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Finders Keepers
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<blockquote data-quote="biotech66" data-source="post: 7295386" data-attributes="member: 60725"><p><strong>5 out of 5 rating for Finders Keepers</strong></p><p></p><p>Ring Side Report- RPG Review of Finders Keepers</p><p></p><p></p><p> </p><p></p><p></p><p>Originally posted at <a href="http://www.throatpunchgames.com" target="_blank">www.throatpunchgames.com</a>, a new idea everyday! </p><p></p><p></p><p> </p><p></p><p></p><p><strong>Product</strong>- Finders Keepers</p><p></p><p></p><p><strong>System</strong>-Dungeons and Dragons 5th Ed.</p><p></p><p></p><p><strong>Producer</strong>- Janek Sielicki</p><p></p><p></p><p><strong>Price</strong>- $3.95 here <a href="http://www.dmsguild.com/product/215482/Finders-Keepers" target="_blank">http://www.dmsguild.com/product/215482/Finders-Keepers</a> </p><p></p><p></p><p><strong>TL; DR</strong>-The Great and the Mixed of the DMs Guild 93%</p><p></p><p></p><p><strong>Basics</strong>-Need a 20th level adventure in a hurry? Here you go! Finders Keepers is a 20th level adventure set in the Forgotten Realms, but easily ported to any place. Players start in town, but soon enough a rampaging dragon attacks the land. Players then have to save the town, and perusing the dragons leads down a rabbit hole of dead gods, hidden powers, and words that can literally destroy the world!</p><p></p><p></p><p> </p><p></p><p></p><p><strong>Mechanics or Crunch</strong>-This book is fine, completely fine, but that's the one problem with the book the author can’t fix. The monsters are all directly from the Monster Manual, the items from the DMG, and traps come from there as well. That all works well, but if things are just exactly what you’ve seen before, it's a tad bland. But, the way the DMs Guild and the AL runs, writers can’t change that fact. That little bit hurts the book a bit, but honestly as constrained by the rules as this book is, the mechanics work. What's here is good and runs well, but I would like the author to do a bit more, even though I know he can’t. 4.25/5</p><p></p><p></p><p> </p><p></p><p></p><p><strong>Theme or Fluff</strong>- This is an awesome story! We get dead gods, demons, devils, entering alternative worlds, and a goal off saving everything. The author can’t write new mechanics, but he CAN write a crazy new story! I love what’s here! It might not be completely the most original as I’ve seen tiny bits of other things, but I’m happy to see all the pieces come back together in a great new way. 4.75/5</p><p></p><p></p><p><strong>Execution</strong>- Hay, this book made me change my opinion of how books are put together. This is one guy at a computer putting out fantastic materials. There is art to break up text, there is the standard template to break up text, and there is formatting that works welo. What I have here that puts it over the top is hyperlinking to pages, maps that the GM can copy/past into any software, and a new art that is made just for this material and handouts. This caught me off guard. WHY ARE OTHER BOOKS NOT DOING THIS? This is a less than 100 page adventure, and honestly, it doesn’t need hyperlinking, but the addition makes my life a little bit easier. Also, not many groups make it to 20, so this book comes with pre-generated characters with and without items to make the plug and play that much easier for any group. More books need to do that, and adding this and other little parts makes me honestly love what’s here. 5/5</p><p></p><p></p><p><strong>Summary</strong>- This is a fantastic adventure constrained slightly by the DMs Guild. The book itself is put together amazingly well! As I read more and more books on my tablets and phones, simple things like hyperlinking make my life that much more simple! The store is great. It’s got a few elements that you may have seen before but it's not a ripoff of any story, and it’s told well. The mechanics are the low point, but that’s a bit harsh. It’s far from bad in any way, but it’s limiting for the author as you can’t build new material as often. Overall, I found this to be a solid adventure that you can plug and play into any FR game with ease that is well put together. 93%</p></blockquote><p></p>
[QUOTE="biotech66, post: 7295386, member: 60725"] [b]5 out of 5 rating for Finders Keepers[/b] Ring Side Report- RPG Review of Finders Keepers Originally posted at [url=http://www.throatpunchgames.com]www.throatpunchgames.com[/url], a new idea everyday! [b]Product[/b]- Finders Keepers [b]System[/b]-Dungeons and Dragons 5th Ed. [b]Producer[/b]- Janek Sielicki [b]Price[/b]- $3.95 here [URL]http://www.dmsguild.com/product/215482/Finders-Keepers[/URL] [b]TL; DR[/b]-The Great and the Mixed of the DMs Guild 93% [b]Basics[/b]-Need a 20th level adventure in a hurry? Here you go! Finders Keepers is a 20th level adventure set in the Forgotten Realms, but easily ported to any place. Players start in town, but soon enough a rampaging dragon attacks the land. Players then have to save the town, and perusing the dragons leads down a rabbit hole of dead gods, hidden powers, and words that can literally destroy the world! [b]Mechanics or Crunch[/b]-This book is fine, completely fine, but that's the one problem with the book the author can’t fix. The monsters are all directly from the Monster Manual, the items from the DMG, and traps come from there as well. That all works well, but if things are just exactly what you’ve seen before, it's a tad bland. But, the way the DMs Guild and the AL runs, writers can’t change that fact. That little bit hurts the book a bit, but honestly as constrained by the rules as this book is, the mechanics work. What's here is good and runs well, but I would like the author to do a bit more, even though I know he can’t. 4.25/5 [b]Theme or Fluff[/b]- This is an awesome story! We get dead gods, demons, devils, entering alternative worlds, and a goal off saving everything. The author can’t write new mechanics, but he CAN write a crazy new story! I love what’s here! It might not be completely the most original as I’ve seen tiny bits of other things, but I’m happy to see all the pieces come back together in a great new way. 4.75/5 [b]Execution[/b]- Hay, this book made me change my opinion of how books are put together. This is one guy at a computer putting out fantastic materials. There is art to break up text, there is the standard template to break up text, and there is formatting that works welo. What I have here that puts it over the top is hyperlinking to pages, maps that the GM can copy/past into any software, and a new art that is made just for this material and handouts. This caught me off guard. WHY ARE OTHER BOOKS NOT DOING THIS? This is a less than 100 page adventure, and honestly, it doesn’t need hyperlinking, but the addition makes my life a little bit easier. Also, not many groups make it to 20, so this book comes with pre-generated characters with and without items to make the plug and play that much easier for any group. More books need to do that, and adding this and other little parts makes me honestly love what’s here. 5/5 [b]Summary[/b]- This is a fantastic adventure constrained slightly by the DMs Guild. The book itself is put together amazingly well! As I read more and more books on my tablets and phones, simple things like hyperlinking make my life that much more simple! The store is great. It’s got a few elements that you may have seen before but it's not a ripoff of any story, and it’s told well. The mechanics are the low point, but that’s a bit harsh. It’s far from bad in any way, but it’s limiting for the author as you can’t build new material as often. Overall, I found this to be a solid adventure that you can plug and play into any FR game with ease that is well put together. 93% [/QUOTE]
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