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<blockquote data-quote="John Crichton" data-source="post: 2010432" data-attributes="member: 4779"><p>by Matthew K. Glickman</p><p></p><p><em>Please note that this is not a playtest review.</em></p><p></p><p></p><p><strong>Okay, before we get started what is a Plexus?!</strong></p><p></p><p>Good question. This is from www.creativemountaingames.com:</p><p></p><p><em>A "Plexus" will look at creatures and legends specific to my own World of Revloc Campign Setting. While they were designed to fit into the overall scheme of the Revloc campaign mythos, they are easily adaptable to other settings. Whether using them as actual-case historic records or red herrings to add a mutiple or conflicting accounts to a game, they will undoubtedly add layers to a game that help in a highly desirable player immersion.</em></p><p></p><p>Well, there you go.</p><p></p><p><strong>What's in Potent Portals?</strong></p><p></p><p>It's full of *takes a deep breath* archways, gates, bars, shutters, coverings, curtains, doors, trapdoors, knobs, knockers, latches, levers, locks, skylights and windows. All of them are basically magic items that are typically stationary or attached to a previously built structure. </p><p></p><p>I found a robust selection included. My favorites were the Firm and Fu Bars, Awning of Yawning, Unwelcome Mat, Slavers’ Hold, Release of the Hounds and Window of Climate Control.</p><p></p><p><strong>What's good?</strong></p><p></p><p>The sheer number of items along with the well written descriptions that accompany them. This is a personal thing but I liked the odd number usage in the item descriptions that I can only assume are native to the campaign world that spawned them. There is a liberal usage of multiples of 5's and 11's (for example 50 or 110 minutes) in effect durations and the like. I do not see this as a bad thing because the times can be easily adjusted to the nearest hour or measurement.</p><p></p><p>I found the better portion of the items to be unique twists on either spells or basic magical fantasy staples. Either that or the item itself gave statistics to a concept what can serve simply as a time-saver for DMs.</p><p></p><p><strong>What's bad?</strong></p><p></p><p>Well, really nothing is <em>bad</em>. There is one notable omission which is that of CR's when using these items as traps or obstacles for PCs to overcome.</p><p></p><p><strong>How does it look?</strong></p><p></p><p>It has definite borders which is important for a PDF document for ease of readability. Also helps when printing it out if that is your thing. The artwork is about par and represents the material. Nothing too flashy here. The visuals are not the point of this product and do not add to the text in any way. But you are not paying for pictures here, you paying for the magic items.</p><p></p><p><strong>Anything to add?</strong></p><p></p><p>For a book that aspires to read like an expanded part of the magic items section of the Dungeon Masters Guide it does its job well. I found the material to have a very high inspiration factor. Inspiration is very important when reading an RPG product as a DM because of the nature of the game I run and typically play in. The writing style helps this. I would like to have seen some better pictures to accompany a few more of the items but that is a minor gripe.</p><p></p><p><strong>Give us the bottom line, bub.</strong></p><p></p><p>At $5, this is a solid buy. It delivers what it advertises with only the one glaring exception and is inspirational in the process. I would recommend this product to anyone looking to add some spice to any dungeon, city or lone structure.</p></blockquote><p></p>
[QUOTE="John Crichton, post: 2010432, member: 4779"] by Matthew K. Glickman [i]Please note that this is not a playtest review.[/i] [b]Okay, before we get started what is a Plexus?![/b] Good question. This is from www.creativemountaingames.com: [i]A "Plexus" will look at creatures and legends specific to my own World of Revloc Campign Setting. While they were designed to fit into the overall scheme of the Revloc campaign mythos, they are easily adaptable to other settings. Whether using them as actual-case historic records or red herrings to add a mutiple or conflicting accounts to a game, they will undoubtedly add layers to a game that help in a highly desirable player immersion.[/i] Well, there you go. [b]What's in Potent Portals?[/b] It's full of *takes a deep breath* archways, gates, bars, shutters, coverings, curtains, doors, trapdoors, knobs, knockers, latches, levers, locks, skylights and windows. All of them are basically magic items that are typically stationary or attached to a previously built structure. I found a robust selection included. My favorites were the Firm and Fu Bars, Awning of Yawning, Unwelcome Mat, Slavers’ Hold, Release of the Hounds and Window of Climate Control. [b]What's good?[/b] The sheer number of items along with the well written descriptions that accompany them. This is a personal thing but I liked the odd number usage in the item descriptions that I can only assume are native to the campaign world that spawned them. There is a liberal usage of multiples of 5's and 11's (for example 50 or 110 minutes) in effect durations and the like. I do not see this as a bad thing because the times can be easily adjusted to the nearest hour or measurement. I found the better portion of the items to be unique twists on either spells or basic magical fantasy staples. Either that or the item itself gave statistics to a concept what can serve simply as a time-saver for DMs. [b]What's bad?[/b] Well, really nothing is [i]bad[/i]. There is one notable omission which is that of CR's when using these items as traps or obstacles for PCs to overcome. [b]How does it look?[/b] It has definite borders which is important for a PDF document for ease of readability. Also helps when printing it out if that is your thing. The artwork is about par and represents the material. Nothing too flashy here. The visuals are not the point of this product and do not add to the text in any way. But you are not paying for pictures here, you paying for the magic items. [b]Anything to add?[/b] For a book that aspires to read like an expanded part of the magic items section of the Dungeon Masters Guide it does its job well. I found the material to have a very high inspiration factor. Inspiration is very important when reading an RPG product as a DM because of the nature of the game I run and typically play in. The writing style helps this. I would like to have seen some better pictures to accompany a few more of the items but that is a minor gripe. [b]Give us the bottom line, bub.[/b] At $5, this is a solid buy. It delivers what it advertises with only the one glaring exception and is inspirational in the process. I would recommend this product to anyone looking to add some spice to any dungeon, city or lone structure. [/QUOTE]
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