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Recent reviews by
7th Son:
   
Card game expansion
Mon, Jun 16, 2008, 09:17 AM
This expansion to the Pokermon card game allows Perkachu, Beulbasaur, and all of your other favorite Pokermon characters to play the role of warlocks, rogues, fighters, and warlords combating dragons and....
I'm sorry? You mean this isn't a collectable card game expansion? Well you could have fooled me. With similar terms, abilities and powers that are presented on card like formats, mirror Magic the Gathering spells, and that they "recommend you make index cards" for (think that's a forthcoming supplement?), this just isn't my game.
Most importantly, note the promise of "future editions of the players handbook" (last sentence on page 15 of the PHB), words which should haunt even the most enthusiastic of players. Put on that cowbell, Bessie, you're about to be MILKED.
   
Good idea poorly executed
Fri, Aug 18, 2006, 01:19 PM
At first, I was pretty turned off by the idea of a 'random' aspect to these cards. As a GM, I have no need for a 'random' or 'collectable' distribution format. I'm going to distribute the treasure I want to distrubute on pretty much any factor other than what card's I happen to own. I ranked this item at 1 star out of 5.
I'm going to pump this up to a 3. Here's why. I still don't like the randomness and I'd still prefer a complete set. The good news: there's going to be a complete set (at least, that's the word), so I'll get what I really want there. That's not so important as the real idea behind the booster packs, which is their disposability.
With my item pack 1, I'm a little hesitant to use them, since I've only got what came with the pack. If I want to give them out to players or write on the backs, the boosters give me that possibility without feeling like I've defiled my precious cards. So I THINK that's what we're looking at here, it's just a question of whether that's worth $3.75 to you.
   
The next logical step
Mon, Feb 6, 2006, 01:39 PM
This mod is one of the greats. If you're looking for the classic old school gaming experience, and haven't been through this one in a while, you need to go ahead and pick this up. Four mods in one, with some text in this compilation that allows you to move from this mod to at least one more of the other supermods (Temple of Elemental Evil / Queen of the Spiders).
Word to the wise, however. These mods are tough. Originally designed for tournament play, a smart party can waltz through these mods, while a... less careful party... can find themselves butchered. There are some conversion issues to 3.5, also, which you'll need to be aware of as a DM, as some creatures have been converted to be MUCH harder.
The final mod in this series is a great 'survival' mod that really tasks the players to use their brains. Overall a memorable experience, and not one to be missed for the paltry sum charged here.
   
Stop reading and BUY THIS
Wed, Oct 19, 2005, 07:16 AM
This mod is a classic. Incontrovertable classic. I've run a few groups through this mod and all have taken away great memories from the experience. The module material itself deals with a number of the basics of Greyhawk politics, and makes it a good introduction to the powers of Iuz, Furyondy, St. Cuthbert, and others. Further, the mod deals with events that are important to the greater picture in Greyhawk, and are often referred to in other gaming materials (including most recently Dragon #337).
Take note that the mod itself will take a good long time to get through, which is good or bad depending on your perpsective and how much you're enjoying it. A good GM can make a powerful campaign out of this, and feed it into the other great mods (Scourge of the Slavelords, Queen of the Spiders).
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