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Brodert

Angel Gabriel's page

FullStarFullStarFullStarFullStarFullStar RPG Venture-Captain, England—London. 30 posts (124 including aliases). 7 reviews. No lists. No wishlists. 9 Pathfinder Society characters. 1 alias.



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Better than "Treasure Island"

*****

We played "Plunder and Peril" over this weekend and had a really great time. It is a wonderful mix of different locations and challenges and it manages to incorporate just about every pirate theme possible. I would score it a certain 5 star adventure and a possible improvement of Raiders of the Fever seas. The first adventure seemed a little short and we played that in a long evening until 1.00am in the morning. It set the scene very well and established the plot and the crew. Part 2 was a very long haul and took all Saturday. It was pretty challenging for the players and incorporated a good balance of role-play, combat and skullduggery. Part 3 took us about 8 hours and I had to miss out a couple of arbitrary encounters so that people could hit the finale and get home. It served as a brilliant climax to the story where all the loose ends came together.

The whole story hangs together very well and it would be a real shame to break it up. These adventures are not three separate missions, they are one tightly scripted long saga.


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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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