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<blockquote data-quote="Messageboard Golem" data-source="post: 2010131" data-attributes="member: 18387"><p>First let me say that the reviewers above are correct in their praises, there is a fine story in here, and it’s nice to get a good hook for the bard for a change. I ran this with my normal gaming group, and there were some fine moments.</p><p></p><p>However, the faults were such that I’ve written Monkey God off my list of publishers. </p><p></p><p>Why? I found it too hard to ref, and full of confusing and erroneous editing.</p><p> </p><p><Spoilers ahead></p><p></p><p>For example, there is a secret door in a closet that my players found. It wasn’t what I expected (who would look in a closet?), and I hadn’t really planned on this. So instead of exploring the castle as the module is written, they go down into the underground. So, in real time, I read that the door goes to “section 2” of the underground. Well, there are three areas in the underground labeled 2! Panic as you find the right one! Snores as the players wait...</p><p></p><p>Only by reading the detailed description of each one can you find out which it was referring to. A game stopper unless you’ve read and notated this before hand.</p><p></p><p>Another time, the players are teleported to a section in the underground, but it does not say where! You have to read all the underground again to find out where it was. Yes, you should read the module, but after doing so, you shouldn’t be required to put in all the connections from point A to point B yourself.</p><p></p><p>There are a number of powerful magic doors, but how to open one is confused in the text with a description for another. And where to find the keys is not with the descriptions of the doors.</p><p></p><p>Besides such goofs at this (and text that confuses North and South, or is it the map that is confused?), finding things is quite difficult. You know you read them somewhere, but where? Some magic items are in one of the many appendixes, some in the room description, you’re going to be flipping around like a crazed monkey (hmmm…) to find things. </p><p></p><p>Then, a mentioned before, there is the matter of the Monty Haul treasure. If you give out all this treasure, expect the party power to double.</p><p></p><p>On the other hand, I didn’t really have problems with this until the party entered the castle. String was a fantastic NPC, the back story compelling, and Thrund is a fine city, if a bit reminiscent of a Viking Freeport.</p><p></p><p>However, for all the good things you get with this, expect lots of real time panic as the game grinds to a halt while you flip pages. I read this cover to cover 3 times before play, and did again between sessions. It’s easy to get something wrong (I did), and at that point you’re not having fun. And GM’s just want to have fun!</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010131, member: 18387"] First let me say that the reviewers above are correct in their praises, there is a fine story in here, and it’s nice to get a good hook for the bard for a change. I ran this with my normal gaming group, and there were some fine moments. However, the faults were such that I’ve written Monkey God off my list of publishers. Why? I found it too hard to ref, and full of confusing and erroneous editing. <Spoilers ahead> For example, there is a secret door in a closet that my players found. It wasn’t what I expected (who would look in a closet?), and I hadn’t really planned on this. So instead of exploring the castle as the module is written, they go down into the underground. So, in real time, I read that the door goes to “section 2” of the underground. Well, there are three areas in the underground labeled 2! Panic as you find the right one! Snores as the players wait... Only by reading the detailed description of each one can you find out which it was referring to. A game stopper unless you’ve read and notated this before hand. Another time, the players are teleported to a section in the underground, but it does not say where! You have to read all the underground again to find out where it was. Yes, you should read the module, but after doing so, you shouldn’t be required to put in all the connections from point A to point B yourself. There are a number of powerful magic doors, but how to open one is confused in the text with a description for another. And where to find the keys is not with the descriptions of the doors. Besides such goofs at this (and text that confuses North and South, or is it the map that is confused?), finding things is quite difficult. You know you read them somewhere, but where? Some magic items are in one of the many appendixes, some in the room description, you’re going to be flipping around like a crazed monkey (hmmm…) to find things. Then, a mentioned before, there is the matter of the Monty Haul treasure. If you give out all this treasure, expect the party power to double. On the other hand, I didn’t really have problems with this until the party entered the castle. String was a fantastic NPC, the back story compelling, and Thrund is a fine city, if a bit reminiscent of a Viking Freeport. However, for all the good things you get with this, expect lots of real time panic as the game grinds to a halt while you flip pages. I read this cover to cover 3 times before play, and did again between sessions. It’s easy to get something wrong (I did), and at that point you’re not having fun. And GM’s just want to have fun! [/QUOTE]
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