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Brodert

Angel Gabriel's page

FullStarFullStarFullStarFullStarFullStar Venture-Captain, England—London. 30 posts (117 including aliases). 6 reviews. No lists. No wishlists. 8 Pathfinder Society characters. 1 alias.



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A liability at a convention

*( )( )( )( )

Any adventure that has such a high chance, within the first two rounds of the first encounter, of wiping out a party or killing individuals, who most probably cannot be brought back into the game, leaves players sitting around with nothing to do for 4 hours. The rest of their team may be left without a viable party. That is not fun and it's not entertaining. It's a liability at a convention. Worse than that, it's a serious design fault. I have no problem with getting killed (it's a personal habit) but I at least like to make the middle or end of the adventure. I cannot recommend this adventure. It's a shame, because this is otherwise an atmospheric adventure with an interesting story but there are other more sophisticated ways to instil fear and awe in players without dropping a grand piano on them without warning.


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Very, very dark. Very, very dangerous. Very, very good.

*****

I ran this at a convention last week and it was perfect for building a dark atmosphere. You might want to put a minimum age limit on players because some scenes are pretty disturbing. It gave me nightmares! It's a story of betrayal and retribution for past deeds and, played right, there can be no happy ending. It needs some prep to get the names and the motives right and I had to draw myself up a family tree to understand the background history. My players did the adventure in a slightly different order to that envisaged but that wasn't a problem. The risk level is very high in places and there is a strong chance that they won't come back from this one. But the module has a very high standard of writing and I have no hesitation in giving it 5 stars. I hope to run it again. The website's GM suggestions for setting the scene and motivating the PCs using Count Varian Jeggare was very attractive to my players and I would recommend taking a look at that, too.


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The loudest proudest game in the shop

*****

We had a great time with "We Be Goblins, Too" at London's Leisure Games, FREE RPG Day. We ran it twice and both times we were certainly the loudest game in the shop. We worked through most of the farmyard noises plus Mnaaarr! This is an excellent adventures and worked well with new players and veterans alike. "Southern Comfort" said one player. Yeaaah! A certain curly-tailed old friend was the hero of one game. It's a shame we didn't play the game in a pub. It would have got a lot louder still!


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Best of all worlds -story-roleplay-mystery-combat-adversaries

*****

This one has it all! I have played and run several "Tarot" themed adventures over the years but this is certainly the one that carries this through most successfully. They tend to be a bit random but this one has wrapped the surreal card images together into a single coherent plot that builds to a climax. Crystal has done a brilliant job of using the powerful images on the card to evoke a weird world of folktales gone mad.
The people and things you meet will engage you, fascinate you, and sometimes do their best to kill you, or worse. But this is definitely not a combat/combat/combat adventures. You need your smartz.


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Evil atmosphere and interesting story

*****

This is one of my favourites. The GM has all the necessary story to create a dramatic and terrifying start and an intriguing detective story and finish with a puzzling raid on a wizard's tower. What more could you want?

Some encounters need sensible handling by the GM to make them suitable challenges for all parties and the navigation through the adventure fooled me until I read a helpful explanation posted by the Author. But don't be put off by that. Follow those hints and your players will love it!


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