2006 - Green Ronin returns to adventures with Bleeding Edge line


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Sounds like an interesting adventure, though it's only 32 pages. I don't know, seems kinda small, but then again, I've always liked longer adventures.
 

Yeah, the blurb doesn't impress me - it comes off as a somewhat mean spirited (IMHO) swipe at the Dungeon Crawl Classics line ("ape the past"? That could have been said nicer).

(And somewhat ironic because the author of that module has written a Dungeon Crawl Classic. With a similar premise. About an evil mansion. )

That said, it does sound interesting, and it is good to see them make modules again, since I like modules. But I also wish it were bigger. I prefer 100 page or so ones, but 64 is also pretty decent. Even if they just pad it out with OGL stuff, it would at least feel like a better value.
 
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(shrug) I dug the blurb. Nostalgia is farmed out AFAIAC.

And 32 pages is a good size AFAIAC. I feel hemmed in by big adventures.
 

I'm a big fan of DCCs, and I'm not offended. Goodman Games does a lot of it tongue-in-cheek, including an upcoming riff on Keep on the Borderlands to match its previous riff on the Tomb of Horrors.

I'd say the Bleeding Edge modules, to an extent, are for a different audience (although this one sounds like my cup of tea).

I don't think of this as bashing so much as product differentiation, and that's worth doing for everyone. Customers should know what a product is, and what it is not. So long as the marketing is done honestly -- and I don't know that Green Ronin has ever been accused of doing otherwise -- I think this is a good thing.
 

I must say, I'm interested in this--as a customer and freelancer both. :) Anything that expands the available market of modules is a good thing.

But...

I'm afraid I really didn't get any sense, from the blurb, what makes this "bleeding edge." The plot seems cool, don't get me wrong, but I don't see anything in it that I haven't seen variations on before.

If anyone from GR happens to see this, could you shed a little more light on this? I may well buy it anyway--my purchase of modules based on my sense of interest or utility, not "nostalgia" vs. "new"--but since it's billed as a cutting edge product, can you tell us what makes it so?
 

Mouseferatu said:
I'm afraid I really didn't get any sense, from the blurb, what makes this "bleeding edge." The plot seems cool, don't get me wrong, but I don't see anything in it that I haven't seen variations on before.

If anyone from GR happens to see this, could you shed a little more light on this? I may well buy it anyway--my purchase of modules based on my sense of interest or utility, not "nostalgia" vs. "new"--but since it's billed as a cutting edge product, can you tell us what makes it so?

I already put in a request for more info on the GR site. But there's also a blurb on the front page about them being out of the office for Christmas. :(
 

I always like more adventures, but this sounds a bit like heavily plot driven scenarios, which haven't worked well for me in the past.

I think it's a mistake to think that the appeal of DCC and the Necromancer modules is just nostalgia. I like them because they give me a nice, detailed location that I can easily adjust to my campaign. I can take a bad guy in a place and let a story naturally emerge around that.
 

Psion said:
(shrug) I dug the blurb. Nostalgia is farmed out AFAIAC.

And 32 pages is a good size AFAIAC. I feel hemmed in by big adventures.


Still a bad value, though. $11 for 32 pages vs. $16 for 64?

And as I said, it's very easy to simply add extras to a short adventure. Like in the module I was comparing it to - Shadows in Freeport. The adventure itself is short, but the rest of the book has monster entries reprinted from the book of fiends; player illustrations and handouts. Padding, perhaps. But useful padding.
 

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