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Weird Wastelands - 3rd Party Review
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<blockquote data-quote="Sparky McDibben" data-source="post: 9070771" data-attributes="member: 7041430"><p>Alright folks, let's pick up with Settlements and Trade! A lot of this chapter is fluff - reskinning the traditional D&D economy to use different standards of value, for example, takes up about a page and a half. Sure, you could use gp as a standard, but what about valuing items in gallons of water? Or buttons? Cowrie shells? </p><p></p><p>However, there are some real gems in here. There's about two pages on different trader personalities, and a random table of reactions to the party. So if your trader is dramatic, and rolls a 12 on their (2d6) reaction roll, they take a shine to the PCs, and talk them up for the next week (which might be inconvenient if there's someone looking for the PCs). There's also a d20 table of Trade Goods, which range from "Scrap metal" to "Rare Arcanotech Components." This could be either what the merchant has on them, or what they're looking for. Either way, plenty of adventure fodder here.</p><p></p><p>This section also continues the book's tradition of killer art:</p><p style="text-align: center"><img src="https://i.imgur.com/KdCtmDz.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><em>Grubs for supper, anyone? No? Well, more for me...</em></p><p></p><p></p><p>And great worldbuilding. For example, all of the beasts of burden in the "default setting" are actually magically altered goats:</p><p style="text-align: center"><img src="https://i.imgur.com/1UXSkY8.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><em>"Mortal Goatly Coil" needs to go on a throw pillow, y'all</em></p><p></p><p>This is a good example of the book's advice in general: just wacky enough to push the boundaries and preserve the author's voice, but not so out there it becomes unusable. There's also this gem in the "Wasteland Food" section:</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/6co1Yeg.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><em>Enter the Slave Palace of the Twinkie Overlord!!!</em></p> <p style="text-align: center"></p><p>There's great advice for hireling rates, including how much it costs to Rent-A-Skeleton or repair your vehicle, as well as how much sages, astrologers, oracles and the like will charge for their services. All of this is great fluff, and for a GM looking to nail the post-apocalyptic vibe, this is all great to keep in mind. I could see perusing this section for a while just looking for ideas!</p><p></p><p>Next time, we'll go over Wasteland Gear! See y'all then!</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9070771, member: 7041430"] Alright folks, let's pick up with Settlements and Trade! A lot of this chapter is fluff - reskinning the traditional D&D economy to use different standards of value, for example, takes up about a page and a half. Sure, you could use gp as a standard, but what about valuing items in gallons of water? Or buttons? Cowrie shells? However, there are some real gems in here. There's about two pages on different trader personalities, and a random table of reactions to the party. So if your trader is dramatic, and rolls a 12 on their (2d6) reaction roll, they take a shine to the PCs, and talk them up for the next week (which might be inconvenient if there's someone looking for the PCs). There's also a d20 table of Trade Goods, which range from "Scrap metal" to "Rare Arcanotech Components." This could be either what the merchant has on them, or what they're looking for. Either way, plenty of adventure fodder here. This section also continues the book's tradition of killer art: [CENTER][IMG]https://i.imgur.com/KdCtmDz.png[/IMG] [I]Grubs for supper, anyone? No? Well, more for me...[/I][/CENTER] And great worldbuilding. For example, all of the beasts of burden in the "default setting" are actually magically altered goats: [CENTER][IMG]https://i.imgur.com/1UXSkY8.png[/IMG] [I]"Mortal Goatly Coil" needs to go on a throw pillow, y'all[/I][/CENTER] This is a good example of the book's advice in general: just wacky enough to push the boundaries and preserve the author's voice, but not so out there it becomes unusable. There's also this gem in the "Wasteland Food" section: [CENTER][IMG]https://i.imgur.com/6co1Yeg.png[/IMG] [I]Enter the Slave Palace of the Twinkie Overlord!!![/I] [/CENTER] There's great advice for hireling rates, including how much it costs to Rent-A-Skeleton or repair your vehicle, as well as how much sages, astrologers, oracles and the like will charge for their services. All of this is great fluff, and for a GM looking to nail the post-apocalyptic vibe, this is all great to keep in mind. I could see perusing this section for a while just looking for ideas! Next time, we'll go over Wasteland Gear! See y'all then! [/QUOTE]
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