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Vale and farewell, Jennell Jaquays (1956 - 2024)
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<blockquote data-quote="RealAlHazred" data-source="post: 9242172" data-attributes="member: 25818"><p>I feel like <strong><em>Griffin Mountain </em></strong>gets some good press, but is <em>still </em>underrated. Back in the day, I loved campaign settings. I picked up loads of them when they hit clearance at the game shop (I was young and poor), but I didn't manage to pick up <strong><em>Griffin Mountain </em></strong>until I was in my 20s. It had long been my Holy Grail; one of my gaming buddies in college owned a copy, and I spent far too much time in his dorm room reading the book. Jennell and Rudy Kraft got it exactly, exactly right.</p><p></p><p>A lot of campaign settings might include detailed descriptions of every building in an urban center the authors intend your PCs to uses as a home base. <strong><em>Griffin Mountain </em></strong>is an extremely primitive region, so the urban centers are the Citadels, with but a few dozen buildings in each still standing. The grandeur the place once aspired to is everywhere visible, but with the decline of the locals from their once-greatness the knowledge and skill to maintain and rebuild the past is gone. There are detailed NPC descriptions and stats for about 20 of them, but only the ones you're liable to encounter are included -- in fact, many of them are found in the "Encounters" chapter, where it also talks about how the PCs might encounter them and what sort of adventures they might inspire.</p><p></p><p>It's a really well-made product, designed first and foremost to be something the referee might use at the table; it favors charts over pages of dry paragraphs, brief bullet points over detailed descriptions, and so on. When you're at the table, you don't have time to read a page of text and modify it on the fly for the specific situation; Jennell and Rudy give you what you-as-GM need to know <em>now </em>to keep the game moving.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 9242172, member: 25818"] I feel like [B][I]Griffin Mountain [/I][/B]gets some good press, but is [I]still [/I]underrated. Back in the day, I loved campaign settings. I picked up loads of them when they hit clearance at the game shop (I was young and poor), but I didn't manage to pick up [B][I]Griffin Mountain [/I][/B]until I was in my 20s. It had long been my Holy Grail; one of my gaming buddies in college owned a copy, and I spent far too much time in his dorm room reading the book. Jennell and Rudy Kraft got it exactly, exactly right. A lot of campaign settings might include detailed descriptions of every building in an urban center the authors intend your PCs to uses as a home base. [B][I]Griffin Mountain [/I][/B]is an extremely primitive region, so the urban centers are the Citadels, with but a few dozen buildings in each still standing. The grandeur the place once aspired to is everywhere visible, but with the decline of the locals from their once-greatness the knowledge and skill to maintain and rebuild the past is gone. There are detailed NPC descriptions and stats for about 20 of them, but only the ones you're liable to encounter are included -- in fact, many of them are found in the "Encounters" chapter, where it also talks about how the PCs might encounter them and what sort of adventures they might inspire. It's a really well-made product, designed first and foremost to be something the referee might use at the table; it favors charts over pages of dry paragraphs, brief bullet points over detailed descriptions, and so on. When you're at the table, you don't have time to read a page of text and modify it on the fly for the specific situation; Jennell and Rudy give you what you-as-GM need to know [I]now [/I]to keep the game moving. [/QUOTE]
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