a dance - which will kill them if they don't break out of it and start attacking the girls. Of course, killing the leader triggers and earthquake that will bring the entire dungeon down on their heads so they need to have a chase through the dungeon. Which is a little irritating considering that there is no map.
Luckily the chase passes through a Treasure Room.
Once they escape the dungeon collapses, thus ending the threat to the area. The threat that is only discoverable by people who climb down a treacherous cliff and fall for a bevy of hotties.
Stats are given for a Marauder, the Witch/Demon and a Courtesan.
The last page is picture of two other adventure's covers and the Player's Guide cover.
OVERALL
Well. This adventure is pretty ridiculous. It does fit the genre, making no sense but having enough action to just keep it moving. I have a hard time believing real players will go along with it. It is after all, throw them into an obvious trap, hope they win a bunch of fights and then have them try to run out of the trap before it falls on them. Of course, it seems presumed in the adventure that they can take as much time getting out of the dungeon before it collapses as they want. What happens if players call that bluff? What happens if players call all the bluffs in this adventure? If they are beaten in the fight at the cliff?
All in all this doesn't have much to recommend it besides being free. Without a map the logistics of this adventure are going to be tricky and the text itself doesn't help much. That said I'll probably try to do the work needed to make it work - mostly because I like one of the key set pieces being that the players have to try to seduce the Witch.
I like the idea of watching the players squirm as they act this delicate bit of roleplaying out.
Hopefully the players will get the message that all beautiful women are evil.
Of course, if they just start hacking at them all the minute they walk in that will work too.
SHOULD I CHECK OUT THEIR OTHER PRODUCTS?
I'm going to say no, but the truth is I WILL check out the other products. It's a goofy premise that will take a lot of work to make even playable, but for a free product, one goofy idea is enough for me. It could REALLY use at least a map though.
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PHYSICAL PRODUCT
This is an 18 page PDF. It's not heavily illustrated but the few illustrations are good and the map layout is very well done. It's also layout out nicely and has a professional look.
INTRODUCTION
This was not a free product. But I purchased Astonishing Swordsmen & Sorcerers of Hyperborea an was impressed enough to want to see what an adventure would look like.
DESCRIPTION
Some local villagers have been kidnapped by the normally non-kidnapping humanoids that live in the mountains nearby. A guy in the village walks up to you and asks for help. There is some nice background to the village and the surrounding area which I like. There is also some 'this-time-its-personal' bits about the villagers who were kidnapped that I like a lot. including a built-in 'stay on the rails' mechanism that is not too intrusive. I appreciate the help.
There is a short trek to the 'dungeon' and a nice Wandering Monster table. I like this as well, it gives a flavor to the region and stretches the adventure to get more bang for the buck.
The dungeon is built into the side of a cliff which is explains why no one else wandered into it.
The dungeon itself bears a strong resemblance to the TSR classic "S3 Expedition to Barrier Peak" so whether your campaign is up for that sort of thing is up to each GM. It definitely fits the "Conan"+"D&D" mashup that is AS&SH however. That said, I'm not sure I want Laser Crossbows in my game.
Some of the encounters are quite clever and the puzzle of stopping the threat is well done. Included are a few notes about what to do if the threat is not stopped which I like as well. It definitely matters if the heroes are successful or not.
There are a few "D&Disms" which may bug you. Ioun stones for example. It's alien and fits the world, but I can't imagine it not causing some issues in a campaign and I can't imagine it being appreciated in a one-shot. This is not a 'introductory' adventure.
OVERALL
I liked this product. It fits in perfectly with the world that is Hyberboria as viewed through a Gygaxian lense. Its easy to drop into a world, has a unique and memorable threat.
SHOULD I CHECK OUT THEIR OTHER PRODUCTS?
As much as I don't really think Sword & Sorcery and Dungeons and Dragons mesh very comfortably together as they are in AS&SH, their products do have a lot going for them. Very professionally and thoughtfully done. This adventure has impressed me enough to purchase more of their products.
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Why Review a Free Product?
It will still cost you some time to read and some ink to print if you choose. I'd like to know if it's worth it and I thought someone else might as well. I will not hesitate to spoil the adventure (SPOILER ALERT).
Physical Product
This is a 15 page PDF that I paid to have printed out. But because of the font colors (red on white or white on light brown) and the fact that it printed landscape it was too small to read and/or the type of hard to read. I wound up having to read it on my phone.
Introduction
This interested me because it was a two-player game and I was curious as to how it would be designed.
Description
The setup for the world is that the Chaos Overlords and Demons have taken control of the fantasy land for years. Sorcerers have pacts with demons; all magic is evil and all about demon summoning. Sounds like "Midnight" so far.
Somehow there is a way to bind a demon to the PC, but this requires a strict code of conduct to keep the demon from taking over.
There are two moons and the sun doesn’t shine very much. This is Dark Fantasy with an emphasis on Dark.
To because a demon-marked hero the mark seeks you out like a Green Lantern ring. I like that they state there are only 99 demon-marked. But since if one dies they just go get another I guess there will always be 99. I'd prefer if they could truly be eliminated. It would make survival a priority. After all, if you die, so what - you just roll up another character.
It also states specifically that the GM ("Master") is deliberately out to get you by design. I'm okay with that.
The task resolution system is a six-sided dice counting successes against a difficulty number. It also includes a Partial Success result. I like that. You roll black 'demon dice' as well. The will result in either nothing, more successes to add to yours or more successes and adding a 'Demon Point'.
Damage is subtracted from hit points.
As you get more and more 'possessed' (stages) it becomes harder and harder to hide your demonic nature.
You also gain "Code Points" as experience points for acting in character. These allow you to remove Demon Points which slow down your possession's progress.
Demon Points are spent to use Demon Powers.
Next are two character sheets. These have pick lists for motivations, equipment, stats, skills and which Special Moves you can use your Demon Points for. These are pretty well done. They also give you a choice of what your demon-mark (tattoos) look like.
Next is the "How to GM" chapter. The first rule is (of course) "Keep it Dark!” Pretty typical 3-act structure advice, but of course, a little vague on details.
Next is Example Difficulties for Actions which is nicely done. Then the Combat rules. Lots of dice involved but it looks like it's at least been played with things like Size accounted for.
There is no Initiative in combat. Just a roll for attacking without being damage and a free attack round if surprised.
It also specifically mentions guidelines for House Rules. You will definitely need them if you try to play this as written.
It also gives a brief guideline on money and a starting amount of coins.
Next it talks about Balancing an Adventure. It mainly talks about balancing the difficulty numbers around the different Acts of the adventure. When you're only tool is a dice pool, every problem because a difficulty number.
Next it talks about being possessed by a Demon and how you can move up and down the Stages by your actions and accomplishments. Ultimately if the demon possesses you, you rush to Act 3 die somehow.
If you even get to Stage 2 (out of 3) stages of demon possession you are permanently inflicted with a 'condition' of Wounded, Shaken, Confused or Broken. None of them sound good.
Next is the Enemies chapter. There are 14 stated out examples here including Regular Humans so this is a nice way to get an idea of the type of balance needed for the game. There's also a large illustration of a Chaos Warrior. The illustration is good, but takes up a lot of space. All in all a very useful chapter often overlooked by free RPGs.
Next is Chaos Magic and Combat Stories. Chaos Magic gives seven simple spell examples. Combat Stories is rather confusing. It starts out "When describing the combat, Master and player should try to be narrative in their descriptions." I'm guessing it just means "make it up as you go along". But the general intention seems to be to using descriptions and the dice to generate the story while letting the player make tactical choices. I think. It also talks about ending the adventure and retiring the Demon-marked character. It doesn't usually end well for them.
Next is Adventures Seeds. There are six of these and they are as useless as any other adventure seeds.
Next you are given ideas on how to assign the dice to player characters and rules for how to build characters. The traits give skills which are simple one word descriptions of characteristics related to the traits of Bod, Skill, Mind and Spirit along with a choice of Special Moves. I'm a little unsure of the relationship between Special Moves and Demon Moves, but that's okay.
Next is a blank character sheet. After that is the Story Sheet and a section on Adventure Preparation. Very short advice is given here including "Do not plan in advance for a specific outcome of the Scene or the Act.” Okay. Guess there's been a lot of railroading going on. About a quarter of the page is blank for 'notes'. Why would you have notes if you're not planning for anything to happen?
Overall
Well Demon-marked is good at what it does. It presents a very hand-wavy make-it-up-as-you-go-along story of a single Elricy, Chaos-tainted doomed hero. It covers most what is needed for the idea and only leaves holes where it wanted to. Personally, it's something I wouldn't ever play, but I wouldn't object if a player wanted to play a character like this and it would definitely be a good for many Conan-style Sword & Sorcery games. The idea and expression of the way being demon possessed works is neatly done.
I didn't expect to like it much, but I actually didn't get sick of reading it like so many free RPG projects. If this Chaos style of hero is what you are looking for, you could definitely do worse.
I can't say there would be a lot of replay value - the character is pretty much doomed after all - but it could provide for some interesting games.
I should note that it is very well illustrated (5 color) and laid out.
Should I Check Out Their Other Products?
Well, even if there are other products, what would they be filled with? Given that the entire game is pretty much 'colorful words' I can't really see that they would need other products. But let's check out www.daimongames.com. Apparently they have a lot of other free games that seem to be along the Fate/Apocalypse World axis.
Well, I learned what I wanted to know. Games with a single player and a GM seem to be heavily 'storytelling' style in order to work. Now I know.
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Creator Reply: |
Hi Michael
Thanks for downloading the product and for the exhaustive review.
I am sorry the printing didn\'t go well; I did one test print at home which was OK, but I\'ve always used the rules on a tablet myself.
Besides the printing, it\'s my understanding that the game didn\'t really strike you as done well, nor that it suited well your taste - hence the 2-stars.
I have no objections to this: your review is precise, just perhaps a few characteristics of the game you perceive as limits or flaws would be considered in an opposite prospective by others. But yeah, you understood how Demon~marked would work and it doesn\'t sound like a game you\'d enjoy.
In my defense I can only point out that this is a free product, and as you wrote you didn\'t get sick of reading it, it\'s well illustrated and laid out. Perhaps it deserved a little mercy :-) More important though: you say that \"Games with a single player and a GM seem to be heavily \'storytelling\' style in order to work\". This might be a bit of stretch. This is just how I designed this product.
Other products of other authors I\'m sure would have a different approach.
Regarding my other products: they\'re different, because they address different play-styles, different settings, etc. So if you\'re interested, check them out. They\'re not related to Demon~marked.
Again, thanks for the review! |
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