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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Does anybody know anything about this OSR adventure: Gods of the Forbidden North?
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<blockquote data-quote="AlexofBarbaria" data-source="post: 9588267" data-attributes="member: 7035226"><p>I have read Vol. 1 and about half of Vol. 2.</p><p></p><p>It looks well-designed to me. I love the XP and treasure breakdowns and chapter summaries. It's very well organized and laid out. It's MUCH easier to get a handle on the overall setting/plot than it could have been in a work of this size. I appreciate not having to count the treasure myself to make sure there's enough to support advancement in a GP-for-XP game. Great job!</p><p></p><p>When evaluating hexcrawls I like to look for broken/missing references. E.g. Hex 16A says these villagers are feuding the villagers in 24C. Flip to 24C and there's no mention of this there. These are common in hexcrawls, even ones considered very good, like the Land of Nod series. I didn't find any here. This tells me the author went back and forth over the entries several times, improving the links between them and making them consistent. There are a few throughlines that could turn into full-blown sidequests. Quite impressed with the hexcrawl.</p><p></p><p>On the downside, there's not enough support for the players to take a hard left from the plot and say, immediately leave Valkengrad to make Skaalburg or Kangkul their base. These are presented as the trio of major settlements, but we get 50 pages on the first city in Vol. 1 (along with 2 more LONG adventures there in Vol. 2). The other two towns get 1-2 page sketches. That's disappointing.</p><p></p><p>One of the Valkengrad adventures in Vol. 2 is a <strong>70 page</strong> investigation for a kidnapped orphan. Reminds me of a Call of Cthulhu campaign from 1994. Wish that were cut down and the space used to flesh out the other two towns more.</p></blockquote><p></p>
[QUOTE="AlexofBarbaria, post: 9588267, member: 7035226"] I have read Vol. 1 and about half of Vol. 2. It looks well-designed to me. I love the XP and treasure breakdowns and chapter summaries. It's very well organized and laid out. It's MUCH easier to get a handle on the overall setting/plot than it could have been in a work of this size. I appreciate not having to count the treasure myself to make sure there's enough to support advancement in a GP-for-XP game. Great job! When evaluating hexcrawls I like to look for broken/missing references. E.g. Hex 16A says these villagers are feuding the villagers in 24C. Flip to 24C and there's no mention of this there. These are common in hexcrawls, even ones considered very good, like the Land of Nod series. I didn't find any here. This tells me the author went back and forth over the entries several times, improving the links between them and making them consistent. There are a few throughlines that could turn into full-blown sidequests. Quite impressed with the hexcrawl. On the downside, there's not enough support for the players to take a hard left from the plot and say, immediately leave Valkengrad to make Skaalburg or Kangkul their base. These are presented as the trio of major settlements, but we get 50 pages on the first city in Vol. 1 (along with 2 more LONG adventures there in Vol. 2). The other two towns get 1-2 page sketches. That's disappointing. One of the Valkengrad adventures in Vol. 2 is a [B]70 page[/B] investigation for a kidnapped orphan. Reminds me of a Call of Cthulhu campaign from 1994. Wish that were cut down and the space used to flesh out the other two towns more. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Does anybody know anything about this OSR adventure: Gods of the Forbidden North?
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