Role-Playing Games
RPG Reviews
Product
Orcfest
Content
• 95 page softcover with Table of Contents
• 18 page Player's Guide that not only teaches the rules of Third Edition D&D but how to use them to enjoy the game
• GMs Guide mixed throughout with the adventure
Book & Game Review
Player's Guide included with hints and information for players new to roleplaying. The mapping is easy to understand and new GMs will find navigation very clearcut. Layout and images, though black and white, are excellently done. Downside, experienced GMs may not get as much out of this module and one needs to have information for character generation.
I have to admit that I was a bit hesitant when I first looked at this book. I like heavy roleplaying in my games and I was expecting a regular hack-n-slash adventure. Happily I was mistaken.
At the beginning of the book is a Player's Guide that Fast Forward gives permission to photocopy. This guide comes with the usual rules of play, laid out much more clearly than most and then goes further. Chock full of examples and advice for the new player this guide gives comfort where other resource books would prove intimidating. It explains how to make a team that would work well together, how to divvy up treasure, how to map dungeons, how to be, and tell if you are, a good player and much more. Other books do not even begin to support the new player as well.
Following the guide is the the adventure. It is laid out in double pages, with the right side givng the adventure itself and the left side containing shaded text, which includes information for the GM as well as general advice and guidelines to help run a successful game. It takes the time to spell out for the GM the difference between "Free Will and Leading By The Nose," "Helping the PCs too Much," "How to Start up the Adventure," and many other areas where a novice GM may run into trouble.
The layout of the book is terrific. Basically, it starts very simply and lets the concepts grow from each other, very logical, clear, and concise (both in the players section and in the GMs section). The artwork, black and white, is quite good and the maps are easy to follow and even someone with less experience would have little trouble navigating.
The story has a bit of everything. There is some interaction in a town, some investigation and, of course, some combat. Just enough to intrigue someone to want to continue. And, if the GM likes the area this takes place in, they have a series of plot hooks to bring the story to the next level and gives guidance on how to continue with other scenarios.
Conclusion
To summarize, this is the perfect gift for a first time GM or a GM that still needs a little confidence. It takes the time to allow the GM to use the storyline, yet build it into their own work. I am not sure there is much for a world weary GM of many years, but this is a perfect tool to get some new and interested blood into the gaming arena.
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