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Frontier Towns: Fort Griffin, Volume 2
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<blockquote data-quote="Crothian" data-source="post: 2011947" data-attributes="member: 232"><p>Frontier Towns Fort Griffin Vol 2</p><p></p><p> The Wide West is genre ripe for the RPG market. It has action with gun fights, train robberies, showdowns at noon, bar fights, and other items very well suited for a role playing game. It has a great setting that allows a group of adventurers to travel from place to place and play the role of the lawman, the villain, or the hired gun. In other games certain items need to be handled or eliminated for a roving group of adventurers to make sense and not seem out of place. The Wild West is one of the few times in history that such people were common and helped establish the culture for what it is. When it comes to the Wild West Dog House Rules are clearly the tops in the genre. They produce quality books filled with sensible material that is both exciting and interesting. I never had any interest to play a game in the setting until I read their books. </p><p></p><p> Frontier Towns Fort Griffin Vol 2 is the second book that describes the town of Fort Griffin. It is a sixty four page PDF by Dog House Rules for their Sidewinder game. Sidewinder is a variation off of the d20 Modern rules to set the game in the Wild West. The book has good art and nice lay out. They make good use of color and headers along with their art. They have some white space problems at the end of chapters, but aside from that the rest of it makes a great looking book. The book is large in terms of disk space though. The zip file is a bit over twenty megs and inside are two versions of the book one in color the other in black and white. The PDF IS also well book marked. The zip file also contains threes PDFs of maps of the buildings. There are maps for both twenty five millimeter and fifteen millimeter squares. There are also some DM only maps. All the maps are in full color making them great to look at and a little hard on one’s printer.</p><p></p><p> The book presents some more easily usable locations. Each place comes with the personalities of the people who run and occupy them. There are plot hooks and adventure ideas galore in the descriptions as well as a few specifically written up. There is also a section for tying everything together and having plots and adventures that use more then one location. The places presented here are Doney’s Saloon, FB York’s Bank, Thorp Blacksmith, Earl’s Shave and Bathe, Planters Hotel, and the Frontier House. </p><p></p><p> This is another great addition to Sidewinder by Dog House Rules. The product is well written, fun, and filled with creativity. Dog House Rules is quickly becoming a company that I am very interested in seeing what they have next on their agenda.</p></blockquote><p></p>
[QUOTE="Crothian, post: 2011947, member: 232"] Frontier Towns Fort Griffin Vol 2 The Wide West is genre ripe for the RPG market. It has action with gun fights, train robberies, showdowns at noon, bar fights, and other items very well suited for a role playing game. It has a great setting that allows a group of adventurers to travel from place to place and play the role of the lawman, the villain, or the hired gun. In other games certain items need to be handled or eliminated for a roving group of adventurers to make sense and not seem out of place. The Wild West is one of the few times in history that such people were common and helped establish the culture for what it is. When it comes to the Wild West Dog House Rules are clearly the tops in the genre. They produce quality books filled with sensible material that is both exciting and interesting. I never had any interest to play a game in the setting until I read their books. Frontier Towns Fort Griffin Vol 2 is the second book that describes the town of Fort Griffin. It is a sixty four page PDF by Dog House Rules for their Sidewinder game. Sidewinder is a variation off of the d20 Modern rules to set the game in the Wild West. The book has good art and nice lay out. They make good use of color and headers along with their art. They have some white space problems at the end of chapters, but aside from that the rest of it makes a great looking book. The book is large in terms of disk space though. The zip file is a bit over twenty megs and inside are two versions of the book one in color the other in black and white. The PDF IS also well book marked. The zip file also contains threes PDFs of maps of the buildings. There are maps for both twenty five millimeter and fifteen millimeter squares. There are also some DM only maps. All the maps are in full color making them great to look at and a little hard on one’s printer. The book presents some more easily usable locations. Each place comes with the personalities of the people who run and occupy them. There are plot hooks and adventure ideas galore in the descriptions as well as a few specifically written up. There is also a section for tying everything together and having plots and adventures that use more then one location. The places presented here are Doney’s Saloon, FB York’s Bank, Thorp Blacksmith, Earl’s Shave and Bathe, Planters Hotel, and the Frontier House. This is another great addition to Sidewinder by Dog House Rules. The product is well written, fun, and filled with creativity. Dog House Rules is quickly becoming a company that I am very interested in seeing what they have next on their agenda. [/QUOTE]
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