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    Exodus Post Apocalyptic RPG: Wasteland Adventure #17 $3.00
    Average Rating:3.7 / 5
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    Exodus Post Apocalyptic RPG: Wasteland Adventure #17
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    Exodus Post Apocalyptic RPG: Wasteland Adventure #17
    Publisher: Glutton Creeper Games
    by Andrew L. [Featured Reviewer]
    Date Added: 12/09/2009 11:53:04

    Exodus Post Apocalyptic RPG: Wasteland Adventure #17 is a post-holocaust d20 Post Apocalypse OGL scenario that requires the Exodus Survivor's Guide, Exodus Southwest Guide and Exodus OPS Campaign Manual to play. It also has an alternate title of "The Glow of Death" on the cover. OPS, in case you're wondering, stands for "Organized Playable Scenarios" and as far as that goes this 22 page PDF does what is says on the tin. The Glow of Death is designed for 4 to 6 characters of 4th to 6th level.

    Unusually for the normally dark and grim post-holocaust milieu The Glow of Death takes a light tone, playing up to martial arts movie tropes. This is apparent even in the plot which is a basic "find the parts of the broken up McGuffin." A bit of flavor is added by the loss of one piece as the result of the death a martial arts master in the first scene. His student, now out to recover the artifact and avenge his master's death is the party's "new best friend NPC." You could argue that the McGuffin trope has been mined so many times it has descended to the level of a cliche. However, there are many such as Hollywood, computer games designers and even such RPG luminaries as ChattyDM who would disagree with you. Further in a scenario that can only be taken as humorous using well trodden tropes can not only be forgiven but is arguably necessary to prevent plot details from distracting the players as they hamm up the jokes. Given this the default player entry hook, a nice familiar "you interrupt an apparent mugging" is pleasing in that it telegraphs to the players the presence of a big sign saying "This Way to the Dungeon."

    Whilst humor and trope mining does allow the designer to introduce the PCs to a set of mysteriously familiarly named NPCs with obvious powers as opposition, it does not excuse the almost entirely linear encounter structure. Having said that the writer has documented, where needed, multiple paths between each encounter in the line. So the GM is less likely to find herself extemporizing plot links or being accused of railroading the players.

    As to the "can be converted to any post-holocaust game" tag, this scenario has, perhaps, a too lighter touch for many post-holocaust campaigns. But if you do wish to convert, maybe for a one off interlude, then the included Martial Arts Technique descriptions and a familiarity with d20 should be all you need.

    Apart from the logo on the front the only art in this PDF is the collection of maps at the back. These are straight forward and basic affairs but should, when enlarged, be suitable for use instead of dungeon tiles.

    There are demerits. The text contains a number of grammar and spelling errors though it does remain understandable. All the named NPCs are male and the campaign background contains gratuitous mentions of a pastime which is counted as animal cruelty by many.

    All in all the scenario is competent and meets, but does not exceed, the quality expectations set by its 3.00 USD price tag.



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