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I love this resource! I used it to teach children roleplaying games for YEARS, I can't recommend it enough.
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I think this is the book that started the revolution. It's not the first occult roleplaying game or the first modern fantasy roleplaying game but it's the one that perfectly encapsulated the post-modern feel of current age roleplaying game. A must read.
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I love OSR. It's not exactly what I thought going in, because it's a not a map or a dungeon crawler exactly. You might say it's just a random dungeon generator, and you'll be write. But it's very well written.
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I am not a fan of the font and layout; it's very old-school and looks just like the old modules, but I prefer mine with more white space; it's too crowded on the eyes. the adventure itself is pretty solid, a single floor dungeon, a few new magical items - it's OK.
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These are great; I love Dyson and all his work, and there's a version with skills adjacent to their controlling attribute, and another version with skills in alphabetical order, which is fine. I think some people would like a lettered spellbook version or perhaps a spellbook version with guiding lines, but the one in the file is OK also.
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This is more of an introductory product, which is fine, because it's free.
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My campaign is just fine without these races. They are not necessary in any way,
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I love writing games with ideas like these and I like putting them all into some random table making tool and see what happens.
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It's trying to do everything in 110 pages and idn't doing enough. Better to cover less ground, but in more detail.
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I am not a huge fan of generic roleplaying systems, and in general prefer my games with more fantasy, but I can see the appeal and appreciate the hard work put into this product.
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I wish I had more to say about this, but I don't and now it's gone.
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Heart of Darkness is a campaign setting and playing aid for Dreamwalker: Roleplaying in the Land of Dreams and Dreamwalker: Diceless Roleplaying in the Land of Dreams. It has no stats, not crunch, it's just fluff, descriptions of the kingdom of malice. It can easily converted to be used in many other occult settings, like Mage, Unknown Armies, etc. and is short and to the point.
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It's like getting really drunk and then suffering through the hangover; at some point, and after a certain age, you're going to have to go there; so you might as well just take the plunge, and go there.
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I love the Tomb of Annihilation book, and I have enjoyed most of the products I bought to supplement running it. This product is very good: it gives a detailed map of Mezro, and many interesting NPCs to play with, of varying levels of difficulty and interesting agendas. The adventure seeds aren't that well developed, but I don't feel they are a necessity. Mezro is a very important location in Chult, and PCs should arrive here with their own ambitioms and goals. This product gives a very good support to a DM that wants to introduce Mezro into his ToA campaign.
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In general, not a fan of "joke content" and I don't know if it really entertains, however, I think two of these spells can have very interesting implications, "Quickl Switch", if you have a potion of poison, can serve to quickly ruin an enemy's plan to drink a useful potion, and secret reservoir can perhaps cause people to leave a tiny hut, or something similar, if the DM approves.
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