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Detour
Publisher: Game Designers' Workshop (GDW)
by Kevin O. [Verified Purchaser]
Date Added: 03/19/2011 20:17:33

Let me start by saying that I supplied additional material for this product so I am a little biased, however I am also a long time Dark Conspiracy fanboy and even if I hadn't made a minor contribution to this product, I'd still be biased towards it!

Anyway, here are my thoughts... SPOILERS AHEAD Likes: The cover is great, having the Bhuta driving a big rig that's chasing down a fleeing pickup truck is quite evocative and reminds me of the covers of the 1st edition adventures (however I do think that perhaps the 3Hombres logo should have been somewhere on the front cover as well).

Artwork/illustration was good, especially the character portraits for Darien Carter and Doug Wiley. I'd go as far as to say that the artwork is in general, better than some of the artwork in GDW's publications. I'd be happy to see David Lee Ingersoll do the art/illustrations for future products. I'll say it again, I think the front cover is great!

Breaking the adventure down into scenes works really well, it makes everything easier to read in the first place as well as making it quicker to reference when you actually run it for the Players. Scene Three I think it particularly good, the description of the market is pretty well done and illustrates such an important facet of the daily life of Proles and the lower level Mikes. I really appreciate the author/s taking the time to give alternate ways in which the PCs can get involved (Scene One). Even if the Referee didn't want to use them, at the very least it'll probably make them think about ways to get their Players involved. I'm not one for the "you all meet in a tavern and get offered a job to save the Duke's daughter" style of getting PCs involved, I like seeing creative methods for bringing the PCs into an adventure. I liked Scene Eight because I remember a lot of road trips here in Australia where idle chatter made the trip more bearable (Australia, a wide open land with hardly any people, you could travel 250km (155 miles) on a road and see no signs of human habitation in some parts of the country - and that's the populated regions!)

I really, really like the idea of Salvage Inc. as a potential ally of the PCs. It's a very potent tool for getting the PCs into other adventures or even to get them employment where they won't have to make up excuses for why they weren't at work because they were secretly fighting big evil monsters from another dimension. I want to run 'Detour' in my DC campaign, modified somewhat to take place in the UK, so that I can have a Salvage Inc. style group for my own games. I just wish I had thought of it years ago!

Dislikes: As mentioned in the other review, the end feels a little rushed. I think it feels rushed because it seems to have less overall detail than the previous Scenes. By that I mean that earlier Scenes add a lot to the background and to the story in general. The fight against the Bhuta is barely mentioned and feels a little too sparse (although Scene Eleven is a nifty wrap-up for the adventure as it adds some potential wrinkles to the whole affair). I'm not saying the author/s should have described everything the Bhuta and Darbas would do, but as the Bhuta is described as having a 'theatrical streak', perhaps a few lines describing these theatrics could have been included?

I know space/time/copyright considerations are important but I thought the Darbas and Gargoyles warranted a description like the Bhuta recieved rather than a reference to the 'Dark Races' book. I accept that most Dark Conspiracy Referees are going to have the Dark Races book but having everything in the one booklet for the adventure just makes life easier for the Referee and it also helps out those Refs who don't have the Dark Races book. I think this is probably the worst of my Dislikes because it has the potential to limit what the Referee can do if they don't have the Dark Races book.

The map of the Crystal Lake Lodge could have been a little bigger and although it could be enlarged when printing it out, I think it warrants a larger space on the page because the map is trying to cover quite a large area (I like to have two maps, one for the Players and one for me so that I can scribble Referee notes on it so a map with larger detail suits me)

In conclusion, I like it a lot and especially want to use a Salvage Inc. style group for my DC games. Even with the minor Dislikes, I'll happily buy other 3Hombres adventures if they're like 'Detour'. I also think 'Detour' works as a great teaser for the upcoming re-launch of Dark Conspiracy and overall was a damned good way to publicise the re-launch.



Rating:
[5 of 5 Stars!]
Detour
Publisher: Game Designers' Workshop (GDW)
by Tad K. [Verified Purchaser]
Date Added: 02/28/2011 17:56:29

Detour An Adventure for Dark Conspiracy from 3 Hombres Games

This is the first offering from 3 Hombres Games, the publishers of the upcoming Dark Conspiracy 3rd Edition. Their first product, besides the free fan emagazine Protodimension, is an adventure suitable for the Dark Conspiracy 1st or 2nd editions. This is a visit to the more dangerous side of DC, with a journey outside the megasprawl of BosWash and into the uncontrolled lands surrounding it.

The adventure surrounds the PCs linking up with a security and salvage company to act as extra muscle, or reinforcement, while they go to get a desired vehicle. This plan will go south in a zombiesque fashion when a Dark Minion called a Bhuta is found to be behind the entire offering.

The adventure is laid out in a nice simple linear fashion. The potential for contacts and follow on interactions with Salvage, Inc. a worthwhile addition to a party of characters. The characters once contact is made with SI, are able to join them on a convoy protection run with the caveat they help out with a sidetrek along the way. That is when things will go wrong and the bullets will really start to fly.

The actual adventure layout is a series of what are called Scenes, where plot points, characters, actions, or explanations all take place. This helps to keep it all unified. It is a pretty straightforward premise,and keeping it within that premise allows it to work.

The ending is a little rushed, and some GMs will have to flesh out the final encounter a little bit. Other than that, Detour should be easy for a new GM to run with little prep work. Needed books are either the 1st or 2nd edition rules, along with the Dark Races Compendium Book. There are two NPCs detailed along with a new firearm and piece of armor. There are plot hooks at the start and end of the adventure, along with some awesome ideas in the Market Location its self. With some original art and good layout, this is well above the curve for new products from a small enterprise.

One truly excellent element to the adventure are the paragraphs devoted to the street markets and the trash situation in the metroplex. There are some real gems in there, inspired and more than useful to jumpstart an entire campaign centered about their structures, or to pull into another game system or setting. This of course adds to the use value of Detour by a long shot.

The Good It has the same feel as the adventures published by GDW when the game first came out. It has a nice almost throwback feel which is appropriate for the game conventions and genre. I am glad I purchased it. With this being the first new product for the game system in many years, it bodes well for the future of one of my favorite game settings.

The Bad A lightly rushed ending, along with a few minor editing items, a couple of extra spaces in carriage returns,nothing that materially detracts from the adventure.

The Great Look at that cover. It is awesome how the monster has the steering wheel in its hand and there is an active pursuit of the people in the car in front of it. A superb piece of detail in the art. The Urban Ecosystem is pure genius and an excellent take on what be reasonable in the setting, as well as applicable to any other game world set in a near future setting. This is one to purloin for other games and systems gents.

Breakdown For $7 bucks, you get a nice sized adventure. There is good art, awesome ideas, and it is a great introductory scenario to the setting of Dark Conspiracy. Go ahead spend the money, you know you want to.

For more information on Dark Conspiracy visit Protodimension Magazine at www.protodimension.com



Rating:
[5 of 5 Stars!]
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