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| 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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