The power of the EZD6 system is in its simplicity, and the Book of Quests builds on that power with a tiered system of adventure prompts that a GM confident with a bit of improvisation can bring directly to the table after simply reading over the adventure. There are 18 quests separated into 3 tiers which the adventurers can be thought of as Local Heroes, Heroes of the Realm, and then Legendary Heroes. An hour or two of preparation is enough to make these quests really sing. These adventures also work as seeds of inspiration for your own ideas if you want to integrate them into an ongoing campaign, a homebrew world, or even to run in a different game system.
The writing is very concise and imbued with DM Scotty's wild imagination. The layout is clean and free of unnecessary flourishes while also feeling plush. The artwork is strange and evocative. The maps are unobtrusive, simple, and extremely usable. Like the core rule book, this book is an achievement in usability.
I bought the premium hardcover; which is journal sized, roughly 6x9 inches. The quality is typical DTRPG hardcover quality. It is good quality and focused on practical usability. The binding is stiff and requires some gentle breaking in before opening the book all the way up. It would be nice to have an integrated ribbon or two for bookmarks, but that is just a nitpick.
If you are into simple, streamlined RPGs that you can quickly bring to your table or a convention, there is no better system than EZD6. The Book of Quests is an incredibly useful addition to this toolkit that will enhance your experience as an EZD6 GM.
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