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Escape from Miklagard $9.00
Average Rating:5.0 / 5
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Escape from Miklagard
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Escape from Miklagard
Publisher: Stellagama Publishing
by James S. [Verified Purchaser]
Date Added: 10/13/2023 06:48:11

I grabbed this while I was on vacation to throw a game together with some family members I was visiting.

The book is pretty well organized. I had to flip through it for about 45 minutes to get a basic overview and to understand how the emergent events and tables worked. After that I was able to run it pretty comfortably from the book with no other prep.

The factions and events are all very flavorful. Everything really comes together to establish the chaotic feel of a city at riot which is a kind of metroplis based adventure I haven't really seen before.

Pros Lore - There are a lot factions at play in the city. The information on each is kept concise but packed with goodness and imagination fuel. Likewise the history of the empire/region are spread out in nice bite sized pieces throughout the different factions

Encounters - Lots of unique things to run into as players move through the city. There is potential for combat, intrigue, puzzles, etc.

Variability - With all of the different events and areas to explore I could see myself running this adventure fairly often as an intro/test game for new groups without getting tired of it.

Art - Very well done pencil drawings throughout ranging from detailed/realistic to more simplistic. Just clean llustrations that were nice to look at and jived with the themes of the adventure.

GM mechanics - Rolling up different city streets, events, and keeping track of the frost giant clock is actually fun and exciting to do as the GM. Simple but unique mechanics that keep things spicey for everyone.

Cons

Writing - For the english version I think it is pretty evident the author isnt a native speaker. There were a few gramatical errors but mostly a lot of sentences just read oddly. It didnt bother me but I suppose it's worth noting.

Vague Escape Conditions - This adventure really leaves it up to the GM on how far the players should need to travel to get out of the city. Normally I appreciate some freedom but since the players are on a secret timer and the frequency of encounters increase the longer they remain in the city I think it's imporant from a balance perspective to have a ballpark idea to play off.



Rating:
[5 of 5 Stars!]
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Creator Reply:
Many thanks for your excellent review!
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