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Delta Green: Impossible Landscapes
Publisher: Arc Dream Publishing
by Joshua [Verified Purchaser]
Date Added: 12/07/2024 20:06:28

Beautifully illustrated experimental novel masquerading as an RPG supplement. Player agency is routinely removed in the interests of the story (which might be the point?) and obvious PC actions are routinely blocked as though this were Gygax’s “Tomb of Horrors” (no, your trained Delta Green agents cannot ever catch anyone who the story doesn’t want you to catch). Unplayable but possibly worth mining for ideas.



Rating:
[2 of 5 Stars!]
Delta Green: Impossible Landscapes
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Sundered Isles - Expansion for Ironsworn: Starforged
Publisher: Shawn Tomkin
by Joshua [Verified Purchaser]
Date Added: 11/19/2024 10:49:07

Gorgeously illustrated expansion-slash-sequel to the Starforged game (itself an outgrowth of the already brilliant Ironsworn). The sheer variety of Oracles is awe inspiring, and these could be used in any game, which makes Sundered Isles an excellent value for the money.



Rating:
[5 of 5 Stars!]
Sundered Isles - Expansion for Ironsworn: Starforged
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Joe's Book of Enchantment
Publisher: Throwing Dice Games
by Joshua R. [Verified Purchaser]
Date Added: 04/09/2004 00:00:00

[Note: brief review. I'll try to expand on it later.]

Joe clearly understands the D&D rules, as most of the mechanics in his Book of Enchantment are solid. As a power-up for Enchanters, this book delivers. However, many DMs will be uncomfortable with letting one type of specialist wizard shine while others remain bland.

What's puzzling is the mish-mosh of other rules in the book that are not directly related to Enchantment. I think this detract's from the overall focus.

Still a worthwhile purchase, but only for those who are really into Enchanters.



Rating:
[4 of 5 Stars!]
Joe's Book of Enchantment
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101 Collection
Publisher: Ronin Arts
by Joshua R. [Verified Purchaser]
Date Added: 04/09/2004 00:00:00

[Note: Brief comments, which I'll try to expand upon later.]

I am extremely disappointed in the "101 Collection". While the ideas are great and the production values are top-notch (read: great art, nice layout), the lack of attention to detail -- especially mechanical detail -- is terrible.

All of the 101 products in the collection are rife with spelling errors, apparent Find/Replace errors introduced upon conversion to 3.5, and sloppy interpretation of the rules (e.g., questionably low Appraise check DCs for what are obviously not mundane items). There are also some extremely powerful magical items with limp attempts at drawbacks -- the sort of things that min/max'ers can make into a nightmare.

So what you end up with is a wide-ranging collection of nifty treasures and spellbooks, but you're going to have to do a lot of game mechanical cleanup before you can insert them into your game. sigh I pay money for d20 products to SAVE me time, not cause me to spend more of it. Oh well.



Rating:
[1 of 5 Stars!]
101 Collection
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Planescape Campaign Setting (2e)
Publisher: Wizards of the Coast
by Joshua R. [Verified Purchaser]
Date Added: 04/09/2004 00:00:00

[Note: brief review. Might expand it later.]

It's Planescape. If you're buying it, you either already know what it is, or you're curious. I was in the latter category.

In retrospect, I don't think the setting is for me. Too wacky. But it was undeniably popular and influential.

For the low, low price, you get a massive download with scans of all the boxed set books. This is an incredible value, but unless you're going to print it out at work (not that I would ever condone misuse of your company's resources), be aware that we are talking 100s of pages here. Also, I am unable to get the printout to be dark enough to read easily, no matter what settings I use. That's problematic, because a lot of the text is in a lighter color that becomes completely washed out and unreadable when you print it.

Also, obviously, Planescape is a 2e setting. So you can't use it with the current (3.5) rules unless you're willing to do some heavy modifications, or seek out one of the fan-based websites.



Rating:
[4 of 5 Stars!]
Planescape Campaign Setting (2e)
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EN World Community Supporter Account
Publisher: EN World
by Joshua R. [Verified Purchaser]
Date Added: 01/20/2004 00:00:00

EN World is the fan site for 3rd edition D&D. I am happy to contribute my money as a community supporter.

My only complaint is that the site, particularly the message board area, is unstable: sluggish and frequently unreachable. That's what prevents me from rating EN World with 5 stars.



Rating:
[4 of 5 Stars!]
EN World Community Supporter Account
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(Low-level Adventure) The Whispering Woodwind
Publisher: Creative Mountain Games
by Joshua R. [Verified Purchaser]
Date Added: 01/20/2004 00:00:00

[Note: this review is re-printed from EN World, available at the following URL.]

http://www.enworld.org/reviews/index.php?sub=yes&where=active&reviewer=JERandall&product=CMGTWW

This is not a playtest review. It does contain possible spoilers.

It's hard to be too disappointed with a product that only costs five dollars, but that is how I feel about The Whispering Woodwind: disappointed. This is an ambitious product that doesn't quite accomplish what it sets out to. While the adventure is probably playable as written, it will require significant DM effort to make it flow smoothly.

Published by Creative Mountain Games, Whispering Woodwind is a questus (adventure) for four 2nd-level PCs. It's available as a 38 page download and is supported by two free web enhancements, Locus - Jalston (a player's overview of the town in which the adventure starts) and Lexus - Culture Class - Trundlefolk (a DM's overview of a gypsy-like race).

It's clear that CMG founder Mark Clover has put substantial effort into Whispering Woodwind and its supplements. Unfortunately, part of that effort will be wasted for the simple reason that the PCs will likely spend little time in Jalston (thus mitigating the need for the Locus). Furthermore, the 10 pages of Whispering Woodwind that describe the Trundlefolk encampment are dismissed by the author: "You may wish to eliminate this [encounter] entirely," as the adventure "might be stalled by a heavily descriptive encounter such as this." These are strange recommendations for a passage as lovingly detailed as the Trundlefolk encampment, which includes two maps; geographic information, including individually named hills and knolls; 30 named NPCs with full stat blocks, background information, and motivations; and descriptions of each wagon. The previous sentence should convey the breathless and exhaustive feeling Mr. Clover creates in this section.

The adventure itself seems straightforward at first: Tardak, an innkeeper in Jalston, hires the PCs to track down the bard Contel and his magical flute. Tardak blames Contel for the fire that is burning his inn to the ground as the PCs arrive. Here's a problem. The Whispering Woodwind gives two pages describing the inn-burning scene to the players whose characters are presumably standing around doing nothing while the fire rages. Generally, it's a bad idea to assume inaction on the part of the PCs. It's also not advisable to bore the players with lengthy, non-interactive narrative passages, such as the one in which Tardak berates a man for salvaging a box of rags from the burning inn, then rewards him anyway. Only after some more to-ing and fro-ing by the crowd and speechifying by Tardak are the PCs given an opportunity to act.

In addition to the lengthy setup, DMs must also slog through Mr. Clover's dense prose. In places, Whispering Woodwind reads like a rough draft. Sentences are awkward and full of adjectives and adverbs. Whole paragraphs could use a rewrite. There are few outright mistakes or typos, though.

One area in which Whispering Woodwind shines is its approach to NPCs. This approach is sufficiently novel that it warrants lengthy paraphrasing. CMG uses the PROSE system to break down the attitude of primary NPCs, prioritizing how they view the world in five areas. Each area receives a rating from one to ten indicating how highly the NPC regards that aspect. To his credit, Mr. Clover doesn't merely introduce the PROSE system; he provides solid advice on what a high or low rating in each aspect means. He also instructs on how to use the system to create realistic NPC interaction. This is good stuff that should be helpful to many DMs, especially those new to the task.

My only quibble is that the PROSE system's one to ten scale implies a level of precision that is neither possible nor desirable when dealing with something as amorphous as NPC attitudes. For example, Tardak is rated a 4 on the P-axis while Contel is rated a 5. What does this mean? How differently will the two react when dealing with P-related matters? A simple descriptive scale (high, medium, low) might streamline the PROSE system and make it even more useful.

The Whispering Woodwind also deserves kudos for its method of scaling encounters to provide an appropriate but not overwhelming challenge for varying groups of PCs. The adventure is written at a baseline level ("Playing By the Book"). For new players or smaller groups, encounters can be scaled down to "Allowing Some Leeway" or even "Holding Their Hands." For experienced players or larger groups, encounters scale up to "Bumping a Notch" or "Dialing Way Up." Again, this is good stuff, solidly conceived and pretty well executed. A couple of the early encounters have no "Holding Their Hands" adjustment, but DMs can extrapolate downward from the "Allowing Some Leeway" recommendations that are provided.

Mr. Clover also provides a one page summary of the sites and events in the Whispering Woodwind. This is a welcome addition to any adventure as it lets the DMs know what's supposed to happen. Another welcome addition is the conclusion that explains what the PCs can expect when mopping up the villains and settling up with the authorities and with Tardak. Too many adventures leave DMs hanging, but Whispering Woodwind avoids that mistake.

The pacing of the adventure is also addressed. The PCs are supposed to proceed swiftly along the track of the bard Contel, although there are numerous opportunities for them to be delayed or sidetracked. What's odd about the emphasis on pacing is that while "speed is of vital importance" for the PCs to be successful, the encounters do not contain notes on time. If pacing is truly crucial, DMs need to know when Contel passes through each location in order to determine when and where the PCs catch up to him. Without this information, DMs are left to adjudicate this aspect on their own.

Actually, it's likely the PCs will not overtake Contel. In that case, Contel - the NPC around whom the entire adventure revolves - ends up casually slaughtered by some stock villains. In fact, the first time I read Whispering Woodwind, I missed the passage describing Contel's eventual fate: that's how underwritten and abrupt it is. I am really at a loss to understand why Mr. Clover chose to kill off the story's pivotal NPC at all, let alone why he chose to do it offstage with no possibility for PC intervention. I had hoped for a scene of confrontation between the PCs and Contel, with the former attempting to convince the latter to give himself up and return to face Tardak and pay off his debts. This would've been a great opportunity for role playing and would've highlighted PC social skills like Sense Motive, Diplomacy, or Intimidate.

Instead, it is far to easy for the PCs to dawdle in their task and miss out on any chance to speak to Contel. In that case, the adventure ends with one of the oldest D&D cliches of them all: a cutthroat ambush. This ambush is potentially quite deadly. It takes place during a storm and in the dark, imposing harsh penalties on ranged combat. The PCs are opposed by five 1st-level rogues, four 2nd-level rogues, and their 4th-level leader (who is equipped with magical weapon and armor). While I haven't playtested this encounter, it seems likely that the four 2nd-level PCs for whom the Whispering Woodwind is intended will suffer serious casualties when ambushed and outnumbered more than two-to-one.

Assuming the PCs survive, they will recover Contel's flute. It is actually a cursed item that subtly disrupts part of the owner's free will. Adjudicating the effects of this curse could prove problematic for all but the most experienced DMs and dedicated PC role-players.

As I noted in my introduction, the Whispering Woodwind needs some work before it will flow smoothly. Realistically, any adventure ought to be reworked by the DM rather than used as written. The Whispering Woodwind is no different, and that is the source of my disappointment. Mr. Clover obviously understands how to create a compelling story and back it up with useful DM advice (the PROSE system, notes on scaling, the summary and concluding notes). These strong elements gave me hope that the Whispering Woodwind would not require as much reworking as most adventures. However, the weaker elements (the mishandling of Contel, the potentially deadly climactic ambush, and the problematic magical flute) counteract the strengths, leaving the Whispering Woodwind feeling decidedly average.

At only five dollars, the Whispering Woodwind is still a reasonable buy for DMs willing to put some effort into their adventures. If nothing else, you get several intriguing NPCs plus a slew of Trundlefolk who could be modified for your homebrew campaign. You will also be supporting an author who shows real promise and a love of the game. Whether or not that's worth the money is up to you.



Rating:
[3 of 5 Stars!]
(Low-level Adventure) The Whispering Woodwind
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Tournaments, Fairs, and Taverns: D&D 3.5
Publisher: EN Publishing
by Joshua R. [Verified Purchaser]
Date Added: 01/20/2004 00:00:00

[Note: brief comments. I'll try to write a full review at a later date.]

Tournaments, Fairs, and Taverns has rules for, well, you know. Lots and lots of rules. Written by different people. So some are mechanically sound, and others are not.

There is also extraneous amounts of detail around some of the games described... unless your PCs do nothing but play games you will never need so much detail.

Not a bad sourcebook, but I think most DMs should carefully scrutinize the mechanics before using them.



Rating:
[3 of 5 Stars!]
Tournaments, Fairs, and Taverns: D&D 3.5
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