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Dungeon Dwellers Guild Primer
by Christopher H. [Verified Purchaser] Date Added: 09/08/2008 22:17:28

The product advertises a web site, and the link appears to point to a "parked" domain with no content. Sure, it's a free download, but it's pretty much an advertisement for the Dungeon Dwellers Guild, which doesn't appear to be at the specified web address.



Rating:
[1 of 5 Stars!]
Dungeon Dwellers Guild Primer
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Creator Reply:
Ouch. Torching our average review rating just because our domain's been offline for a couple of days. Harsh. Especially since the downloadable document is 100% usable without the site being active. In any case, as soon as Register.com decides to stop being jerks, the Dungeon Dwellers' Guild should be available at its official location. Until then, feel free to access it at: http://www.greyhemsworkshop.com/guild/
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Libram Mythos: Wizard Powers (Preview)
by Chris H. [Verified Purchaser] Date Added: 08/21/2008 23:07:04

Before actually reviewing the product, I'd like to thank Dungeon Dwellers' Guild Games for finding a creative way to release third-party D&D 4th-edition content "early" within the terms of the Game System License. Putting out a few powers as a one-page "preview product" works both to satisfy Wizards' terms and to whet players' appetites for what DDGG's Libram Mythos 4e product line will soon offer in fuller form.

Having said that, I must confess to only a lukewarm reaction to the powers actually presented here. Most of them are not bad, but I didn't find any of them very exciting. Maybe it's just because they're first-level powers; author John Walborn may have some really creative stuff up his sleeve to be presented at higher levels. But none of the powers really made me sit up and say, "Ooh, my wizard wants THAT." Maybe there are some like that in the full product.

The deeper lesson of this PDF, though, may be just how easy it is to homebrew new powers. Look at Acid Fork, for example. Take a Magic Missile, change the defense from Reflex to Fortitude, change the damage type from Force to Acid, and split the bolt into two missiles, and presto, you've got a new power! Or look at Magestone; it's essentially a Cloud of Daggers that creates difficult terrain instead of ongoing damage.

I'm not criticizing Walborn for this at all; it's a feature of the game system. But I wonder if this means we'll be flooded with a torrent of mix-and-match powers come October 1. "Take an attack attribute from column A, a defense from column B, a damage type from column C, a damage expression from column D, and then an additional effect from column D1, D2, or D3 ..." You get the picture.

As a final semi-complaint, I do wonder why DDGG chose to format the powers as they did. These are minor nits, I suppose, but the use of capital, bold, and italicized letters in this product doesn't follow the example of the PH, which makes the product a little disorienting to read. There's no need for "Effect," "Miss," and "Sustain" rows for powers where these aren't applicable, and it would help for the "Sustain" effects to be formatted and phrased the same way as in the PH. Oh, and what's the name of this product, anyway? Is it "Wizard Powers," as per the front cover, or "Arcane Powers," as per the page headers? Or is "Wizard Powers" the name of the preview product, and "Arcane Powers" the name of the full product? Little confusing things like this (and little grammatical problems like the failure to properly hyphenate "much-needed") diminish my enthusiasm for the full product.

So in the end, the preview leaves me curious about the final product, but not chomping at the bit to get one.



Rating:
[3 of 5 Stars!]
Libram Mythos: Wizard Powers (Preview)
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Creator Reply:
Thanks for the review. We rebranded from "Arcane Powers" to "Wizard Powers" when we decided on a slightly different approach for the product line. The temporary title bar was apparently overlooked in the rebranding process. The full product is slated for a much more artistic internal page layout, so this text is likely to not exist in its current form in the final product. As for the layout of the powers, we're sorry it does not suit your taste. Our playtest groups have said they would like to see the "Hit", "Effect", "Miss", etc headings in place whether or not they are populated. It's intended to be a point of clarity. This feature may or may not exist in the final product. As for the bold / italic formatting, we've followed the standard set by WotC as compared to their newest formatting seen in Dragon Magazine (check issue #364, page 68). Dungeon Dwellers' Guild Games sincerely hopes that 4th Edition powers do not become "cookie cutter content" as you've indicated in your review. That is certainly not the intent of our products. Each power found in Libram Mythos: Wizard Powers will be (was, in the case of the preview) crafted carefully with great attention to detail and a strong emphasis on game balance. It would be easy to make "kewl" powers that every wizard would want, but the overall intent is to craft creative alternatives that fully maintain the gaming system's integrity. That is our goal. Thanks for taking a look at the preview and thanks again for the review. We're all looking forward to the final, finished product to be released at midnight on October 1st.
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An update... The newest version of the preview contains changes we've made as we develop the full product. Many of these changes help address the points above. Feel free to download again and have a look.
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Dungeon Dwellers' Fantasy Boardgame
by jason g. [Verified Purchaser] Date Added: 04/22/2008 14:13:58

This is a brilliantly designed little system. I have to say that I really enjoy the mechanics of combat and skill progression. This is quite clever. The system is very well balanced, and provides a complex, yet simple style of play. The entire rulebook is about 30 pages long, and easily understood. This set also comes with an introductory dungeon and dungeon tiles as well as some paper minis to get you started. You only need one 20 sided die to play the game. As stated previously, this is a modification of the d20 system, but the modifications are big ones. The concept, however, is the same. One thing that I would have liked to have seen is a beastiary. A "monster manual" of some kind would enable you to use this as an rpg. Though the game does come with 12 classes for characters, I look forward to seeing new classes in the future. A Druid would be good. I am very glad I bought this.



Rating:
[5 of 5 Stars!]
Dungeon Dwellers' Fantasy Boardgame
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COVER ME! #7 - Apocalypse & Windmill
by sean w. [Verified Purchaser] Date Added: 03/08/2008 01:40:58

You are receiving ten covers for the price of one. Specifically, there are two groups of five. I have no real complaints except for the fact that the oval shape of the pictures makes it hard to place a title on it without covering parts of the inner picture. The price is certainly right if you want a cover without paying hundreds of dollars for a top quality one. No real complaints, WYSIWYG.



Rating:
[4 of 5 Stars!]
COVER ME! #7 - Apocalypse & Windmill
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Dungeon Dwellers Guild Primer
by Steven v. [Verified Purchaser] Date Added: 11/16/2007 12:20:19

Went to the game site a couple of times to use it, but it is not something I can use offline. It's a nice web product, though. I'll probably go to it every once in a while to use the random tables when making up an adventure or campaign.



Rating:
[3 of 5 Stars!]
Dungeon Dwellers Guild Primer
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Fields Run Red: Player's Guide
by James M. [Verified Purchaser] Date Added: 06/29/2007 00:00:00

This book reprints the basic classes found in the PHB, which is a BIG waste of space which could have been far more useful being used to detail the campaign world. All you are getting for your money is a very basic campaign setting with very little in the way of details.

<br><br><b>DISLIKED</b>: see above<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Disappointed<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[1 of 5 Stars!]
Fields Run Red: Player's Guide
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Creator Reply:
To quote the product description: "Please note the price of this product has been kept very low to compensate for the fact that half of its contents can also be found in the d20 Open Gaming SRD. Please keep this in mind both before purchasing and when leaving product reviews. Thanks!" This information was included for ease of reference. If all of the product's pages were non-SRD content, the price point would be much higher. Just an FYI to people looking at the product in the future.
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Dungeon Dwellers' Fantasy Boardgame
by Nicholas W. [Verified Purchaser] Date Added: 02/12/2007 00:00:00

A fun looking board game. I am not sure how often I will play it though since I mainly play solo nowadays. I would love to have seen a way to create random games so I could play it solo.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
Dungeon Dwellers' Fantasy Boardgame
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Creator Reply:
We hope you enjoy it when you do get a chance to play it and we're glad you're satisfied. I would like to mention that we don't claim the game is suitable for solo play, though that could be an interesting idea for future expansions.
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DDFB: Monster Miniatures
by Michael S. [Verified Purchaser] Date Added: 02/04/2007 00:00:00

This is a good supplement for Dungeon Dwellers. You get a whole bunch of paper minis for monsters, as advertised. The art is the same quality as in the core game. If you like Dungeon Dwellers, this supplement is well worth the money.

<br><br><b>LIKED</b>: More monsters!<br><br><b>DISLIKED</b>: This product is priced a little too high for the number of minis included.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[4 of 5 Stars!]
DDFB: Monster Miniatures
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Dungeon Dwellers' Fantasy Boardgame
by Michael S. [Verified Purchaser] Date Added: 01/18/2007 00:00:00

A fun game for the kids and family. This is an interesting take on a simplified d20 system. I enjoyed it and the kids really like it. The minis provided are enough to get you started, and if you need more, there's a supplement available from this publisher, plus plenty more from others. The dungeon tiles are workable, but the art is simplistic. Again, though, if you want great art on your tiles, take your pick from any of the fine publishers on RPGNow. Overall, this is a good purchase for those looking to play a board game version of d20. The included paper minis make it a very good value.<br><br> <b>LIKED</b>: Everything you need to play is included, except dice.<br><br><b>DISLIKED</b>: I'm one of those guys who likes the better looking tiles, so, I have to supplement my game with another publisher's tiles. Easily enough done, so no big complaint.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
Dungeon Dwellers' Fantasy Boardgame
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Creator Reply:
We intended to have more supporting "dungeons" with much more interesting tiles and artwork available sooner, so these concerns would be assuaged. The "Basic Set" is largely focused on the rules, with a sample dungeon just to show how the game is intended to be played. Thus the art is kept simple in this "starter" dungeon. We hope to have more dungeons released soon so you can expand your collection. For the time being, however, you have made the perfect decision... The game is perfect for use with any one-inch-grid system, so please feel free to support other publishers as you enjoy the Dungeon Dwellers' Fantasy Boardgame.
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Temple of the Screaming Skull
by Malcolm M. [Verified Purchaser] Date Added: 01/07/2007 00:00:00

An overlooked gem, The Temple of the Screaming Skull is that rarest of things: an adventure module intended for first-to-third level characters that is both interesting, and which doesn't feel as if it were merely thrown together simply to get characters from first to third level as quickly as possible.

The common problem with most adventures for first-level characters is that they are dull beyond belief, especially for those who've already played D&D at higher levels.

Most first-level adventures either use the usual clich? creatures (orcs, goblins, kobolds, skeletons) in the usual clich? ways (oooh, look kids! a dungeon!), or else the adventure forgoes combat and tries to present something centred on puzzles and roleplay, leaving out the action which is a defining characteristic of Dungeons & Dragons.

Too many published first-level adventures feel perfunctory, as if the author is merely trying to get the characters to third level -- and the start of the supposed "good stuff" -- as rapidly as they are able. Basically, most modern first-level adventures feel half-assed and too often reflect the author's apparent boredom with low-level material.

There have been notable exceptions -- first-level adventures which were interesting, adventurous and fun, while still feeling like true D&D. Goodman Games' Idylls of the Rat King is one such adventure, and now, Dungeon Dweller Games' Temple of the Screaming Skull joins the ranks.

Temple of the Screaming Skull is not as graphically slick as the aforementioned Idylls of the Rat King, but it carries the same dedication to telling an interesting story at its core. The adventure is archetypal, yes, but not clich?. Author Matthew Muth is clearly interested in the story he's telling, and has done what he can to make it unique within its archetypal frame, and the restrictions of first-level play.

Ironically, for an adventure from a company calling itself Dungeon Dwellers Games, The Temple of The Screaming Skull is not a dungeon adventure. As the title suggests, it's a site-based adventure set in an abandoned temple.

While it still plays out like a dungeon in many respects -- player characters investigate a series of interconnected rooms and hallways -- just the fact that author Muth took the adventure out of the usual dungeon space is an indication of how this product steps away from the clich? wherever it can, while still following an archetypal adventure pattern.

The author has made a real effort to make the goings-on interesting in their own right. Possible alternative options in play are regularly mentioned.

Muth also provides a pair of wholly optional "side treks" on the way to the main site, yet still includes two Appendices describing how these optional incidents might be greatly expanded and tied into the plot of the adventure as a whole. Stats for characters needed only in the "expanded" versions are provided as html sheets in the zipfile.

Likewise, Muth takes the time and makes the effort to set up a real atmosphere of menace at the adventure site itself. He makes use of simple, descriptive and atmospheric elements to undercore the mystery of "Just what has happened here?" Players will obviously know that something has gone wrong, but the writer works the suspense very well, so that even seasoned gamers will find themselves curious to get to the bottom of things.

If this adventure has any major weak spots, it's that it may be too difficult at points for an unskilled or oddly-balanced party of adventurers. Similarly, if you're a new Dungeon Master and/or you're running a group of brand-new D&D players through The Temple of the Screaming Skull for the first time, be sure you read the adventure through thoroughly first.

Author Muth is very good at pointing out potential trouble spots for noobie adventuring parties, or groups which are oddly balanced. Be sure you know where these spots occur, and be prepared to take steps to prevent problems -- whether you fudge dice rolls a little behind your DM screen, or have one of the "side trek" NPCs accompany the party, or whatever works for you.

Beyond the need to keep an eye on the danger levels, this adventure has no serious flaws.

The black and white pages might be slightly ink-demanding if printed because of their border art; meanwhile, the color maps are unspectacular by current standards, but they serve their purpose well enough. The color on the maps may make them a pain to print for some, but there are only three in total.

Lastly, there are minor typos in places, but they are they sorts of mistakes which are easily identified (evlen for elven, in one spot) and ultimately irrelevant.

While not perfect, nor as polished as some of its slick competitors, The Temple of the Screaming Skull is still an undiscovered gem -- that rarity of rarities, a first-level D&D adventure that's well worth buying, and definitely worth playing.<br><br> <b>LIKED</b>:

  • A genuinely interesting first-level story.

  • Optional side treks which can become much more through Appendixed material.

  • Designed for the realities of the gaming table. Play options are discussed, as well as ways of easily importing the adventure into your personal D&D campaign.

  • Very well-written. Author Matthew Muth knows how to use atmosphere and suspense to make even a first-level adventure compelling. Most players will want to get to the root of this mystery.

  • Inexpensive

  • If you're intrigued, just buy it! :-)<br><br><b>DISLIKED</b>:

  • Certain encounters could be tough on inexperienced or unbalanced first-level parties. DMs should be prepared to fudge a few dice rolls, or otherwise take steps, if necessary, to avoid needless total-party-kills. To it's credit, the adventure typically flags potential trouble spots.

  • The maps are both functional and readable, but not pretty or sexy by modern gaming standards.

  • No printer-friendly version. It shouldn't be too much of an ink-devouring beast, but you've been warned.

  • A handful of minor typos, all effectively harmless.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>


Rating:
[4 of 5 Stars!]
Temple of the Screaming Skull
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Temple of the Screaming Skull
by Sean H. [Featured Reviewer] Date Added: 02/26/2006 00:00:00

The temple of the Screaming Skull is a D20 fantasy adventure for designed for an average group of low-level characters (three or four, 1st to 3rd level characters). The Temple of the Screaming Skull is well structured for use as an introductory adventure even for a new games-master.

Obviously, the scenario revolves around the Temple of the Screaming Skull, an abandoned temple that has been infested by evil. The adventure suggests several possible hooks to get the characters involved including one that is fully detailed with the characters being hired by a former acolyte of the temple to investigate what ill fate befell it. The basic setting is flexible enough to be easily incorporated into most standard fantasy settings.

A pair of potential encounters on the route to the temple are provided (though they could be used as side encounters for just about any travel situation). Both are amusing. One involves an eccentric merchant and the other, a wishing well. Other encounters are suggested to fit the theme of the adventure.

The temple itself has two levels plus the crypts beneath to explore. A standard ?dungeon crawl? is enlivened by interesting things to find and explore. The monsters are logically placed and explained, having reason to be then beyond simply serving as something to fight. A handful of traps and environmental dangers will keep the characters on their toes.

The adventure is very good at building in hooks and ideas for expanding descriptions and stories from what is presented. At the end of the adventure there are ideas on how to expand the two travel encounters into full small adventures (including separate character sheet for four members of a criminal band).

The Temple of the Screaming Skull is a good building block adventure for starting a campaign with or using as an early adventure to create hooks for a campaign.<br><br> <b>LIKED</b>: Easily expandable, lots of good hooks.<br><br><b>DISLIKED</b>: I would have liked to have seen more.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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Culture Clash, Volume 2: Dwarves
by Jim C. [Verified Purchaser] Date Added: 11/08/2005 00:00:00

This is a real mixed bag, with one or two fairly interesting ideas, a couple of dull undeveloped notions, a volcanic race that seems too weird, off-putting and narrowly focused to be of any use in a game, and the celestial dwarves, which are just a mess. Their stats look as if someone fell asleep over the keyboard while cutting and pasting from the Elf document.

In the end, not enough solid, useful ideas shake out of this document to justify the amount of text there.<br><br> <b>LIKED</b>: The pious dwarves are interestingly exotic, even if it's very dubious whether they should be called a race.<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[3 of 5 Stars!]
Culture Clash, Volume 2: Dwarves
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Culture Clash, Volume 1: Elves
by Gregory H. [Verified Purchaser] Date Added: 10/31/2005 00:00:00

The game mechanics were fine, but the majority of this lacked imagination. The history and style material was sorely lacking, so the result was nothing more than a handful of statistical variants on standard races, much like you used to see in the old 1st edition D&D Monster Manuals. I expected cultural detail and history. What I got could be compared to "They're dwarves, but they live in a swamp. So instead of tunneling and smithing, they are good at foraging and swimming."

There were a few good ones, but most of them just lacked imagination, and all of them lacked depth. <br><br> <b>LIKED</b>: Statistically well-defined.<br><br><b>DISLIKED</b>: Not enough to work with. It was just some numbers to toss in a few subraces, but in order to make them actually functional for a campaign world, the DM is going to have to add pretty much all of the 'flavor' on their own time.<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[2 of 5 Stars!]
Culture Clash, Volume 1: Elves
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Creator Reply:
On the flip side, in-depth campaign setting detail for the races would make them unusable for anyone that does not use a campaign that matches ours. The beauty of an "encapsulated" race without a lot of historical details is intended to be versatility. We're truly sorry that this product did not meet your needs and encourage you to contact us at 'contact@ddggames.com' to discuss options for making sure you're satisfied with your purchase in the end.
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Lores and Legends: Legendary Arms
by I. P. [Featured Reviewer] Date Added: 10/29/2005 00:00:00

?Legendary Arms? presents 10 artifacts along with histories and multiple stats to allow for maximum flexibility by the dungeon master. This 22 page product does not contain a table of contents, but the PDF is bookmarked. Unfortunately, not all of the bookmarks direct you to the correct page. In addition to the artifacts, the product provides cards that can be given to players to facilitate the incorporation of the artifacts into gameplay.

The ten artifacts are of the following types: battleaxe, greataxe, scimitar, greatsword, composite shortbow, composite longbow, dagger, hand crossbow, heavy flail, and glaive. Each artifact is presented with a minor enchantment, a moderate enchantment, and a major enchantment. Depending on the power level of the campaign the dungeon master can select the most appropriate enchantment level.

The item cards are printed four to a page, therefore taking up two and a half pages. The item cards are meant to be given to players when they acquire the artifact. The card contains only some of the information presented about each item. Players can add information onto the card as they learn more about the artifact.

There are 24 lore cards which are also printed four to a page. The lore cards are intended to be given to players when they hear of the artifacts. Each card conveys the legend that the players have heard. The Open Game License covers the final two pages of this product.

Each item has at least one custom property in one of the three variations presented. These vary in creativity. Some examples of the types of some of these properties include: an ethereal weapon, granting the ability to cast a spell three times per day at an established caster level, and granting a bonus to skill checks.

Anyone interested in calculating each item?s information, such as cost to create or market price, should note that this product provides information for each custom properties. It does not actually provide the listed item ?notation? (as found in the Dungeon Masters Guide) for the three different enchantment levels of each artifact. The reader will have to calculate that information from the information provided using the Dungeon Masters Guide as a resource.

For those of you that do not like to concern yourself with customizing magic weapons, this product is a handy resource. You are likely to be able to use each item multiple times if your campaigns are set in different settings or if your campaign continues through a long span of player levels. Each of those situations would allow the dungeon master to introduce the same weapon at a different degree of enchantment. Simply rename the artifact and introduce. For maximum variability you could even simply alter the weapon type.

To rousing gaming and ample rewards, I. Perez<br><br> <b>LIKED</b>:

  1. Simple presentation.
  2. Cards are good idea for players requiring ?organization by DM?.<br><br><b>DISLIKED</b>:
  3. Lack of magic item ?notation? following each artifact?s description.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>


Rating:
[3 of 5 Stars!]
Lores and Legends: Legendary Arms
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Culture Clash, Volume 2: Dwarves
by I. P. [Featured Reviewer] Date Added: 10/09/2005 00:00:00

The ?Culture Clash? series aims to help folks that are interested in spicing up their racial choices. It is an attempt to provide optional subcultures for the core fantasy races, in this case Dwarves. Each volume presents six such subcultures. This volume contains the Arctic Dwarves, Celestial Dwarves, Forest Dwarves, Pious Dwarves, Seafaring Dwarves, and Volcanic Dwarves. Each culture has a very short flavor introduction, two paragraphs each usually containing three sentences. In addition, each subculture contains an entry for Environment, Appearance, Social, Political, and d20 statistics.

As does the first volume in this series, this product claims to provide a ?good deal of flavor text?, it provides the minimal amount of flavor text that could possibly be expected. In the future the author should expand the amount of flavor that is provided so as to deliver on the promise.

This volume contains no discussion of balance issues or concerns that the author may have had, or simply wanted to identify. Such a discussion would be invaluable to dungeon masters considering making use of these subcultures, or considering whether to allow their use at player request. If there was a section discussing balance concerns questions, such as what benefit have certain dwarven subraces gained that warrants losing their ability to maintain their base movement speed even when encumbered, could have been addressed. With that discussion readers would have some insight into the underlying analysis if they felt the need to understand it.

?Culture Clash, Volume 2: Dwarves? provides the minimal amount of information required to deliver six subraces of dwarves. As I wrote in my review of the first volume, the problem with this minimalist approach is that many subraces of the core races are available for free over the internet. To make this product outstanding, and by definition more attractive to buyers, some more discussion should have been included on balance and the flavor text should have been more extensive. What better place to learn about the variety of forges around which the dwarves gather than in a text that outlines the subcultural elements within the dwarven race.

To rousing gaming and ample rewards, I. Perez<br><br><b>LIKED</b>:

  1. Short, focused product.
  2. Economical price.<br><br><b>DISLIKED</b>:
  3. Insufficient discussion of game mechanics.
  4. Insufficient development of underlying cultural differences.<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Satisfied<br>


Rating:
[2 of 5 Stars!]
Culture Clash, Volume 2: Dwarves
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