Enchanted Locations Map Accessory

Magical castles, enchanted pools, and arcane mountains are completely mapped out in this product. Enchanted locations and wondrous maps for any fantasy campaign. Magical portals leading to strange lands, armies of undead guarding a dark location, and remote castles belonging to long dead wizards. All of these adventures are at your fingertips with deadly denizens, traps, and treasure, complete with a map detailing the location. This handy tome puts together one of the most difficult tasks in any RPG campaign -- creating a map!
 

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Enchanted Locations
Written by James M. Ward and William W. Connors
Published by Fast Forward Entertainment
160 b & w pages
$29.99

In some ways, I’m the wrong person to look over a book like this with an objective eye. I’m a big fan of maps and I fondly remember Wyrmworks and other companies that printed out and sold maps and maps and maps. Often these were laser printed dungeon maps but as the product line grew, they sold more things like fortresses, city blocks that were interchangeable and other goodies. The good thing about those maps is that they had no encounters mapped out, making them perfect for any level. The bad news is that they had no encounters, forcing you to come up with several encounters to bid your time. Enchanted Locations tries to give you the best of both worlds with a map and some encounters and treasures without filling every nook and cranny.

To a certain point, it succeeds.

The book actually starts with some essays by James Ward on the placement of treasure. Most people who’ve read through any Fast Forward product will have noticed a large amount of treasure and he explains his reasoning. Suffice it to say I disagree with him on some basic ideas but that’s the great thing about the D20 system. He can GM his way and I cam GM my way. But I hear some of you say, he’s not accommodating ‘normal’ play. Well this time around, Fast Forward Entertainment does just that.

Each map, and there are 75, is organized by challenge rating from the lowest to the highest. Take the Lost Soul’s Cemetery Map, EC 16. There are twenty locations, named but not detailed with two creatures lurking about the cemetary, a allip and a nightwalker. There is a section for treasure for an EL 16 and then an alternate, ancient treasure, that provides a lot more gold and sometimes named magic items. Each major creature is also named and it looks like most of the stat blocks here are fairly on target.

The good news is that this makes this a fairly useful product in terms of utility and adaptability. The bad news takes place in the form of the execution. Each location is an encounter on one side with details about the map, the monsters and the treasure. This is done with huge fonts taking up a lot of space and still leaving lots of white space. This doesn’t’ count the one inch margins at the top and bottom, two pages for the OGL, page for Campaign and Games Unplugged, credits page, preface page or table of contents page. Now I’m all for white space as it helps save the eyes but some more details about the various locations on the map or a few more encounters would’ve been nice.

The maps are done up in a similar style to previous modules so they’re computer generated and sometimes hard to read. Instead of something like the crisp, detailed drawing on the cover, you get computer graphics. The places are usually huge too. The north east corner of the map has the direction, the north west the scale. Not all the maps are on a grid so its difficult to tell how far something goes. At the bottom of the page is the legend, providing a quick guide to everything on the page. Some of the maps are in my opinion just bad. Take the Pirate Island Map or the Vampire River Map. Both are good ideas but because of the computer graphics, there is no white space on the maps and the encounter areas tend to look clustered.

Lastly, is this truly a book that needs to be in hardcover? I have nothing against them and prefer them for most books but a collection of maps? Maybe my past map buying history has put me in a frame of mind where you pull the maps apart or something but I don’t’ see the need for this book to be hardcover.

Fast Forward has some good ideas here but the execution will leave you hoping that someone else comes out with a collection of quality maps and encounters in a softcover format.

If you’re in need of a book of maps, encounters and treasures, then Enchanted Locations might be for you.
 

Enchanted Locations

Enchanted Locations is a map and encounter sourcebook for d20 fantasy games by Fast Forward Entertainment. The book is designed primarily by veteran D&D designer James M. Ward.

A First Look

Enchanted Locations is a 160-page hardcover book priced at $29.99. This is expensive for a book of this size and format.

The cover of the book depicts maps, a compass, pen, and magnifying glass strewn across a desktop, with a filter applied to make it look like an oil painting, an effect that FFE uses for many of their book covers.

The interior is black and white. There are few actual illustrations, but a major part of the book is maps. The maps are similar in format to those presented in FFE's Dungeon World and Treasure Quests. The maps are simple, with textures shapes (mostly rectangles) and icons applied to a textured background.

The text density is very high in the introductory section, but in the bulk of the book uses a very large font and makes generally poor use of space.

A Deeper Look

Apparently FFE has taken a lot of flack about the amount of treasure included in many of their books, because author Jim Ward spends a lot of time in the introductory section explaining and justifying his stance on treasure in a fantasy game. In short, he owns up to adhering to a "monty haul" style of game mastering and writing, and classifies the prevailing D&D treasure model as "conservative".

Although I doubt he will win many adherents, he does make his case eloquently , with the possible exception of the faux pas of claiming that the Dying Earth novels were written by Michael Moorcock.

As with most long-term gamers, I outgrew my Monty Haul stage, and concur with Roger E. Moore in his Dragon article years ago (issue 82 to be precise) when he termed Monty Haul play a malady.

To Ward's credit, the introduction section is not a total loss to those who have reservations about handing such power to their players. The section has some interesting advice about making thematically appropriate and interesting treasure placement.

The body of the book is the many maps and accompanying keys. Throughout the book, the maps and keys are arranged on facing pages with the key on the left and the map on the right. The maps are arranged in order of encounter level, covering EL's 2-21, with most ELs represented more than once, but skipping a few ELs entirely.

The key pages follow the same format. Each key page lists 20 locations keyed on the map by name only, then gives stat blocks for two encounters, and finally treasure. There are two treasures provided. The first is the "by the book" treasure that Ward classifies as "conservative", and an "alternate ancient treasure" that is creating by Ward's treasure philosophy. The later isn't a total loss if you are a mainstream gamer; the treasures do have some interesting thematic bits, and it can be parsed out or toned down or included as an appropriate aggregate treasure if you flesh out the maps with more encounters.

The locations vary in size and scope widely, including places like valleys, towers, dungeons, and empires, providing a variety of different potential locales for adventure.

Conclusion

This book would be most appropriate if you don't have a well-mapped campaign and find yourself running ad hoc games commonly. The maps would make decent adventure-starters, providing a few nuggets of ideas and giving your some elbow room.

That said, it occurs to me that you don't get much for your money here. The price per page is fairly high, the amount of text (and therefore usable material) per page is low, and the maps are simply not aesthetically pleasing, especially for a product whose primary focus is maps.

-Alan D. Kohler
 

As you said, this book is a great value for ad-hoc gamesmasters (especially considering that you'd be silly to pay more than five books for it on ebay), but I also personally drew much inspiration from the names of keyed points on a map.

What you didn't address is that this book fills a very key niche, as did Treasure Quests and Dungeon World. AEG is now releasing Adventure I and Adventure II, as well as World's Largest Dungeon to compete with the latter two. Wizards now has a map folio out, but FFE beat them to 'em all and I rather liked them.

Just another take. I liked this review a lot, I just wished you had pressed the utility aspects more. Those, of course, speak for themselves.
 

As you said, this book is a great value for ad-hoc gamesmasters (especially considering that you'd be silly to pay more than five books for it on ebay), but I also personally drew much inspiration from the names of keyed points on a map.

What you didn't address is that this book fills a very key niche, as did Treasure Quests and Dungeon World. AEG is now releasing Adventure I and Adventure II, as well as World's Largest Dungeon to compete with the latter two. Wizards now has a map folio out, but FFE beat them to 'em all and I rather liked them.

Just another take. I liked this review a lot, I just wished you had pressed the utility aspects more. Those, of course, speak for themselves.
 

As you said, this book is a great value for ad-hoc gamesmasters (especially considering that you'd be silly to pay more than five bucks for it on ebay), but I also personally drew much inspiration from the names of keyed points on a map.

What you didn't address is that this book fills a very key niche, as did Treasure Quests and Dungeon World. AEG is now releasing Adventure I and Adventure II, as well as World's Largest Dungeon to compete with the latter two. Wizards now has a map folio out, but FFE beat them to 'em all and I rather liked them.

Just another take. I liked this review a lot, I just wished you had pressed the utility aspects more. Those, of course, speak for themselves.
 
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