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Green World $7.99 $5.05
Publisher: GRAmel
by Michael H. [Verified Purchaser] Date Added: 03/21/2012 05:52:32
For more discussion about Savage Worlds and other RPG's please visit my blog at http://solaceofsavagery.wordpress.com

Green World, written by Umberto Pignatelli, is a 58 page adventure published by GRAmel for the Savage Worlds Beasts and Barbarians setting. Umberto also penned the recently released Sky Tyrant of Mars – a module for Adamant Entertainment's Mars setting. I featured Sky Tyrant a couple of weeks ago though I have yet to review it properly. Perhaps I will rectify that in an upcoming post!

Green World

The main adventure in Green World is presented in 4 chapters. The book also has an extensive appendix that provides details for a pygmy village from the book, stats for the npc’s, and a detailed Book of Lore covering demons. The section on demons also includes information for making demon hunter characters.

The core story of Green World revolves around the the pc’s waking up as amnesiacs in what is essentially a pocket universe. The meat of the adventure involves a rescue mission hook that is fueled by a pretty cool memory recovery element. There is a betrayal plot twist that is revealed as the story unfolds. The pocket universe – the Green World – is contained within an orb in the possession of an evil wizard. I won’t outline any more of the story here but suffice it to say that it’s fun and imaginative. There are some clever organic traps and the weirdness of the Green World has an alien consistency that manages to be different without being so gonzo that it crosses over into silliness.

The adventure does a nice job of balancing skill checks, chases, combat encounters and role playing opportunities. Each combat encounter is end capped by terrain and special circumstance information that helps to facilitate fluid play. Stat blocks for all adversaries are collected in the appendix. I kind of like having them with the specific encounter but I see the merits to having them collected for quick reference.

Green World is a fun read. The monsters are unique and even those that have common fantasy analogues feel fresh and new in this strange world. I can see it working well as a one shot for a pick up game. It could certainly be worked into an existing campaign but there would likely be some railroading necessary which isn’t uncommon for published adventures. This book is a careful recipe of ingredients and omitting any of them could create cohesion problems. Umberto has some great ideas in this module and even if you don’t use it exactly as presented there is enough here to plunder for inspiration for your home game.

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Green World
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