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The Folio #7.5 Snake Eyes at Challenger's Block [Mini-Adventure F1.5]
by Millan M. [Verified Purchaser] Date Added: 01/26/2017 14:58:06

Not the best adventure, but a reasonably good one. Not very remarkable in terms of layout or art, but the content is ok and you can easily adapt it to your favourite post-apocalyptic setting.



Rating:
[3 of 5 Stars!]
The Folio #7.5 Snake Eyes at Challenger's Block [Mini-Adventure F1.5]
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The Folio #1 [1E Version]
by Erik G. [Verified Purchaser] Date Added: 01/05/2017 19:00:43

The Folio, ROS1, Beneath Roslof Keep is a lovely gem.

It has the overall flavor of an old school D&D module “series” with magnificent art and storied depths.

It is a slow crawl. My gaming group started the Roslof campaign in October of 2015 (This review is being written in January of 2017) and we are still adventuring our way through "The Infernal Machine".

It isn't for the faint of heart. I’ve collected more tear-stained character sheets while running this campaign than any I’ve played before. It is a challenging delve.

It’s fun as hell. My gaming group started out with 5 Tuesday evening players and has grown to 10 devoted gamers. They die a lot but keep coming back. The players are invested and want to see it through to the very end.

It isn’t overly rigid. Scott Taylor has created a brilliant framework and surrounded it with tons of possibility. An imaginative GM (DM,CK,Referee or whatever) will find a vast assortment of finely honed tools arranged to help him or her spin their gaming web.

It is the 1st of 6. If you love it and want more… there's more!

It is great stuff. When my group finally finishes the campaign I may have to find a new group and start over again from the beginning.



Rating:
[5 of 5 Stars!]
The Folio #1 [1E Version]
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The Folio #1 [1E Version]
by Joshua R. [Verified Purchaser] Date Added: 03/07/2015 01:17:17

I didn't like it, but for somewhat opinionated reasons.

The art is great.

The framing is a little awkward to me (the town has Houses over a Random Dungeon and they get prestige and whatnot for raiding it). However it means that you will encounter both politics and factions underground in the form of competing parties which is a plus.

But I found too many of the encounters hodge-podge (there is handwaving to excuse the hodge-podge but I still don't like it). Also overall there was neither enough focus nor enough strange to hold my attention. The little strange that there was is appreciated.

There's also some strange gamification going on. You have to visit every room in level one before the gate to level 2 will open. To me, that spoils the choice of the megadungeon of deliberately choosing higher danger for quick spoils. Also it just limits choice in general. Also .. what? I dunno, that sort of thing just kinda ruins my immersion on either side of the table.

But what really turned me off was an adventure that's presumably a campaign starter with traps that do 3d6 damage, potentially wiping the party, without the party doing anything dumb. Yeah oldschool is supposed to be harsh sometimes but this just felt lame to me. And it isn't an isolated incident.

So low-coherence (though there might be more in later editions), high arbitrary mortaility, and some gamey-game mechanics. Some people might love it for these same qualities.



Rating:
[3 of 5 Stars!]
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