Sparky McDibben
Adventurer
Hello friends! I've been running Cyberpunk RED pretty much since the OGL Crisis, but every now and then something 5E related catches my eye. In this case, it's The American Crisis: War In The North from the team over at Flagbearer Games. It's designed to work with their 5E Early Modern Era system: Nations & Cannons. I've reviewed that book on here before, which I greatly enjoyed.
I like what I've seen so far, and I wanted to walk through and evaluate this work in total, so let's dive in!
The American Crisis: War In The North is half campaign setting, half adventure path, with some character options sprinkled on for extra nutritional goodness. The PDF clocks in at 354 pages, and covers the entire spread of the 13 colonies prior to and during the American Civil War, along with seven adventures running from levels 2 to 5. It has roleplaying profiles of 21 actual historical characters (generally the ones who don't get a lot of spotlight time in the histories), although they are blessedly not statted up. There are two new subclasses, a bunch of backgrounds, and a whole passel of languages, not to mention "magnificent items" that are definitely not just magical items with the magic taken off.
There is one thing I want to note before I get into the meat of the review. If you've been around the Internet before, you might think that this sort of product is either "pure American chest-pounding" or "nauseating liberal guilt trip." It's actually neither. The authors delve into the margins of the world, presenting people who aren't the great heroes I grew up with, and showing them as people, with all their messiness. In fact, there's a fantastic section where the authors give advice on how to handle prejudice in the past: "Place prejudice in the same mental category of play as visiting the latrine. Everyone understands NPCs do it, yet it rarely—if ever—comes up in play, and is definitely never described in detail." That's great context, because they're prioritizing your fun at the table, instead of making a value judgment about how you play. Honestly, I love how non-preachy this book is. The goal of the authors is for you to have a good time, not for historical pedantry. Good. On. Them!
The opening is a great introduction, stressing that the team wants to bring to life the world these people inhabited, that you can have revolutionary adventures from any side of this conflict, and that they aren't just focusing on the battles but everything else, too. I like it when a book has the cojones to tell me what they're aiming for; it makes it much easier to decide if they've succeeded! While the text is written for 2014 5E, the designers give several options throughout for converting the book to 2024 5E.
Chapter One is character options, including two new subclasses. The first is the Jager, a barbarian subclass that has a ton of options for ranged combat (which is great for a game that has guns) and mobility. Personally, I feel like this would have worked better thematically as a ranger subclass, so I'm curious why they went with barbarian here. That note aside, the result is impressive. You can add your Strength modifier to ranged weapon attacks, make any save a Strength save (while raging only), and even get Evasion (as a rogue, but only while raging and it doesn't come online till 14th level). There's a lot to like there.
The second subclass is the Drummer for the Firebrand class (a new class from Nations & Cannons intended to replace support casters for a non-magical setting). This is basically a bard, but in 18th-century New England. This actually works out really well. You don't get full spellcasting, but you can do a version of heroism for a bunch of allies at second level, for example. I've not played a Firebrand at the table, but this design looks solid, if finicky (lots of moving parts). The biggest gripe I have with this is that they didn't reprint the Firebrand class here, but the book is already over 350 pages, so that's a very minor gripe.
Also, the art in here is great. Here's some of the art for the Drummer:
That's right, Timmy, they're pointing those cannons this way, so you just keep BANGING THAT F***ING DRUM.
There are five new backgrounds as well, from a Surveyor (better than you'd think) to my absolute favorite: Freemason. I mean, technically it's a variant subclass of Colonial Agent, but you get Insight proficiency, $5, and well-connected friends you have dirt on. Looking forward to dropping one of these into my games.
Past that, we have heritages, where the authors summarize different communities in about a page and a half each. There's hardly any mechanics attached except starting languages, but this whole section (all 12 pages of it) is a great reminder that there was a lot going on early New England, and that you have a shocking number of options for characters you can play. They give background on Acadians (who you might recognize as Cajuns), Haitians, Sephardim, and of course plenty on English Colonial subjects as well. A surprisingly thorough and engaging read! Past that, we get into magnificent items. Several of these are effectively minor magical items that grant you a small bonus (such as the Franklin Almanac, that, among other things, gives you a 50% chance to correctly predict the weather on a given day). There's also the Turtle (world's first military submarine), and a handful of new weapons. These are neat, but aren't really gamechanging unless you're a firearms fanatic and really want to see what a swivel-breech rifle looks like in 5E.
Moving into Chapter Two, there's a brief (12 page) precis of the American Revolution, but it cleverly avoids doing a blow-by-blow of it. Instead, it focuses on the broad groups of people involved, categorizing them as Loyalists, Neutrals, Insurgent Committees or noncombatants, and then breaking that down further. It's history from a role-playing perspective, and I actually found it refreshing to read. One thing about the book is that while it does make value judgments, those judgments are not political, but rather moral. It'll condemn war crimes on both sides, but without making the reading experience about those crimes. It doesn't shy away from the fact that there is a lot of really bad stuff going on, but it's not going to rub your nose in it, either.
Chapter Three is a 42-page gazetteer of the 13 Colonies and points west. Now, I loathe gazetteers. My eyes just glaze over trying to read them. But this is chock-full of interesting adventure ideas, neat little bits of trivia (that you can actually build an adventure around!), and other stuff that's just cool. Examples include that time that Ben Franklin sent three ships to steal 100 barrels of gunpowder from the British in Bermuda, or the Battle of the Five Armies...
NO. Wrong one.
Which of course refers to the battle outside St. Louis in 1780. Full-color, fully keyed maps are given for Boston, Ft. Niagara, New York, Philadelphia, and Quebec City, making my job in running a tense espionage campaign much easier.
All in all, I didn't enjoy the gazetteer, but it is the least offensive one of its kind I have seen in a while!
Past that, we start to get into the really fun pieces that the authors included. Chapter Four is Historical Figures. There are 21 people presented, 7 Patriots, 7 British, and 7 "Outsiders" (really neutrals). These are really good character sketches, frequently with watercolor portraiture, that lay out a person, why you should care about them, and what they want that your players might be able to help with. Some of them were people I'd heard of, but didn't really know well (Molly Pitcher, for example), and some are just plain out of left field. Seriously. Google "The Public Universal Friend." Yeah. The 18th century had some wild folks running around that somehow history class completely missed. These are fantastic NPCs, and really just great characters to drop in and watch your players go, "Wait, they want what now?" My personal favorite here is Colonel Tye, a slave who freed himself and fought for the British as a cavalry commander in New Jersey, raiding plantations to both help the British cause and also free more slaves. Like yeah, the guy's not fighting for the side I think is right, but damn does he have style.
Alright, I think that gets us through the front matter, so I'll leave it there for now. Next time I'll dive into Chapter Five: Gamemastering Tools, and the first adventure: The Spy & The Hill! Can The American Crisis withstand my adventure critiques? Does it stumble out of the gate? Is it any freaking good? Tune in next time to find out!
I like what I've seen so far, and I wanted to walk through and evaluate this work in total, so let's dive in!
The American Crisis: War In The North is half campaign setting, half adventure path, with some character options sprinkled on for extra nutritional goodness. The PDF clocks in at 354 pages, and covers the entire spread of the 13 colonies prior to and during the American Civil War, along with seven adventures running from levels 2 to 5. It has roleplaying profiles of 21 actual historical characters (generally the ones who don't get a lot of spotlight time in the histories), although they are blessedly not statted up. There are two new subclasses, a bunch of backgrounds, and a whole passel of languages, not to mention "magnificent items" that are definitely not just magical items with the magic taken off.

There is one thing I want to note before I get into the meat of the review. If you've been around the Internet before, you might think that this sort of product is either "pure American chest-pounding" or "nauseating liberal guilt trip." It's actually neither. The authors delve into the margins of the world, presenting people who aren't the great heroes I grew up with, and showing them as people, with all their messiness. In fact, there's a fantastic section where the authors give advice on how to handle prejudice in the past: "Place prejudice in the same mental category of play as visiting the latrine. Everyone understands NPCs do it, yet it rarely—if ever—comes up in play, and is definitely never described in detail." That's great context, because they're prioritizing your fun at the table, instead of making a value judgment about how you play. Honestly, I love how non-preachy this book is. The goal of the authors is for you to have a good time, not for historical pedantry. Good. On. Them!
The opening is a great introduction, stressing that the team wants to bring to life the world these people inhabited, that you can have revolutionary adventures from any side of this conflict, and that they aren't just focusing on the battles but everything else, too. I like it when a book has the cojones to tell me what they're aiming for; it makes it much easier to decide if they've succeeded! While the text is written for 2014 5E, the designers give several options throughout for converting the book to 2024 5E.
Chapter One is character options, including two new subclasses. The first is the Jager, a barbarian subclass that has a ton of options for ranged combat (which is great for a game that has guns) and mobility. Personally, I feel like this would have worked better thematically as a ranger subclass, so I'm curious why they went with barbarian here. That note aside, the result is impressive. You can add your Strength modifier to ranged weapon attacks, make any save a Strength save (while raging only), and even get Evasion (as a rogue, but only while raging and it doesn't come online till 14th level). There's a lot to like there.
The second subclass is the Drummer for the Firebrand class (a new class from Nations & Cannons intended to replace support casters for a non-magical setting). This is basically a bard, but in 18th-century New England. This actually works out really well. You don't get full spellcasting, but you can do a version of heroism for a bunch of allies at second level, for example. I've not played a Firebrand at the table, but this design looks solid, if finicky (lots of moving parts). The biggest gripe I have with this is that they didn't reprint the Firebrand class here, but the book is already over 350 pages, so that's a very minor gripe.
Also, the art in here is great. Here's some of the art for the Drummer:
That's right, Timmy, they're pointing those cannons this way, so you just keep BANGING THAT F***ING DRUM.
There are five new backgrounds as well, from a Surveyor (better than you'd think) to my absolute favorite: Freemason. I mean, technically it's a variant subclass of Colonial Agent, but you get Insight proficiency, $5, and well-connected friends you have dirt on. Looking forward to dropping one of these into my games.
Past that, we have heritages, where the authors summarize different communities in about a page and a half each. There's hardly any mechanics attached except starting languages, but this whole section (all 12 pages of it) is a great reminder that there was a lot going on early New England, and that you have a shocking number of options for characters you can play. They give background on Acadians (who you might recognize as Cajuns), Haitians, Sephardim, and of course plenty on English Colonial subjects as well. A surprisingly thorough and engaging read! Past that, we get into magnificent items. Several of these are effectively minor magical items that grant you a small bonus (such as the Franklin Almanac, that, among other things, gives you a 50% chance to correctly predict the weather on a given day). There's also the Turtle (world's first military submarine), and a handful of new weapons. These are neat, but aren't really gamechanging unless you're a firearms fanatic and really want to see what a swivel-breech rifle looks like in 5E.
Moving into Chapter Two, there's a brief (12 page) precis of the American Revolution, but it cleverly avoids doing a blow-by-blow of it. Instead, it focuses on the broad groups of people involved, categorizing them as Loyalists, Neutrals, Insurgent Committees or noncombatants, and then breaking that down further. It's history from a role-playing perspective, and I actually found it refreshing to read. One thing about the book is that while it does make value judgments, those judgments are not political, but rather moral. It'll condemn war crimes on both sides, but without making the reading experience about those crimes. It doesn't shy away from the fact that there is a lot of really bad stuff going on, but it's not going to rub your nose in it, either.
Chapter Three is a 42-page gazetteer of the 13 Colonies and points west. Now, I loathe gazetteers. My eyes just glaze over trying to read them. But this is chock-full of interesting adventure ideas, neat little bits of trivia (that you can actually build an adventure around!), and other stuff that's just cool. Examples include that time that Ben Franklin sent three ships to steal 100 barrels of gunpowder from the British in Bermuda, or the Battle of the Five Armies...
NO. Wrong one.
All in all, I didn't enjoy the gazetteer, but it is the least offensive one of its kind I have seen in a while!
Past that, we start to get into the really fun pieces that the authors included. Chapter Four is Historical Figures. There are 21 people presented, 7 Patriots, 7 British, and 7 "Outsiders" (really neutrals). These are really good character sketches, frequently with watercolor portraiture, that lay out a person, why you should care about them, and what they want that your players might be able to help with. Some of them were people I'd heard of, but didn't really know well (Molly Pitcher, for example), and some are just plain out of left field. Seriously. Google "The Public Universal Friend." Yeah. The 18th century had some wild folks running around that somehow history class completely missed. These are fantastic NPCs, and really just great characters to drop in and watch your players go, "Wait, they want what now?" My personal favorite here is Colonel Tye, a slave who freed himself and fought for the British as a cavalry commander in New Jersey, raiding plantations to both help the British cause and also free more slaves. Like yeah, the guy's not fighting for the side I think is right, but damn does he have style.
Alright, I think that gets us through the front matter, so I'll leave it there for now. Next time I'll dive into Chapter Five: Gamemastering Tools, and the first adventure: The Spy & The Hill! Can The American Crisis withstand my adventure critiques? Does it stumble out of the gate? Is it any freaking good? Tune in next time to find out!