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0one's Blueprints: Vampire Castle
by Mads H. [Verified Purchaser] Date Added: 04/07/2009 15:28:52
A sprawling an imaginative dungeon. Well worth the money.

Rating:
[5 of 5 Stars!]
0one's Blueprints: Vampire Castle
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0one's Blueprints: Dragon's Foot
by JD S. [Verified Purchaser] Date Added: 02/28/2009 13:02:43
You cannot go wrong with Oones.

Note that for best effect, you need the compainion product, which is also excellent.

Rating:
[5 of 5 Stars!]
0one's Blueprints: Dragon's Foot
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The Great City Campaign Setting
by Shane O. [Featured Reviewer] Date Added: 02/27/2009 15:14:41
City campaigns seem to be in vogue lately. The idea of a single location that serves as not only a source of many adventures (if not an entire campaign), but also the place where the PCs hang their hats is intriguing. After all, this gives the GM a lot of material to work with in terms of helping immerse the players in the setting. The merchant whom they buy their first weapons from at 1st level is likely still going to be there when they’ve become high-level heroes, and by then will hopefully have become a well-known NPC that the players interact with. That’s the sort of thing that good GMs go to town with, and it’s that sort of premise that The Great City, from 0one Games, proffers .

Weighing in at over one hundred fifty pages, The Great City is a fairly large PDF. Luckily, the entire thing is bookmarked for easy navigation (though I found myself wishing that the bookmarks were nested). There’s a dark gray border on opposite sides of each page, and as we’re taken through the city in various chapters, a nicely detailed map of the local area is presented, usually with keyed locations. The amount of artwork here isn’t prohibitive to printing the book out, but you may want to think twice about doing so, given the book’s length and use of maps and illustrations (though the latter are somewhat rare).

As a setting book, The Great City opens by talking about the basic layout and structure of the city, noting things like its population breakdown, politics, etc. before moving on to the history of the City (making me realize that the place really is called, in game, “The Great City”) and how it came to be where it is today. Following this are the six wards which the City is divided into; each ward has a chapter, noting things like the special interests that reside there, notable NPCs and groups, a map of various specific locations, etc. It deserves some notation that through all of these chapters, game statistics are kept to a minimum; while it can’t be helped to do things like note a character’s alignment, these are relatively rare. The majority of the book is almost totally flavor text.

It’s only when we get to the last portions of The Great City that it becomes markedly 3.5 in nature. An introductory adventure is given, along with several new monsters, and a number of stat blocks for specific individuals from the various wards. A few new bits of crunch (such as feats, magic items, etc.) are also scattered throughout this last section.

The Great City is ultimately a very well fleshed-out setting, with a large array of people and places who are all detailed to a very useful degree. However, I was less impressed than I otherwise would have been because to me it really felt like a setting, rather than a living, vibrant city. Most of the NPCs felt isolated from each other – as though they’d been written in a vacuum, or to conform to various archetypes – and the city wards felt too isolated from each other in terms of what was happening in one not really affecting another. This is sort of the point of a ward, to be fair, but it all gave me the feeling that The Great City was a static place that would revolve around the PCs just a little too much, instead of them working their way into a teeming, living city. Of course, if that’s the worst I can say about this as a setting, you should know that it’s still quite good. The material and writing is of a very high quality, and there’s enough of it here to last you for quite a long time. If you’re looking for a multifaceted fantasy city for your PCs to call home, The Great City is a solid choice.

Rating:
[4 of 5 Stars!]
The Great City Campaign Setting
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0one's Black & White: Medusa Hideout
by Marc G. [Verified Purchaser] Date Added: 02/10/2009 10:50:07
Nice product!
Being a hex-preferring gamer, it's nice to see a product that let's you switch between hexes and squares, even if they are 5 ft squares vs. 1m hexes (I'd like 5 ft hexes as well) .
I know most people probably have the latest Acrobat reader, but it might be nice to put the minimum version required for the layering.
Also, I think making the grids around 50% gray, as opposed to black will keep them visible, but make them stick out less.
Mind you, these are only minor quibbles (suggestions, really, as this is a new line), and I believe that all map products should adopt such a fine detailed customization approach (i.e., turning on and off such parts as grids, doors, furniture.
The one page systemless room descriptions are nice to be able to jump right in if need be, but you can ignore them as well and not feel you've spent half your money on a part you'll never use.
All in all, a great concept, and for me at least, a little tweaking would make it stellar!

Rating:
[5 of 5 Stars!]
0one's Black & White: Medusa Hideout
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The Road to Revolution: The Skullcrackers
by Megan R. [Featured Reviewer] Date Added: 02/08/2009 07:28:13
This is the first in a six-part campaign arc set in The Great City, already painstakingly mapped and described by 0one Games, and is written for beginning characters. Although it's never stated, the impression is that they are not native to the city, but may have been there for a while - long enough, at least, to be able to find their way around.

The adventure is set amidst a background of seething unrest and incipient rebellion. While such political upheaval is being formented by others of greater import than a bunch of low-level characters, their actions in this (and following episodes) are likely to prove pivotal.

Events begin with a murder investigation, into the death by violence of a junior army officer. Several ideas for getting the characters embroiled in the action are supplied, or the nature of your players may suggest others of your own. The investigation takes the characters through the underbelly of the city, and culminates in a clandestine fight club, where the action in the ring gets masked by an all-out brawl amongst the spectators!

Investigative adventures, by their very nature, tend to the linear as the characters unravel a clue chain to lead them to the truth. To avoid it appearing too linear from a player perspective, once the first part - the discovery of a suspicious corpse - is over and the characters have got (by whatever means you choose) involved, the next three parts of the investigation can be run in any order as the characters visit the right places and talk to the right people; they'll end up at the final part of the plot anyway! The DM is thus encouraged to be thoroughly familiar with what is going on in all locations, as well as to have a good working knowledge of the Great City, so that he can present matters seamlessly whatever path the characters choose to follow.

However, do not fear that this adventure is too cerebral for the majority of players, combat can occur around any corner... and will be necessary for the characters to complete their investigations. There's a good balance between having to talk to people and having to fight them, with a fair few 'monsterous' foes thrown in for good measure... and some sneaking around for the more stealthy and devious characters to enjoy.

The main phases of the investigation are well-written. Everyone featured has their own life to lead, building up an impressive alternate reality which will be of use after the adventure is over - should they survive, they'll still be there doing their own thing. Another nice touch are the Broadsides. A local entrepreneur has taken to printing news-posters and distributing them around town. Several examples are provided, and it's an idea you can utilise to insert your own plot hooks as well.

Overall, this is an excellent adventure in which a lot is going on, giving the characters a chance to become deeply embedded in the life of the city.

Rating:
[5 of 5 Stars!]
The Road to Revolution: The Skullcrackers
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0one's Blueprints: Dragon's Peak
by Peter I. [Featured Reviewer] Date Added: 01/30/2009 03:31:56
You can always has use a new map, particularly if it's a good map. And by a good map I don't necessarily mean a map that has brilliant art, but more a map that is logical and well designed with the additional capability of being versatile. If you can modify the map to be, for example a handout, or modify it for another purpose or use, a good map becomes several good maps. 0One Roleplaying Games have always produced good maps, and they've managed to do that for years now. Each map in their Blueprints series contains a series of maps tied to a location, both in black and white, and what can be called 'old school blue'. Their maps/map sets have always struck me as logical maps where thought has gone into the design, the creatures that are there, and what a map should look like based on all external circumstances. This product, Dragon's Peak, is no exception to the above.

0One's Blueprints: Dragon's Peak is a 23 page pdf file. The file comes with a stylish cover, two pages of introductory text which includes the legend and details on the product, 12 pages of maps (6 maps in total in two different colours), and lastly itemised sheets detailing the maps, locations and location names. The latter sheets allow you to flesh out the location on the maps using short descriptions and other pertinent details. A blank detail sheet is provided should you require any additional sheets for writing details related to these maps.

Dragon's Peak depicts a small mountain that overlooks a very small hamlet. The maps provided include an overview of the mountain and the hamlet, and maps of all the interior caverns, tunnels and lairs within the mountain itself. No detailed map of the hamlet is provided, although the one that's there is still useful, and this product's sister product, Dragon's Foot, contains all the details of the little hamlet at the foot of the mountain. The background story included allows for plenty of room to manuever, and creative DMs can modify the details of the product fairly easily to allow the maps to suit a different background story to the one provided.

The maps provided cover the peak and the hamlet, a cross-section of the mountain, the two maps of mines inside the mountain, a goblin dwelling inside the mountain and the dragon's lair itself. Each map features 0One's 'Rule the Dungeon' feature, which allows you to change some of the features of the maps at the click of a button on the map. This gives the user control over furniture, text, grids and the like on the map, allowing you good flexibility in customization of the map for DM or player use. A good amount of detail in provided with each map, giving you a clear indication of content and to a lesser extent purpose. As mentioned earlier, the maps make logical sense, so there are no features there just for the sake of it, but rather more purpose-orientated features. The layout of the maps is also very good, maintaining a cavern-like feel but also indicating purpose and inhabitants at the right locations on the maps.

0One's Blueprints: Dragon's Peak is another quality map in the Blueprints series, and one that delivers on every count. The quality is good, the amount of detail is just right, the maps are logical and purpose driven, and the whole product adds flexibility through the use of pdf layers. This is the kind of map that I'd happily use, particularly when combined with Dragon's Foot, but even on its own there's a lot to offer. With useful background information and options for plot hooks and story lines, the creative DM can get a lot out of this. Even if you don't use all 6 maps as a whole, the individual maps on their own can easily slot into other areas of a campaign world on their own. Overall, a good, quality and very useful map and product.

Rating:
[5 of 5 Stars!]
0one's Blueprints: Dragon's Peak
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Battlemaps: Floorplans, Inn Vol I
by Daryl P. [Verified Purchaser] Date Added: 01/13/2009 18:45:10
While everything contained in the PDF looks rather nice itself, even when printed, there are major issues with this product. Bewarned: Do not buy this with the intention of printing it!

Firstly (and very importantly), the images in the document go clear to the edges of the pages. Printers cannot and do not have the ability to print the ENTIRE coverage of the page. When your printer enforces margins, things from this will get messed up. Other products I've seen have done this much better by having lots of white space around the edges of each page to be trimmed after printing.

Secondly, the file is not a complete inn! It gives you a few of the rooms to it that each stand on their own, but they do not combine or line up at all. The kitchen and the brewery, for example, which are meant to be adjacent, simply cannot be placed next to each other and work without a lot of fiddling, by which time it looks bad.

If you buy this expecting to have a whole inn at your disposal to print, mount or tape together, and play on, you (like I) will be sorely disappointed. The second floor in particular is lacking: only four small rooms of the entire floor are provided, with the rest left to do on your own.

Rating:
[2 of 5 Stars!]
Battlemaps: Floorplans, Inn Vol I
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0one's Blueprints: Dragon's Peak
by JD S. [Verified Purchaser] Date Added: 01/03/2009 01:05:57
Not bad-the production quality is up to the high Oones' standard, the price is always right, but I could have used a few floorplans of the village included.

I would not have minded this being part 1 of a two-part series, the second part being the floorplans of the village.

Rating:
[4 of 5 Stars!]
0one's Blueprints: Dragon's Peak
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The Road to Revolution: The Bloody Fix
by Nathan C. [Featured Reviewer] Date Added: 12/25/2008 11:37:18
What a relief it would be if I could hack the internet so that anytime an inexperienced DM or RPGer attempted to submit a query of some poorly thought out adventure a screen saver would pop up and display a message to return to your home brew gaming table and get some more experience. Too often adventures are narrow minded and lack the basic information needed to run a game, which is why there is such an overwhelming calm of refreshment whenever I read an adventure from Oones Games.

The publisher’s latest adventure, Road to Revolution: The Bloody Fix, is a gritty urban adventure set within their campaign world, The Great City. It is the second in the campaign arc, Road to Revolution, which led to the PC shutting down a Fight Club. This adventure follows the same NPCs and characters as they attempt to solve a series of gruesome murders of the cities soldiers and protect the fight club owner from a execution.

Mysteries are the most difficult adventures to write because of their freeform nature. On one hand you have to have enough information so that there is a reasonable direction to go and on the other you can not have too much information or you will railroad the adventuring party. The writers of Bloody Fix do a tremendous job of walking that fine line, providing an abundant amount of information for the DM without overwhelming the players. Outside of the various tables and charts to aid the Dungeon Master with this adventure, there are very nice tables that relate to rumors and news going on in town. This is a very nice touch to add a dimension of realism to the city. I especially enjoyed the colorful NPCs, an ingredient very important in an adventure.

The adventure’s plot surrounds the PCs attempting to solve the murder, becoming further engrossed in the subplots of the fight club owner. The final showdown pits the PCs vs. one of the best creatures I have seen this year. It is one of those creatures that, even if you did not run the adventure, you will want to purchase the book just to snag out because it is such an innovative concept.

Where Bloody Fix makes up in innovation it lets down in typos and difficulty labeled navigational tools. One of the biggest types are in the summary, which makes you have to read a bit into the adventure to figure out what is going on. Still, navigating through the minor pot holes for a well written mystery adventure for PCs is worth it.

For the Dungeon Master
Tables, Charts, Handouts, Diagrams, Pictures, Explanations, Breakout boxes. If only every publisher went the extra mile with their adventures to make them easier to run. So many writers are caught up with their great adventure that they forget to help the dungeon master run it. This will be one of the easiest mystery adventures you will run in a long time.

The Iron Word
Few writers attempt the mystery adventure because of its difficulty to pull off properly. 0ones takes gamble and delivers a spectacular second adventure in the Revolutionary Roads series.

Rating:
[4 of 5 Stars!]
The Road to Revolution: The Bloody Fix
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0one's Blueprints: Pirate Ship
by JD S. [Verified Purchaser] Date Added: 12/16/2008 01:55:48
I don't normally give Oones products less than 5 stars, but this map had three faults I feel drew from the otherwise high quality of the product. LKisted in order of importance to me:

1) No depiction of rigging-a sailing ship had a lot of 'room' up there.

2) no cannon. This is supposed to be a pirate vessel, and cannons are bulky-using them as 'furniture' would have let this map depict warships & merchants alike.

3) what ship type is this? A general class would have helped.

Still, a worth-while buy.

Rating:
[4 of 5 Stars!]
0one's Blueprints: Pirate Ship
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0one's Blueprints: The Pirate Island
by JD S. [Verified Purchaser] Date Added: 12/16/2008 01:51:34
You can't beat Oone's products. Great detail at low prices!

Rating:
[5 of 5 Stars!]
0one's Blueprints: The Pirate Island
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Battlemaps: Floorplans, City Shops
by Scott B. [Verified Purchaser] Date Added: 11/29/2008 20:41:36
Awesome graphics. I wish their were more like these [frowns].

Rating:
[4 of 5 Stars!]
Battlemaps: Floorplans, City Shops
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Battlemaps: Floorplans, Inn Vol I
by Scott B. [Verified Purchaser] Date Added: 11/29/2008 20:34:15
Everyone has raved about the quality of these floor plans and rightly so.

My gripe is that once they are printed out, cropped and laminated they don't mesh well along their borders. It's real sloppy. It makes the tiles look screwy once they are assembled [frowns].

Rating:
[4 of 5 Stars!]
Battlemaps: Floorplans, Inn Vol I
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The Great City: Color Map Folio
by Megan R. [Featured Reviewer] Date Added: 10/29/2008 07:11:26
This product consists of two poster maps, done to the usual high standard we've come to expect from 0one Games. The first is quite unusual, at full size it is 25.5" x 11" and depicts the city as a 3-dimensional image - imagine you are standing on a hill at a distance with the city laid out before you. It is provided as a single sheet for those lucky souls who have access to printers capable of dealing with it, and as 3 normal pages for those of us who make do with an ordinary colour printer and some sticky tape. It really gives a good feel for the city, making more conventional maps come alive, and would look good on the wall especially if you are running adventures in the city!

The second poster is the more conventional top-down "Bird's eye view" map, in a poster of 25.5" X 22 or as six ordinary sheets to stick together. Again, its lush colours allow the imagination to run riot, if this popped up in Google Earth somewhere you would believe it!

In both posters, you have the option of displaying various information such as a map key, text or a compass rose; or just leaving the map to speak for itself. While neither of these maps are as convenient for actual gaming as other mapsets of the Great City, they are too beautiful to ignore.

Rating:
[4 of 5 Stars!]
The Great City: Color Map Folio
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Urban Adventures: A Pound of Flesh
by Megan R. [Featured Reviewer] Date Added: 10/28/2008 10:20:45
Designed to get a campaign in The Great City off to a flying start, this adventure embroils the characters in an investigation of the disappearance of a drunk pearl merchant that leads them to places they'd probably rather not go and people they'd rather not meet, with a spot of arson, evil cultists and revolutionary plots for good measure!

From the very beginning, there is a lot going on and the characters have cause to explore a lot of the city - in particular, the seamy side of the docks - and interact with many different people. It's not all talk, of course, and there is ample opportunity for combat as well, while the finale involves the need to defeat the enemy against the backdrop of a very high-society party - preferably discreetly! The adventure is probably not suited to players whose main interests lie in fighting and acquiring loot - but if a rich tapestry of varied characters all leading their own lives within the setting appeals, you have picked up the right adventure.

Overall, it is an outstanding adventure with a depth that - despite what might seem a simple plotline - should keep your players well-entertained and their characters challenged and intrigued. Thoroughly recommended both as an adventure in its own right and as a way to introduce characters to The Great City.

Rating:
[5 of 5 Stars!]
Urban Adventures: A Pound of Flesh
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