Argh. Can we blame WotC? IMO there should be a special circle of Hell for graphic design people who over-decorate the page, at a serious cost of readability. They used the fake-parchment coloration on every page, a la most of 3E and 3.5. Always hated it.
That off my chest...this is somewhat interesting. This strikes me as largely deep-background material for GMs and world builders. There are several different sections:
--Essence relates to magical energy in a physical form. It's a useful concept, but IMO not sufficiently developed. Then again, I've spent considerable time thinking about a 2-tiered economy...mundane items and magical items.
--Ruling a Domain...think kingdom, not divine domain. Large-scale stuff. Seen these kinds of rules before, I don't really recall anything that stands out.
--The Multiverse has one novel, interesting section: the magical and technological advancement. It outlines different approaches for both spellcasting and item crafting; ...
14 Pages. B&W cover and interior. FREE
Can't complain about this price. I fun little introductory adventure with some pre-gen PCs/NPCs.
One Spring-Heeled Jack is bad enough, what about an entire gang of them? Great adventure to introduce 3rd Ed Victoriana to new players.
Just like the adventures in his previous three Dungions on Demand, these are expertly done. He had to change some things up in how he does things due to the massive supidity of Wzards of the Coast in how they deal with people who use some of their intellectual property. But that is not Dan's fault, so one cannot blame him for it.
These modules are easily run, quick to read and digest, and fun to play. My wife is a brand new DM and she is using these modules in her campaign world. They are open enough that she can fiddle with them some to make them unique to her world, yet detailed enough to run as is. She has yet to have to ask me for help in understanding anything about any of the ones she has run.
If you are looking for something quick to toss in between the stages of an epic adventure, something to help level characters with, or just something fun and different, snag thse up. You will happy you did....
This game was a great way to start table top RPGs with my kids. We got pizza, picked our characters, talked about back stories, and got straight into Basement Full o' Rats. My daughter is 7 and my son is 5, and when we got done with the adventure, they wanted to jump straight into another arc! The rules are simple and make it easy for little ones to get right into the game.
Amazing book that provides seamless integration of heavily themed magic into the main game, delving deeper into each topic, and providing even more altenatives magic systems than the original secret of cats. Beautiful art seals the deal.
23 Pages. B&W cover and interior.
A beginning adventure for characters that have been through at least one or two other adventures but are still low rank. This is an expanded and updated version of a 1st Ed adventure. This adventure in 3 acts feels a lot like a mix of gothic horror and Sherlock Holmes. Great for the price.
144 Pages. Color cover, B&W interior
Streets of Shadow is an adventure path (to borrow a term) for Victoriana that has a lot of history. Three of the adventures, Dragon in the Smoke (Chapter 1), The Hound of Hate (Chapter 3) and Rise of the Red God (Chapter 5) have been published previously for 1st edition Victoriana. Here they have been updated and tied together in a longer story. A "shilling shocker" according to the book.
This adventure also ties in to other Victoriana adventures, The Devil in the Dark (3rd ed) and The Marylebone Mummy (2nd ed).
This is a great example of both an adventure campaign and of a game honoring (and using) it's past.
Sure these are useful for other games too, but really there is something very "Victoriana" about these. If you are planning on running any Victoriana games at all I say get these....