Duergar Slaver

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Implied Regrets

1/5

The start of the Player guide gave me a lot of hope, as descriptions were rich in flavor. The problems started with the traits that were given. A lot of the flavor and strenght of the situation was detracted from. The start paints a picture of a character who isn't sure of himself, yet most traits imply that you're rather calm and collected about the whole afair and with absolute certainty about how you resolved things in the past. It also provides so many traits that imply that you're not even afraid of your current situation.

The suggested archetypes etc. left me confused, as these are all thematic to a Lovecraftian story. So are our characters in our starting situations because of intrest into the occult? or is it random? either of both would imply much and characters build on differing principles would make a very awkward party

It also suffers from a lack of art that would evoke the flavor and theme of Lovecraftian horror, a lot of it was reused, which while obviously not an uncommon practice, was particuarly poorly picked.

A lot of interesting plot points or character development were also cut of. The example of someone of faith who feels to have sinned against that faith, no longer caring in the slightest about it completely detracts from any implications that might bring with it. you still have your spells, so it wouldn't affect gameplay, and now it won't even affect story.

In the end I cannot help but feel that it would've been much better to go into the first adventure completely blind. As that might have evoked the fear and mystery that is so typical of Lovecraftian horror. And now that is gone.

A strong start completely detracted from by its second half.