Backdrops

Backdrops presents a collection of ready-to-use locations for your D20 System fantasy campaign. Each location, or "backdrop," is detailed in a two-page spread including a scale map and descriptive text to enrich your adventures - wherever they take place. Backdrops is like paying a set designer to build a few stock sets on your campaign's back lot.
 

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Beware! This review contains major spoilers.
This is not a playtest review.

Price: $8.95
Page Count: 32
Price per page: At 28 cents per page, fairly high comparative to other publishers.

Format: Softcover

External Artwork: A colourful conglomerate of several of the locations with 'written' text about them to the side on a background of graph paper. Good marketing ploy, the actual art is OK, but nothing spectacular.

Additional Page Use: Both inside covers are blank, the first and second page contain contents, credits and the OGL. The last page is an advert.

Internal Artwork: There is no internal artwork (but see maps).

Maps: There is a full-page map for every location. All maps are scaled to 1 square = 5 feet and there are photocopying guidelines to enable the map to be printed out at 1 inch per square. The maps are clear and detailed, if a little drab.

Text Density: Text density is poor with regular amounts of white space. Each page of text is deliberately skewed across the page using a parchment-like edging effect.

Text Style: The descriptive text is well-written and evocative, whilst the rules text is clear and concise. The editing seems excellent.

Whats Inside:

After a summary introduction, the sourcebook provides fourteen 'ready-to-run' locations - each of which has some descriptive text with accompanying new rules on the left and a full-page map on the right. Each location has a couple of adventure ideas linked to them within the descriptive text. The fourteen locations presented are:
* A Bazaar, with new rules for engaging in combat within the confined area including the consequence of breakages.
* An Athanaeum (Library) with a book that passes on a contagious new magical disease when read.
* Baths, in the Roman style, with rules advice for intrigue, roleplaying and assassination, and a new contact poison (this location is currently a free download from the Atlas Games website).
* A Ship, with rules for combat in stormy weather aboard the ship, and the danger of crashing waves presented as a trap.
* A Wharf, with a knowledgeable NPC, 2 new traps (rotten pier and harbour litter), and some once-off weapons that can be found in the harbour gunk (like glass shard, fishhook and net)
* Stables, run by two unusual NPCs, and presenting a new creature, the Kuzyaka Horse, which has the spirit of a tribal king imbued into its soul giving it an increased intelligence and wisdom such that it can discern lies, use scent, and Sense Motive.
* A Smithy, run by a dwarf NPC, which has a minor artifact (the Forge of Ancestors) that summons Azers (LN Fire Outsiders) to craft magical items for three days four times a year.
* A Toll Bridge, riddled with magical and mechanical traps.
* A Temple, where magical candles are given in return for donations to the priesthood. The two types of candles (candle of guidance, and candle of insight) are both detailed.
* A Caravanserai (a fortified wayside stopping point for caravans), with stats for the building's features such as Gate Locks, Window Bars, etc.
* A Tavern, with a priced menu, and rules for performance for bards wanting to earn money through performing.
* Alleyways, including brief rules for avoiding airborne trash (being thrown from an upper window), a thief trick to attempt to rob PCs, and skill modifiers for alleyways at night when the lights are all out.
* A Merchants' District, including 20 ideas to spice up bargaining and haggling, such as a merchant who reports illegal activities to the authorities, or a devout merchant who will only sell to membersof the same faith.
* City Dungeon, basically cages, stocks, and pits, with rules for each type and stats for the immoral constable who oversees the dungeons.

The High Points: There are quite a few original and interesting ideas set within the fourteen locations offered up here. The concept, providing GMs with ready-made 'ordinary' locations to spice up life between adventures, is a strong one, and will appeal to those who have neither the time nor the interest to develop these for their own campaigns or adventures. The maps are particularly useful as they can be expanded via photocopying to provide instant maps for miniatures or counters.

The Low Points: My main gripe about this product is the cost versus what you are getting. In essence, you get 28 pages, of which half are maps. The text density itself is large, and the white space further diminishes the bang for your buck. For myself, I found the descriptive text pleasant to read but felt it was nothing I could not have developed myself, and more appropriate to my adventure or campaign. The rules themselves were a mixture, some of them bland or for unusual situations, some of them original and interesting. I intensely disliked the skewed pages and hope that Atlas Games do not repeat this layout.

Conclusion: Whether you want to get this book really depends on your time and ability to develop your own stuff. For those who have the time to develop standard locations, or who have a innate skill of in-game location description, there is a limited amount on offer to augment your game -many of the concepts are drawn from history, geography and film, and the price is probably not worth the asking. For those who don't, this could be a worthwhile investment to spice up some previously undeveloped locations in your campaign world if you're willing to pay the price. I'd recommend downloading the Baths from the Atlas Games website to give you a flavour of what they're about (though to my mind, the Baths is the best of the fourteen).
 

I think that this is Penumbra's first disappointing product. I got a chance to thumb through it last night and within about 1/2 hour of attention to it I was finished reading it from cover to cover. It is very text light and, while some of the maps are good, some of the maps are abominable (I'm thinking of the docks and the bazaar). I would say that if they had doubled the number of "backdrops" in the book it would be worth the cover price, but it's just too thin in too many ways to justify my purchasing this book. With that said, I think that most of the content is usable and I think that the concept of the book is fantastic. This is certainly the type of reference book that I would like to have at my disposal for when the PCs go off the beaten path in my city adventures. I just wish that there were more bang for my buck here.
 

By Steve Creech, Exec. Chairman, d20 Magazine Rack

This review is for Backdrops by Will Hindmarch. Published by Atlas Games (www.atlas-games.com) under their Penumbra imprint. Backdrops is a ready-to-use collection of fourteen different scene locations suitable for any fantasy campaign setting. I’m going to be up front right away and say that while $8.95 seems a little pricey for a 32-page book, this one’s worth every cent!

The layout of each specific location is done in 2 pages. The first page contains the physical description of the location, enough information to develop an adventure hook fairly easily, and a new “crunchy bit” in the form of a new feat, rule, item, trap, creature, etc. The second page contains the map that can be easily photocopied for use. The map also contains the gridlines that signify 5’ squares. While the descriptive text and graphics (including the maps) are closed content, the information presented in shaded text (the “crunchy bits”) is Open Content and available for use in other publications.

Backdrops covers a wide range of settings that include an outdoor bazaar, an athenaeum (cramped library), a bath, ship, wharf, stable, smithy, toll bridge, temple, caravanserai (shelter for caravans), tavern, alleyway, merchants’ district, and dungeon (jail). With a little bit of work, a GM can easily combine several of these into a homebrewed adventure (for example: ship, wharf, merchants’ district, alleyway, and tavern).

I have to admit that I really like the new “Break It And Buy It” combat rule listed in the bazaar section. Essentially, players roll damage (even when they miss) when engaged in melee in the close quarters of a bazaar or shop. The amount of damage equals the gold piece value of nearby items that are damaged. This is a great idea and a good way to keep players’ finances in check. If they are prone to barroom brawls, then paying all that restitution for broken things is going to get expensive.

In summary, Backdrops is a gem. The only complaint I have is the degree of tilt the text pages have (Atlas openly admits this is only an experiment), but it is just a minor annoyance. Any GM should have this book in their collection. If however, you never GM or plan to do so, Backdrops won’t really be of use to you. I recommend this book to anyone who enjoys creating and developing their own worlds, nations, and cities to adventure in.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

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