By DroidAvoid
Self Published
Worlds Without Number 1st-3rd levels
Premise: A character inherits a compass that points to a location near a valley which has been covered by toxic smog for generations.
What do we get here?
Over 12 pages we get the opening section of an adventure, a short hexcrawl with 12 points of interest. Really this is just the set up and the actual adventure locations exist in later parts.
Usability/formatting
If you want to wade through huge paragraphs of padding then this is the adventure for you, if you want something you can run easily then look elsewhere. This is about 4 pages of content stretched to 12.
Over written and unnecessary details are everywhere. Actual useful gaming content is hard to find. I also wonder why the need to stretch things over 4 documents rather than just put it all in one, especially as all parts are free anyway.
Some of the NPCs show promise, like everything else they could be written in a much more concise manner. We do not need a whole paragraph to know that someone is a gambler and a cheat, you can do that with two key words which is more than enough to get the DM off on their merry way.
It is a shame because the author clearly worked hard on some nice maps but the adventure itself needs a complete rewrite, preferably with a lot of red pen usage.
Portability
As long as you have a place you can stick a valley in your world then you can drop this adventure in easily. The names in the adventure are all old Anglo-Saxon so you may need to switch that up to fit your world, otherwise there is nothing really specific to a given setting here.
Recommendation
Despite this whole adventure being completely free I have no interest in checking out the other three parts. You could run this adventure as is, there are just better options out there.
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