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<blockquote data-quote="Messageboard Golem" data-source="post: 2009517" data-attributes="member: 18387"><p><strong>By Bruce Boughner, Guest Reviewer, d20 Magazine Rack and Co-host of Mortality Radio</strong></p><p></p><p>This is a generic adventure for mid-low level characters. It is short, 22 pages long and while an interesting adventure, shows the author’s propensity to timeline his modules. You have to do it by step A, then step B into slot C. Little movement is allowed for players to free-think their way around the adventure or to even anticipate the necessary steps to solve the conflict. They have to wait for things to occur to accomplish them. This speaks to beginning level players and DMs as an alright way to do things, but it bores the Beelzebub out of someone who has been around the dice bag a few times. I see a lot of good solid ideas out of Mario’s fertile mind, but he needs to loosen the reins of the players a little and allow the game to flow rather than dictate the pace with an iron hand. </p><p>The artwork is an improvement over Steel General; it has a nice feel to it and brings out the overall characterization of both the NPCs and the flavor of the village. The maps are well done, good graphics, possible a Campaign Cartographer rendition or similar CAD file design, very smart and professional looking. My compliments, since I didn’t like the art of earlier publications. </p><p></p><p>The plot and story are described in too much detail at the beginning of the module, along with too many of the plot twists. This would be a good example of TMI (too much information) for any player who glances at the module in passing and then finding it to be the adventure of the week from his DM, he already knows the major secret and plot twist and can then play the DM at a disadvantage. Great concepts, bad execution.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product, go to <em>The Critic's Corner</em> at <a href="http://www.d20zines.com" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009517, member: 18387"] [b]By Bruce Boughner, Guest Reviewer, d20 Magazine Rack and Co-host of Mortality Radio[/b] This is a generic adventure for mid-low level characters. It is short, 22 pages long and while an interesting adventure, shows the author’s propensity to timeline his modules. You have to do it by step A, then step B into slot C. Little movement is allowed for players to free-think their way around the adventure or to even anticipate the necessary steps to solve the conflict. They have to wait for things to occur to accomplish them. This speaks to beginning level players and DMs as an alright way to do things, but it bores the Beelzebub out of someone who has been around the dice bag a few times. I see a lot of good solid ideas out of Mario’s fertile mind, but he needs to loosen the reins of the players a little and allow the game to flow rather than dictate the pace with an iron hand. The artwork is an improvement over Steel General; it has a nice feel to it and brings out the overall characterization of both the NPCs and the flavor of the village. The maps are well done, good graphics, possible a Campaign Cartographer rendition or similar CAD file design, very smart and professional looking. My compliments, since I didn’t like the art of earlier publications. The plot and story are described in too much detail at the beginning of the module, along with too many of the plot twists. This would be a good example of TMI (too much information) for any player who glances at the module in passing and then finding it to be the adventure of the week from his DM, he already knows the major secret and plot twist and can then play the DM at a disadvantage. Great concepts, bad execution. [color=green][b]To see the graded evaluation of this product, go to [i]The Critic's Corner[/i] at [url=http://www.d20zines.com]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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