If you'd like to read my review of the Kobold Guide to Board Game Design then feel free to click the linkage and enjoy.
I did it over on my G+ since I like tinkering with new things. ;)
Sunday, September 11, 2011
Monday, May 16, 2011
Open Design - Northlands
Northlands - Roleplaying in Winter's Chill (Print+PDF, PDF)
by Dan Voyce
Published by Open Design
Disclaimer: The copy used for this review was provided by the folks at Open Design, which is really cool of them when you think about it since, honestly, they didn't have to do that. I mean, seriously, while my readership is fierce, it is also tiny. *grins*
One of my favorite things is the amalgam of historical ethnographic aspects and fictional groups and places, I'm just a massive sucker for it. Whether it's Tad William's world of Memory, Sorrow, and Thorn or Ursula K. Le Guin's Earthsea, or Robert E. Howard's Conan, I just love it and eat it up like teriyaki beef and noodles — seriously, if you've not seen it, I'm a beast when it comes to pan-friend noodles with various flora and fauna thrown into it.
So I'm sure you can imagine my excitement when I first heard about the Open Design patronage for Midgard, and it's not just because I've been a patron for several Open Design projects or that I'm a sucker for a lot of things that come from these folks and their projects — well, it's not totally because of that — but it's also because I enjoy that source folklore and mythos. It could be the norse in me, or the gael in me, or even that odd mix of norse-gaels, but you get the idea.
Now let's move the timeline forward a bit and there in my inbox is an e-mail for Wolfgang Baur's other half, some might say better half yet this is not a review for talking sides and weighing the worthiness of kobolds. Within this e-mail is a link, which once followed down the rabbit hole led to a file known as Northlands.
Yeap, a piece of the Midgard within my grubby little HDD — okay, it's more dusty than grubby, as I don't mind dust as much as I do garbage.
It's Pathfinder Roleplaying Compatible; although as I've said in several other reviews, Open Design is one of those publisher who's work I enjoy and use in any and all systems. I mean it, too. I seriously think that they could use a codified version of Rock-Paper-Scissors, such as that used by various LARPs, and it'd still be just as awesome as everything else that they've done.
With cover art by Aaron Miller, and cover design by Crystal Frasier, we're given a crisp, clean and enticing window into the wintry lands of the North. Once we're within the offering, we're met with the teamwork of designers Dan Voyce with Wolfgang Baur, Thilo Graf (also the linguistics lead), Jim Groves, Chris Harris, Jonathan McAnulty, and Christina StJles — I swear, if I typed that right it's a miracle — as well as the artwork of W.G. Collingswood, Rick Hershey, Arthur Rackham, Carl Wahlbom. We also have Liz Courts on layout and Hank Woon, Jr. as editor.
Now I don't know about you, but that seems a group worthy of the price of admission, and that's just the credit's page. Of course, there is also the classy move of giving the patrons a healthy slice of the pie with their gratis page. Always a nice touch.
As with the ever eccelctic nature of my reviews, which those who read my blatherings should be use to by now, I shall throw out some quick crunch and then gloss over the details.
Ready?
I hope so, because I'm gonna do it anyway as I'm a jerk like that...I also always tear band-aids off before I actually say three when I count to three. I've also short-sheeted folks, yelled weird things out car windows as I drive by people I don't know, and I've thrown mayo packets at douches. I'm sure there's some issues in there, but I'm a psychology major so it comes with the territory and it grants me an awesome CR.
Northlands is over one hundred pages of material that's cut up rather nicely into six chapters. It's got nice artwork, solid layout, and a nice mix of crunch and flavor. As an editor, it's look like it was picked over rather nicely and I'm sure Huginn and Muninn would approve, and I rather enjoy pointing out when I think something was well-edited, regardless of being able to prove it. It's more an article of belief than fact, and it's my blog so it works.
The Northlands takes its time and bathes you in the setting material, and in many ways it's not only a primer for sending your PC's a viking, but it's also a lesson in how to immerse folks in a culture. They do it often, they do it well, and I think it pays off handsomely.
For me slang and words are a good thing to have in a game, with respect to cultures, since it not only sounds cool when you use them but it also helps a player 'think' in the terms from which the words are driven. In sociology it's one of the things that helps break down the fundamental attribution error since thinking like someone who is not you weakens the reflect to not give them the benefit of the doubt, or apply negative motivations to the actions of others. Basically, you go beyond the stereotype of someone and actually start to understand their motivations.
Anyhow, that seems weighty of thought so I'm gonna go back to blathering and saying that this book is awesomey.
If you're someone who wants a campaign thrown into the wintry lands of epic tales and wonder, then you could do so much worse, and rarely better, than Northlands. It's meaty, it's chewy, and it's thick in all the right places. It has culture, mythos, sociology, teratology (I know, not the totally right usage yet I do it anyway), and it can be dropped into any campaign that needs it. There's solid environmental rules, haunts, magic systems, features for PCs, and location, location, location.
See that? Glossy details with works praised, I'd throw in a catchy reference to A Song of Ice and Fire, but I was doing it before the hipsters and I don't wanna justify their behavior. Next thing you know I'd be all copying Wil Wheaton, talking about how I've penetrated this town, or the other, and I'm just not Johnny Depp pretty enough to do it...this is known.
Frak! I did it anyway. Well, at least I avoided the whole frosty climax line. Or is that chill is cresting? Cold is almost here?
Eh, I give up. Go get Northlands, it's awesome.
Check them out (Print+PDF - $19.95, PDF - $9.95) and enjoy!
by Dan Voyce
Published by Open Design
Disclaimer: The copy used for this review was provided by the folks at Open Design, which is really cool of them when you think about it since, honestly, they didn't have to do that. I mean, seriously, while my readership is fierce, it is also tiny. *grins*
One of my favorite things is the amalgam of historical ethnographic aspects and fictional groups and places, I'm just a massive sucker for it. Whether it's Tad William's world of Memory, Sorrow, and Thorn or Ursula K. Le Guin's Earthsea, or Robert E. Howard's Conan, I just love it and eat it up like teriyaki beef and noodles — seriously, if you've not seen it, I'm a beast when it comes to pan-friend noodles with various flora and fauna thrown into it.
So I'm sure you can imagine my excitement when I first heard about the Open Design patronage for Midgard, and it's not just because I've been a patron for several Open Design projects or that I'm a sucker for a lot of things that come from these folks and their projects — well, it's not totally because of that — but it's also because I enjoy that source folklore and mythos. It could be the norse in me, or the gael in me, or even that odd mix of norse-gaels, but you get the idea.
Now let's move the timeline forward a bit and there in my inbox is an e-mail for Wolfgang Baur's other half, some might say better half yet this is not a review for talking sides and weighing the worthiness of kobolds. Within this e-mail is a link, which once followed down the rabbit hole led to a file known as Northlands.
Yeap, a piece of the Midgard within my grubby little HDD — okay, it's more dusty than grubby, as I don't mind dust as much as I do garbage.
It's Pathfinder Roleplaying Compatible; although as I've said in several other reviews, Open Design is one of those publisher who's work I enjoy and use in any and all systems. I mean it, too. I seriously think that they could use a codified version of Rock-Paper-Scissors, such as that used by various LARPs, and it'd still be just as awesome as everything else that they've done.
With cover art by Aaron Miller, and cover design by Crystal Frasier, we're given a crisp, clean and enticing window into the wintry lands of the North. Once we're within the offering, we're met with the teamwork of designers Dan Voyce with Wolfgang Baur, Thilo Graf (also the linguistics lead), Jim Groves, Chris Harris, Jonathan McAnulty, and Christina StJles — I swear, if I typed that right it's a miracle — as well as the artwork of W.G. Collingswood, Rick Hershey, Arthur Rackham, Carl Wahlbom. We also have Liz Courts on layout and Hank Woon, Jr. as editor.
Now I don't know about you, but that seems a group worthy of the price of admission, and that's just the credit's page. Of course, there is also the classy move of giving the patrons a healthy slice of the pie with their gratis page. Always a nice touch.
As with the ever eccelctic nature of my reviews, which those who read my blatherings should be use to by now, I shall throw out some quick crunch and then gloss over the details.
Ready?
I hope so, because I'm gonna do it anyway as I'm a jerk like that...I also always tear band-aids off before I actually say three when I count to three. I've also short-sheeted folks, yelled weird things out car windows as I drive by people I don't know, and I've thrown mayo packets at douches. I'm sure there's some issues in there, but I'm a psychology major so it comes with the territory and it grants me an awesome CR.
Northlands is over one hundred pages of material that's cut up rather nicely into six chapters. It's got nice artwork, solid layout, and a nice mix of crunch and flavor. As an editor, it's look like it was picked over rather nicely and I'm sure Huginn and Muninn would approve, and I rather enjoy pointing out when I think something was well-edited, regardless of being able to prove it. It's more an article of belief than fact, and it's my blog so it works.
The Northlands takes its time and bathes you in the setting material, and in many ways it's not only a primer for sending your PC's a viking, but it's also a lesson in how to immerse folks in a culture. They do it often, they do it well, and I think it pays off handsomely.
For me slang and words are a good thing to have in a game, with respect to cultures, since it not only sounds cool when you use them but it also helps a player 'think' in the terms from which the words are driven. In sociology it's one of the things that helps break down the fundamental attribution error since thinking like someone who is not you weakens the reflect to not give them the benefit of the doubt, or apply negative motivations to the actions of others. Basically, you go beyond the stereotype of someone and actually start to understand their motivations.
Anyhow, that seems weighty of thought so I'm gonna go back to blathering and saying that this book is awesomey.
If you're someone who wants a campaign thrown into the wintry lands of epic tales and wonder, then you could do so much worse, and rarely better, than Northlands. It's meaty, it's chewy, and it's thick in all the right places. It has culture, mythos, sociology, teratology (I know, not the totally right usage yet I do it anyway), and it can be dropped into any campaign that needs it. There's solid environmental rules, haunts, magic systems, features for PCs, and location, location, location.
See that? Glossy details with works praised, I'd throw in a catchy reference to A Song of Ice and Fire, but I was doing it before the hipsters and I don't wanna justify their behavior. Next thing you know I'd be all copying Wil Wheaton, talking about how I've penetrated this town, or the other, and I'm just not Johnny Depp pretty enough to do it...this is known.
Frak! I did it anyway. Well, at least I avoided the whole frosty climax line. Or is that chill is cresting? Cold is almost here?
Eh, I give up. Go get Northlands, it's awesome.
Check them out (Print+PDF - $19.95, PDF - $9.95) and enjoy!
Saturday, May 7, 2011
Kobold Quarterly - Spring 2011 - Issue 17
Kobold Quarterly - Spring 2011 - Issue 17 (PDF+Print Subscription, PDF Subscription, Print, PDF)
by various talented folk
Published by Open Design
Disclaimer: While I was offered a complimentary copy for my review, I didn't need it as I've had a KQ subscription (Print+PDF) since the beginning and I don't plan on changing that any time soon as I enjoy it, a lot.
Now I could go the easy and obvious route and point out that Kobold Quarterly is the torchbearer to what Dragon and Dungeon magazine was before, but that's not only too obvious its something that's been done before...over and cover again, since it's quite true. Instead, I'm just gonna blather on about some of the cool offerings that this issue has in it and why I like them. It won't be an encyclopedic review, though, because those are rather droll.
So, in no particular order, rhyme, or reason, here we go.
Stan! Seriously, I like Bolt & Quiver, and anytime I see it in print I'm a happy camper.
Allison Theus's cover, 'Charge!', for this issue is pretty sweet, too. If that doesn't scream 'Win or lose, go down swinging' I don't know what else does.
Hell, I even enjoyed a lot of the ads, too. I know, I'm a bit odd, but one of my favorite things to do is flip through and check out the ads for anything interesting. Regardless of edition or genre, too. Sometimes you can find the most interesting offerings, be it a supplement, setting, utility, or software.
Anyhow, on toward the articles.
I like taverns, and I don't think that the cliché can be overplayed, either. Richard L. Smith the Second's 'The Black Goat' hits the spot just right. With art by Kevin Crossley and cartography by Sean Macdonald, you've a nice feel and what you need for an interesting haunt or an encounter. It could just be a place that folks enjoy, regardless of its eerie nature, or just the right sort of place to raise interests and investigations by the characters.
Next we've 'The Value of the Monster' by this Monte Cook fellow, and he seems pretty talented. *grins* Lame joke, I know, but the article is quite good and his introspective on the qualities and characteristics of a monster, of its value, is definitely a solid read. Given his pedigree, it's a given that Monte would produce such a succinct, efficient piece, too. There's something to be said about informative brevity.
Now I'm a sucker for flavor, especially if you can get it to flow off of the tongue and toss around solid coinage values with it. Matthew J. Hanson's 'Elf Needs Food Badly,' with art by Scott Foresman and Rich Hershey, does just that. Now this ain't just foodstuff for the in-character foodie, but it's magical sundries for the 4e game. Conceptually it wouldn't take much to slap down an idea for PFRPG campaigns, either.
Next we've Mark Moreland's Pathfinder Society offering of 'Ambush n Absalom,' with at by Jenny Clements and cartography by Corey Macourek. I really enjoy the organized play offerings from Paizo via the Pathfinder Society, and this one is no exception. I'm a sucker for urban adventures and throwing players in the sewers, as my Ptolus campaign folks know too well, and I could easily see using this offering to help that or just play it as part of the Pathfinder Scoiety its self.
Lastly, there's a Midgard Campaign Setting support article. Again we've another 4e offering, but the material that Stefen Styrsky puts out in 'The Scourges of Vael Turog' is just solid, and Pat Loboyko's art is killer. As I've told the folks over at Open Design before, when I play 4e it's either a homebrew setting or one of their offerings. Period.
If there's accorded neutral grounds within the d20-based gaming world, it's definitely Kobold Quarterly.
Interested? Intrigued? Tempted?
Then check out the following links and pick you method of ingestion: (PDF+Print Subscription: $27.99, PDF Subscription: $15.99, Print: $7.99, PDF: $5.99)
If you can't find a method of receiving and enjoying Kobold Quarterly, then you're really not trying hard enough.
by various talented folk
Published by Open Design
Disclaimer: While I was offered a complimentary copy for my review, I didn't need it as I've had a KQ subscription (Print+PDF) since the beginning and I don't plan on changing that any time soon as I enjoy it, a lot.
Now I could go the easy and obvious route and point out that Kobold Quarterly is the torchbearer to what Dragon and Dungeon magazine was before, but that's not only too obvious its something that's been done before...over and cover again, since it's quite true. Instead, I'm just gonna blather on about some of the cool offerings that this issue has in it and why I like them. It won't be an encyclopedic review, though, because those are rather droll.
So, in no particular order, rhyme, or reason, here we go.
Stan! Seriously, I like Bolt & Quiver, and anytime I see it in print I'm a happy camper.
Allison Theus's cover, 'Charge!', for this issue is pretty sweet, too. If that doesn't scream 'Win or lose, go down swinging' I don't know what else does.
Hell, I even enjoyed a lot of the ads, too. I know, I'm a bit odd, but one of my favorite things to do is flip through and check out the ads for anything interesting. Regardless of edition or genre, too. Sometimes you can find the most interesting offerings, be it a supplement, setting, utility, or software.
Anyhow, on toward the articles.
I like taverns, and I don't think that the cliché can be overplayed, either. Richard L. Smith the Second's 'The Black Goat' hits the spot just right. With art by Kevin Crossley and cartography by Sean Macdonald, you've a nice feel and what you need for an interesting haunt or an encounter. It could just be a place that folks enjoy, regardless of its eerie nature, or just the right sort of place to raise interests and investigations by the characters.
Next we've 'The Value of the Monster' by this Monte Cook fellow, and he seems pretty talented. *grins* Lame joke, I know, but the article is quite good and his introspective on the qualities and characteristics of a monster, of its value, is definitely a solid read. Given his pedigree, it's a given that Monte would produce such a succinct, efficient piece, too. There's something to be said about informative brevity.
Now I'm a sucker for flavor, especially if you can get it to flow off of the tongue and toss around solid coinage values with it. Matthew J. Hanson's 'Elf Needs Food Badly,' with art by Scott Foresman and Rich Hershey, does just that. Now this ain't just foodstuff for the in-character foodie, but it's magical sundries for the 4e game. Conceptually it wouldn't take much to slap down an idea for PFRPG campaigns, either.
Next we've Mark Moreland's Pathfinder Society offering of 'Ambush n Absalom,' with at by Jenny Clements and cartography by Corey Macourek. I really enjoy the organized play offerings from Paizo via the Pathfinder Society, and this one is no exception. I'm a sucker for urban adventures and throwing players in the sewers, as my Ptolus campaign folks know too well, and I could easily see using this offering to help that or just play it as part of the Pathfinder Scoiety its self.
Lastly, there's a Midgard Campaign Setting support article. Again we've another 4e offering, but the material that Stefen Styrsky puts out in 'The Scourges of Vael Turog' is just solid, and Pat Loboyko's art is killer. As I've told the folks over at Open Design before, when I play 4e it's either a homebrew setting or one of their offerings. Period.
If there's accorded neutral grounds within the d20-based gaming world, it's definitely Kobold Quarterly.
Interested? Intrigued? Tempted?
Then check out the following links and pick you method of ingestion: (PDF+Print Subscription: $27.99, PDF Subscription: $15.99, Print: $7.99, PDF: $5.99)
If you can't find a method of receiving and enjoying Kobold Quarterly, then you're really not trying hard enough.
Sunday, May 1, 2011
Advanced Feats: The Inquisitor's Edge
Advanced Feats: The Inquisitor's Edge (PDF)
by
Published by Open Design
Disclaimer: The copy used for this review was provided by the folks at Open Design.
Ain't no mixing up of my words, I've enjoyed the Advanced Feats series quite well, as my various reviews have shown, time and time again, and The Inquisitor's Edge is no exception.
But, before I get to far into things I'll share the nitty gritty pieces first:
- 16-pages devoted to the Inquisitor class
- 30 new feats
- Three builds that help study this interesting class
- Cover art by Christophe Swal, who also added interior art along with Stanislav, and Anne Trent (who, herself, was the Graphic Designer of the piece).
Now, as a head's up, this is but one of three Open Design products that I'll be reviewing over the next seven days. You see, it's my birthday week — I know, most folk have a day but I like screwing with it for a week — and I figure why not enjoy it by talking about various products and projects of Open Design.
So onward to Advanced Feats: The Inquisitor's Edge...I like it, a lot. Now folks who read my reviews might comment that I seem to like everything, but I should point out that I don't review something I don't like...I figure that there are enough of those out there, if something sucks, and I don't wanna waste my time doing it unless something really ticks me off. I figure since I'm not paid to do this, and often I get a complimentary product in hopes of a review, why put effort into something negative.
Weird, I know. It's not like I don't rant all over the place.
But, anyhow...
I enjoy the new classes from the Advanced Player's Guide by Paizo, since each of the classes adds an extra layer of flavor and fun for those folks who'd like to add something new to their game. But, with new powers come new issues, yet the Inquisitor's Edge handles it as solidly as the other offerings in the AF series.
In a lot of ways the Inquisitor class reminds me of Sparhawk from The Elenium and the Tamuli, with the little bit of rogue and the little bit of holy warrior thrown into one thing and I think the Inquisitor's Edge hits this right on the head with talking about all the versatility of the class.
Once again both the Trent's down an awesome job, as the layout is just as evocative as the words on the page. Each feat adds something extra to the class, the walk through lends its self to solid ideas and aids on understanding the class, and then the builds exemplifies them.
At it's comfortable pride and excellent quality, not to mention usefulness, The Inquisitor's Edge is a worth addition to your Pathfinder game.
Enjoy!
Sunday, February 20, 2011
Advanced Feats: Visions of the Oracle
Advanced Feats: Visions of the Oracle (PDF)
by
Published by Open Design
Disclaimer: The copy used for this review was provided by the folks at Open Design.
I've really enjoyed the Advanced Feats line from the folks at Open Design, as I'm sure anyone who's read my prior reviews can guess, and Visions of the Oracle is no exception to this fact. Oddly enough, given the material at hand, Visions hits me differently than the prior offerings in the series yet that's not a bad thing.
First let's get the crunch out of the way; Visions of the Oracle covers a breakdown of the Oracle, provides 30 new feats, and advises the reader on build options using three examples within a 17-page PDF (1 page front cover, 1 page table of contents, 1 page license, 1 page back cover/blurb, and 13 pages of Oracle goodness) that is well designed and illustrated.
If you've ever wanted to play the character with the gift, or curse, of foreboding visions and insights, yet have never done so and wish to learn how, then this book is for you. As it can walk you through the Oracle class, give some ideas and understandings, and make suggestions for crafting a character that can put anyone on a good path to an enjoyable character.
However, it is also useful for veteran players, as it offers interesting insights and feats, as well as build designs, that would help any advanced player.
Visions of the Oracle manages to do this concurrently by just covering the material at hand, slipping in designer notes as needed, and talking about what it is to be an Oracle, as well as the variety inherent to the class. Whether you're currently playing an Oracle, thinking about letting your players attempt the class, or wanting to use them as an NPC in your campaign, this latest Advanced Feats is good for folks on either side of the screen.
I like it, and plan on using it, and I think most gamers using the Pathfinder Roleplaying Game would like it, too. Everyone involved on this piece should be quite proud of it.
Monday, January 31, 2011
Gnomish infiltration disrupts Clutchland Security!
If the following report is to be believed, it appears there has been another breakdown in gnomish/koboldian relations:
"Curses! Those dirty gnomes drugged our guard weasels—using weaselnip, the blighters!—and broke into the Kobold’s vault!
Until we sober them up, there’s nothing the kobolds can do to stop you from downloading a FREE issue of Kobold Quarterly magazine. Go to the KQ Store, add issue #11 to your cart, and enter the coupon code KQ11Gift at checkout to snatch a PDF copy of your own."
"Curses! Those dirty gnomes drugged our guard weasels—using weaselnip, the blighters!—and broke into the Kobold’s vault!
Until we sober them up, there’s nothing the kobolds can do to stop you from downloading a FREE issue of Kobold Quarterly magazine. Go to the KQ Store, add issue #11 to your cart, and enter the coupon code KQ11Gift at checkout to snatch a PDF copy of your own."
Tuesday, January 18, 2011
Courts of the Shadow Fey
Courts of the Shadow Fey (PDF or Print)
by
Wolfgang Baur
Published by Open Design
Disclaimer: The copy used for this review was provided by the folks at Open Design.
I'm not an a guy who takes place in the 'Edition Wars,' I can easily say that something is a good system, yet add that I don't play it because I don't find it interesting. Dungeons & Dragons 4th Edition, in and of its self, holds little appeal for me. Sure I've played it — in fact I'm in a play-by-post campaign that converted to it — and I've ran it before, since that's what the group wanted, but if I'm left to my druthers I just don't do much with it. I've never even tried to design for it.
But, as with anything in life, there is always an exception.
While I avoid most 4e stuff, there is one huge, gleaming exception to this personal preference and that is whenever you cross 4e and the folks from Open Design. Of course, I'm sure you could say that about a lot of things, as I tend to like the craftsmanship of kobolds, however 4e compatible stuff is proof that they can make me like something that I normally do not enjoy.
If I were to ever run a 4e campaign, it was going to use material from the Iron Gazetteer and Halls of the Mountain-King. Now I can add Courts of the Shadow Fey to that illustrious 'What If?' scenario of if, or when, I run a 4e game what would I use in it.
As a patron of Castle Shadowcrag, I'm familiar with the Shadow Fey, thus my enjoyment of Courts of the Shadow Fey. Not only is this it a well written and illustrated piece, but the layout is excellent and the bookmarks are quite useful. Broken into four acts, Courts of the Shadow Fey should take a party from 12th level to 15th level, give or take, and deal with the cunningly deceptive, as well as deadly Shadowy Fey.
Using the term 'bucketed', Wolfgang Baur offers up a series of sandboxes for folks to play in and through, with the bucket being how they must go one after another through the story's overall plot.
Tales of intrigue, mystery, the unknown, and much more are detail within this old world feeling adventure. As should be familiar with those who enjoy the work of the various offerings of Open Design, old folklore, myth, and legend is twisted in a more grim and inventive fashion to lead us down a hole that no rabbit would use, due to self-preservation.
Definitely an adventure worth buying, but also a hallmark of what folks who join a patronage project can get for the price of their membership. Not only is it a custom project, based upon the needs of the patrons, but it is also a course on effective game design and development.
So if a 101-page, four act adventure that follows the ebb and flow of the Shadow Fey, their courtly acts, and the machinations of those under a faerie ring — or fey ring, to stick more with the piece at hand — then you could do not much better than buying Courts of the Shadow Fey. Rumors, secrets, manipulations, courtly warfare, assassination, and the like drip from this adventure like an overflowing goblet of wine in a dowager queen's intoxicated hand.
Buy yours today for $14.00 (PDF) or $24.95 (Print) from the folks at Open Design.
by
Wolfgang Baur
Published by Open Design
Disclaimer: The copy used for this review was provided by the folks at Open Design.
I'm not an a guy who takes place in the 'Edition Wars,' I can easily say that something is a good system, yet add that I don't play it because I don't find it interesting. Dungeons & Dragons 4th Edition, in and of its self, holds little appeal for me. Sure I've played it — in fact I'm in a play-by-post campaign that converted to it — and I've ran it before, since that's what the group wanted, but if I'm left to my druthers I just don't do much with it. I've never even tried to design for it.
But, as with anything in life, there is always an exception.
While I avoid most 4e stuff, there is one huge, gleaming exception to this personal preference and that is whenever you cross 4e and the folks from Open Design. Of course, I'm sure you could say that about a lot of things, as I tend to like the craftsmanship of kobolds, however 4e compatible stuff is proof that they can make me like something that I normally do not enjoy.
If I were to ever run a 4e campaign, it was going to use material from the Iron Gazetteer and Halls of the Mountain-King. Now I can add Courts of the Shadow Fey to that illustrious 'What If?' scenario of if, or when, I run a 4e game what would I use in it.
As a patron of Castle Shadowcrag, I'm familiar with the Shadow Fey, thus my enjoyment of Courts of the Shadow Fey. Not only is this it a well written and illustrated piece, but the layout is excellent and the bookmarks are quite useful. Broken into four acts, Courts of the Shadow Fey should take a party from 12th level to 15th level, give or take, and deal with the cunningly deceptive, as well as deadly Shadowy Fey.
Using the term 'bucketed', Wolfgang Baur offers up a series of sandboxes for folks to play in and through, with the bucket being how they must go one after another through the story's overall plot.
Tales of intrigue, mystery, the unknown, and much more are detail within this old world feeling adventure. As should be familiar with those who enjoy the work of the various offerings of Open Design, old folklore, myth, and legend is twisted in a more grim and inventive fashion to lead us down a hole that no rabbit would use, due to self-preservation.
Definitely an adventure worth buying, but also a hallmark of what folks who join a patronage project can get for the price of their membership. Not only is it a custom project, based upon the needs of the patrons, but it is also a course on effective game design and development.
So if a 101-page, four act adventure that follows the ebb and flow of the Shadow Fey, their courtly acts, and the machinations of those under a faerie ring — or fey ring, to stick more with the piece at hand — then you could do not much better than buying Courts of the Shadow Fey. Rumors, secrets, manipulations, courtly warfare, assassination, and the like drip from this adventure like an overflowing goblet of wine in a dowager queen's intoxicated hand.
Buy yours today for $14.00 (PDF) or $24.95 (Print) from the folks at Open Design.
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