JoeGKushner
Adventurer
When looking over some Fast Forward products, I wonder if this is how Ebert feels when he sits down to watch such entertainment as Malibu's Most Wanted. You know the review's gotta get done, but there's some dread building up in you.
And with good reason. Check the price, $24.95 at 128 pages. Not bad, but hey, weren't the last several releases in hardcover for that price and page count? Yes, yes they were. Then surely, the cost must be spent on making sure that the interior art and maps are up to the quality that other companies have right?
Wrong.
The book uses clip art, which isn't necessarily a huge problem if done well and doesn't use the same art that previous FFE books have used. However, that is not the case. Gee, what's that weird looking bat on page 16? Seen him before. How about that guy doing excavation on page 25 under the Tomb Finder PrC? Yup, seen that one real recently in Catacombs. How about some art for any of the new monsters? Nope.
Well then surely they've used this time to educate themselves on the OGL and SRD right? Well, if mentioning Pelor, one of the gods from the Greyhawk setting by name is you're definition of education, then sure. Same thing with their declaration of OGL and PI. “Everything that's OGL is still OGL and everything else private.” followed by “Everything not private in terms of monster, PrC, Feats and Spells is OGL.” Now are they trying to say that all monsters, PrCs, Feats and Spells are OGL? If so, say it properly. How about mention of Tanar'ri? Yeah, they know what they're doing.
Despite these issues, the Tombs of Ra has some strengths to it. It has multiple tombs that are laid out and mapped with encounters and an overall theme that the GM can either use or discard or modify with suggestions from the author. The problem is that the tombs don't follow the one square equal 5' and go with some odd dimensions throughout the book depending on how big the tomb is. They also use a lot of art that has nothing, outside of an Egyptian theme, to do with the subject. Do I need to see two dudes carving a Pharaoh head in the section about the Halls of Wind? Nope.
The book uses the standard two column layout. First page is a black and white reproduction of the cover. Second page, credits. Third page, table of contents, fourth hand fifth page, some really bad fiction. Seventh page and ninth page, introduction. All maps are a little too dark for my taste. The main map has all the locations of the maps labeled. The book is broken down into a logical progression of Outer Valley, Lower Valley, Side Valley and Upper Valley. This allows the GM to use what he needs, when he needs it. The overall theme, an Old God imprisoned, is an interesting idea and a classic of the D&D genre where adventurers often unleash something through their wanderings. It's just that so much of the book could be better, especially for the increase in cost compared to format.
Tombs of Ra pisses me off for a number of reasons. With Orcfast, FFE proved that they could do a good module with good art, layout, format, and understanding of d20 mechanics. Outside of that book, their material seems to suffer their permanent haze that prevents them from achieving a higher level. They're like the B movies of the d20 industry. Some worthy ideas that some fans will love, some utility that'll tempt GMs who want to save time, and a favorite for 'critics' to bash.
Tombs of Ra continues that tradition with some worthy ideas, an intriguing format, increased costs, poor maps and bad knowledge of the OGL again. If the book was in hardcover, this review would probably be a three due to the utility that GMs can gain from the sheer number of tombs but as it stands, two to you Ra.
And with good reason. Check the price, $24.95 at 128 pages. Not bad, but hey, weren't the last several releases in hardcover for that price and page count? Yes, yes they were. Then surely, the cost must be spent on making sure that the interior art and maps are up to the quality that other companies have right?
Wrong.
The book uses clip art, which isn't necessarily a huge problem if done well and doesn't use the same art that previous FFE books have used. However, that is not the case. Gee, what's that weird looking bat on page 16? Seen him before. How about that guy doing excavation on page 25 under the Tomb Finder PrC? Yup, seen that one real recently in Catacombs. How about some art for any of the new monsters? Nope.
Well then surely they've used this time to educate themselves on the OGL and SRD right? Well, if mentioning Pelor, one of the gods from the Greyhawk setting by name is you're definition of education, then sure. Same thing with their declaration of OGL and PI. “Everything that's OGL is still OGL and everything else private.” followed by “Everything not private in terms of monster, PrC, Feats and Spells is OGL.” Now are they trying to say that all monsters, PrCs, Feats and Spells are OGL? If so, say it properly. How about mention of Tanar'ri? Yeah, they know what they're doing.
Despite these issues, the Tombs of Ra has some strengths to it. It has multiple tombs that are laid out and mapped with encounters and an overall theme that the GM can either use or discard or modify with suggestions from the author. The problem is that the tombs don't follow the one square equal 5' and go with some odd dimensions throughout the book depending on how big the tomb is. They also use a lot of art that has nothing, outside of an Egyptian theme, to do with the subject. Do I need to see two dudes carving a Pharaoh head in the section about the Halls of Wind? Nope.
The book uses the standard two column layout. First page is a black and white reproduction of the cover. Second page, credits. Third page, table of contents, fourth hand fifth page, some really bad fiction. Seventh page and ninth page, introduction. All maps are a little too dark for my taste. The main map has all the locations of the maps labeled. The book is broken down into a logical progression of Outer Valley, Lower Valley, Side Valley and Upper Valley. This allows the GM to use what he needs, when he needs it. The overall theme, an Old God imprisoned, is an interesting idea and a classic of the D&D genre where adventurers often unleash something through their wanderings. It's just that so much of the book could be better, especially for the increase in cost compared to format.
Tombs of Ra pisses me off for a number of reasons. With Orcfast, FFE proved that they could do a good module with good art, layout, format, and understanding of d20 mechanics. Outside of that book, their material seems to suffer their permanent haze that prevents them from achieving a higher level. They're like the B movies of the d20 industry. Some worthy ideas that some fans will love, some utility that'll tempt GMs who want to save time, and a favorite for 'critics' to bash.
Tombs of Ra continues that tradition with some worthy ideas, an intriguing format, increased costs, poor maps and bad knowledge of the OGL again. If the book was in hardcover, this review would probably be a three due to the utility that GMs can gain from the sheer number of tombs but as it stands, two to you Ra.