Publisher: White Wolf
Date Added: 03/18/2018 09:00:28
**Review: Hunters the Awakening – Solo Chronicles 1&2**
by Andrè M. Pietroschek
In hope of reciprocal or quit-pro-quo reviewing I attempted to test, if more community initiative would attract more customers to the storytellers vault and our files for sale.
The download we get was made of 3 parts. The main file, as PDF, and an update note by Mana Verde game design plus a PDF with more notes.
The Chronicles are presented in artful layout, and illustrations are actually fully OK. I could give 5 stars for that part.
Contextually I am personally displeased, as this is a blend of fighting fantasy with the World of Darkness, specifically Vampire the Masquerade.
What I found lacking is embedding the idea into a proper SAS (Storytelling Adventure System) way of game guiding and prose. It is too much about fighting, and it is not proper dramatis personae, when a character has higher fighting skills than profession skills.
Further the lack of invested effort in this part, t...
The Wonderful and Brutal work of **Frostbitten and Mutilated** achieves the goals it sets before itself, I believe.
While I'm not a mind-reader, the artist clearly states intents on how to use the book.
They then present terrifying and beautiful things.
Cold things, secret things, hard things, and new things... all before the backdrop of the Devoured Land.
The images in the book provoke you to action. This is an exercise in overtones with brilliant use of a subject.
As striking as the words and images are, it doesn't mean much of anything if you don't use the book.
I used the book.
What I found was a carefully laid out set of tools that could be accessed and introduced during a session.
I took the liberty of converting from LotFP to my chosen system (I do this all the time) and my players LOVED the feeling they had exploring this strange new world of warrior women and danger.
My flowery language and high praise might come off as too much, so let's paraphrase:
This Adventure has to be one of the most poorly written adventures I've seen in some time. It contains grammar and spelling mistakes that your average 3rd grader should've caught on a single proofread. The Adventure provides no proper introduction; it provides secret missions for 2 factions but no encounter by which to give them. Some of the encounters seem to be reaching for story but come up short IMHO (the One at the beginning for the Dragon). The actual story that this adventure provides is good, almost great. However the execution of said stories, in the encounters given, leaves much to be desired.
I just noticed one more failing, the initial fortress map is missing the annotations for what description belongs to which room. (it was the section with rooms a1-a6) This is sloppy and it's sad that a Adventurer League DM is forced to Pay for this adventure, to be able to complete the Complete season award to obtain the Legacy Weapon/Armor reward. This adventure is ...
OMG! Little Orc Wars is a fun take on the H.G. Wells' rule book for war games. H.G. Wells wrote his rules for small spring loaded cannons and Little Orc Wars is written for little catapults. This is a quick to learn rule set and an easy to play one. If you are new to war games like me, then get this book. It's a lot of fun!
This setting is super cool. Has good add ons, a fun story going on inside it, and some creepy new monsters to deal with. Id recomend it for anyone after something very unique and weird. There was an error in the first version of the pdf but the creator was quick to respond to notices on it and fixed it too.
I wanna like this one, it has a very good core idea to it and I like the idea to it greatly. It just doesn't work that well. The charging method is ridiculously slow that puts them leagues behind other adepts, and their spells are far more costly then the should be given how hard it is for them to charge. Having almost all their spells require being related to their exam or studying at the moment leaves them so limited in use. Its a cool flavor that someone could try to use as a challenge to play, but over all I can't see myself or any player I know using it....
My players loved this module, and it was a blast to DM. The combats were fairly easy for a moderately compenent party, as i was running a weak 5char party. The giant RP was great, though, and all the characters got into it. Between the drinking contests where numerous party members shined, and even the teetotaling character had fun pulling tricks to pretend to drink. The other contests were fun. Overall the adventure really shines when the DM embellishes that section - goblin crowds cheering, ogres getting mopey, chanting, and descriptions of the feats of strength.
The section I felt was lacking was some detail with meeting Obvillish and his motivations. It felt kind of shoehorned. I also changed the puzzle section with the tangrams to a riddle test for online play to keep the fey feel but eliminate the difficulty of that sort of puzzle on roll20.
Chelimber's Descent is a very engaging module to run if you have a party that enjoys some RP elements. There are some simple puzzles and exploration that look into some of the gods of magic and knowledge, which can be nice to immerse the party in the world - it's not only priests that worship the gods here. The elemental puzzles are fun, too, but only 1 of the 3 groups I've run this for got the offerings right as written, and the second floor puzzles are very tough to convey as written. I spiced up the descriptions of the room to make it clearer, but it only goes so far. I still don't get the 'twist' puzzle at all.
The mix of dungeon crawling, trap finding, and puzzle solving is really nice, and I enjoyed how wary the party became. The combats are good but a little quick.
Overall a solid adventure with a good mix of RPG elements....
Publisher: White Wolf
Date Added: 03/17/2018 11:03:34
This review is for the books initial launch.
The book is pretty large and so for the price that part checks out just fine. It packs in a giant amount of NPCs for content within the setting as well as fairly respectable research regarding the city's info such as history.
That being said after going over the whole book a large number of issues were also found, some are deal breakers for myself but may not be for others.
The first issue and one of the biggest is the lack of bookmarks, the 190 page book contains 3 bookmarks which are not even functional, 2 of them link to the back of the book on the last page and the first one doesn't even work. At the size of this book, without the bookmarks navigating the book becomes a giant pain and is particularly unpleasant especially with so many NPCs. The next issue is the lack of editting that makes sure everything is legible and easy to read. Maps are especially guilty in this, they're from a much older website from the late 90s/early 2...