| RPG
Reviews |
| Product |
| Common Ground
I |
| Content |
• 27
page softcover with Table of Contents and Appendix
•
Helps dealing with the unexpected
•
Detailed maps, good character descriptions |
| Book
& Game Review |
| The
game is easy to use with decent detail. However, waiting
for more in the series.
|
We've
all been there. We plan the adventure out to the last detail.
We have all the bases covered. And then it happens. Your
PCs turn left despite all the warning and danger signs.
And you can't really put the "dungeon in progress" signs
up and it definitely would spoil the atmosphere of most
games. |
Bard's
Productions is attempting to answer this dilemma in what
will be a series of "Common Ground" booklets.
Each of these will be designed to help the GM quickly set
up areas that they need on very short notice. The first
book in this series called "Churches, Inns and Merchants" addresses
the most immediate needs. |
Each
of these cases has a worksheet allowing you to quickly
choose options as to size and population for the appropriate
location. Within about 5 minutes you can build up a medium-sized
inn, a small wandering merchant, or a large temple; all
of which are well suited to giving your PCs what they most
need, although barely deserve, when they deviate from your
chosen path. |
| Conclusion |
A
quick, and mostly painless, way of adding some color when
your PCs wander from your chosen path. The choices given
allow you simple, but logical, inhabitants and very nicely
rendered layouts suitable for sticking to the side of any
adventure. Overall, this book will be a definite asset
to a DMs gaming library.
|
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