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Tween Witches vs. Undead Pirates

4/5

I was trying to figure out how to review this adventure.
Should I compare it to the core “Witch Girls Adventures” rulebook?
Or should I compare it other Adventures for other products?

Pirates of Buccaneer Hill (POBH) is the first stand alone adventure for Witch Girls adventures. It pits the players (stars) against a Ghoul Pirate and his ghost and Zombie crew. It’s a rollicking adventures taking liberally from the “Pirates of the Caribbean”, “Ghostbusters” and “Eureka”.

It opens with a short color comic as an introduction to what is going on featuring the main Witch Girls Character’s you meet in the other WGA rulebooks. It then goes on to lay out in a “hand holding” way the adventure in several sections. And that’s what urks me about the this book. It acts as if you learned nothing from the core rul book. Still if you can ignore that or if you’re new to running games you actually enjoy this adventure and its little twist and turns.

Like the Core Rule book the adventure is more than you expect as it contains everything you need to start playing including starting characters and maps and lots of story hooks you can use to expand the game (Called B-plots here). My favorite of the supplemental information is the how to talk like a pirate section.

*What’s to like*
A great beginning adventure, good extra information and like the core rulebook great art and look.

*What’s not to like*
The book is printed like a comic book in size and paper and that makes it slightly flimsy . The Handholding gets a little tedious.

*Wrap up*
If you are a new to game mastering, buy this book.
If you want to get your friends into Witch Girls quick, buy this book
If you are playing Witch Girls Adventures buy this book, its worth it for the supplemental information alone.


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It’s pure witch-a-tude.

5/5

I’ve played rpg’s most of my life, starting with DND with my dad when I was about ten. From there I branched out into war games then eventually into White-Wolf and back to DND and then Pathfinder.

Most of my friend’s at work are normal-types and have no idea what table top rpgs are and I was surprised when a friend of mine’s daughter came to work and I spotted her reading this game “Witch Girls Adventures”. It seems her girl-scout troop was playing it once a week and she was learning the rules.

A RPG that Girl Scout’s play? I had to investigate this and I went online and brought the PDF…then I brought the actual book, then I brought supplements and I was hooked!

The first thing I noticed about the book was how good it looks. The slightly taller than manga sized paperback starts with a full color comic in the front showing a few of the character strutting their magical stuff and letting you get a feel for the world.

From there you have good layouts and art and simple rules that escort you through character creation (detailed and simple), Combat (simple and fun) and background (detailed but in a fun way. At less than 200 pages you get what amounts to a Player’s Guide, Dungeon-masters guide, Monster manual and a supplement on a magic school in one beautiful book.

*What’s to like*
Great character generation, Magic Rules that I may still for my other games, and a background that is like tick and filling icing on an already rich cake.

*What’s not to like*
Very rules light, so rules like you sometimes miss all the dice rolling and expectation of other games. Some of the art is a bit dark and the layout can be a bit busy.

*Wrap up*
If you want to play a Harry Potter Game, buy this book.
If you want to play a rule light modern fantasy buy this book.
If you have a kid (especially) you want to get into rpgs , buy this book.
If you want a good set of magic rules, buy this book.