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Dinoplex Cataclysm - So You've Been Chump-Dumped - Year of the Rat

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DINOPLEX CATACLYSM

It’s Jurassic Park, but on a space station!

This is a cool idea for an adventure, but this scenario is, unfortunately, sabotaged by lackluster execution.

For example, there’s a player handout designed as a kid’s activity game where they’re supposed to find all twelve dinosaurs in the Dinoplex! If they can find them all, they get a free sticker set! But there aren’t twelve types of dinosaurs in the adventure. Even if you include the wooly mammoths and sabretooths which, despite the adventure’s claims, are clearly not dinosaurs, there’s still only eleven creatures listed. I really want this to be something clever – are they supposed to count Tony the T-Rex, the park’s mascot, as a separate dino? is the task deliberately impossible so the park never needs to give the kiddies their sticker sets? – but I’m pretty sure it’s just a mistake.

The adventure primarily consists of six park zones, each given a brief description, a list of attractions, a list of “dinosaurs”, and a one sentence description of how everything is changed “post-disaster.” I can hazard a few guesses on how this material could be used to actually run the adventure – a sector crawl seems like a good fit? but the park map is a hexmap, so maybe per-hex random encounter checks? – but at a certain point I’m no longer really describing the published adventure.

Dinoplex Catalcysm also briefly flirts with the idea that the resort could be used as a shore leave location, possibly more than once, before the disaster strikes. Since taking shore leave is a central mechanic in Mothership, required for characters to recover and advance, this is a very clever idea that could really give the scenario some extra punch. Unfortunately, it’s not actually developed into something useable: First, it’s not integrated into the actual shore leave mechanics. Second, the pre-disaster amusement park activities are largely not interesting enough to support any meaningful spotlight during actual play.

The same problem is found in the meat of the scenario: The post-disaster details of the park are simply too shallow, in my opinion, to support meaningful play. The fundamental details of the park are also too sketchy, with, for example, tundra environments requiring specialized cold weather gear being located a couple hundred meters from humid swamps with no explanation beyond possibly a vague wave in the direction of a “weather system.” Even the “disaster” which triggers the adventure is a headscratcher. I actually missed it entirely during my first read-through of the adventure because it’s hidden away as a single sentence in a sub-bullet point.

Ultimately, this seems to be more the concept of an adventure than an actual adventure.

GRADE: D

YEAR OF THE RAT

Year of the Rat - Written by Owen O'Donnell, layout and art by Lettuce

The PCs are sent to retrieve the black box from a curiously nameless casino ship that went missing a month ago. Unbeknownst to the former owners or the insurance company looking to avoid a costly payout, the ship has become infested by a rat-like alien species.

The adventure primarily consists of a one-page map-and-key spread detailing the ship. This has some really nice details, although the ship consisting of only a single two-dimensional deck feels a little wonky.

An important note: Although at first glance this appears to be formatted as a trifold module with six panels of information, for some inexplicable it’s not actually designed to be folded into a pamphlet. So if you do, in fact, print the adventure, fold it up, and attempt to read it, you will be very confused.

This disorientation is not helped by a layout which is clearly more interested in looking “cool” – with lots of graphical artifacts, “dirt,” and the like — than being usable or even legible.

Also worth being aware that, since the PCs will be looting a casino ship, their payout from this job is quite likely to be incredibly large. (And that’s before factoring in the insurance company’s payment to the PCs being salvage rights for the entire ship… which doesn’t quite make sense to me. You might also want to interrogate the logic of “ship went missing, here are the coordinates where it’s located” before running this.)

Despite a few rough edges, though, Year of the Rat is a solid adventure that can be a lot of fun in play. The rat-like aliens are, of course, the stars, and they can be a wonderful change of pace in a long-running Mothership campaign: Creepy, varied, and interesting, but also an infestation that the PCs can actually triumph over and clear out.

GRADE: B

MITOSIS: ESCAPE FROM STAR STATION

Mitosis: Escape from Star Station - by Chris Airiau

At a cutting-edge research station, a bacterial and/or viral outbreak causes some humans to mutate into either Lethian Braniacs or Cyberviral Goons. These mutants seem to have formed gangs and divided the station between them. Oat milk inhibits the Braniacs, but causes the Goons to go berserk. Walnut oil has the opposite effect.

There’s a map that’s very difficult to read, with lots of symbols that are unexplained. There’s a random encounter table consisting of either goons, brainiacs, or goons AND brainiacs.

The key for Area 0 seems to suggest that the PCs are pirates who were captured and then locked up in the prison and then their pirate captain promised escape, but the escape never happened, and also the captain (who they might meet later) doesn’t seem to know who they are.

To be honest, there’s like five different things going on in Mitosis: Escape From Star Station, and none of them are properly explained. This includes the nature, reason, and timeline of the outbreak itself, with just a vague reference to the “Mitosis-bacteria breach” and the “Mitosis-bolstered cybervirus.” (But also “Mitosis” is a board game that was being played in the cafeteria?) The color version of the module is also essentially unintelligible, although thankfully a black-and-white version is included.

What little coherency I can piece out from the text seems more like a parody of Mothership than anything else. There is a zany, schlock horror that seems promising if the idea of playing through a movie that Mystery Science 3000 would mock is appealing to you.

But, particularly at $6, I really can’t recommend this one.

GRADE: F

SO YOU’VE BEEN CHUMP-DUMPED

So You've Been Chump-Dumped

This is an odd adventure because the title and pitch — while being quite evocative! — really have nothing to do with the actual adventure.

The pitch is:

A cheap Jump-1 ticket? You thought you got lucky.

Now, stuck in the airlock with the other marks, you couldn’t feel lower. Then the warning lights flash. You hear a loud clunk, and your stomach sinks. In a blink, you’re all gulped into the nothing beyond with a brief whoosh.

Stars spin as you tumble through space, screaming promises of violence upon the friend who said they knew the perfect guy, who turned you into a doomed chump. The sounds just rattle around inside your helmet. Your only hope is this vaccsuit you were lucky enough to save for, or inherit, or steal and paranoid enough to don before leaving solid ground.

I was really intrigued by this! A unique survival scenario with vibes similar to Alfonso Cuarón’s Gravity? In addition to the proposed jump-travel scam, you could imagine whipping out this adventure in any number of situations: Things go wrong for the PCs when pirates board their ship! A catastrophic hull breach! The only way to kill the alien horror is by blowing the airlock!

How will the PCs survive?!

Unfortunately, it turns out that this isn’t the adventure So You’ve Been Chump-Dumped delivers. Instead, the answer to, “How will the PCs survive?” is, “They immediately bump into a covert science vessel where an alien experiment has recently escaped confinement.”

How convenient.

It turns out, though, that this other adventure is really quite good. The adventure key describing the ship is colorful and engaging. The alien organism is creative and dynamic, driven by procedural generators that will create a unique playing experience for every group.

Other than the bait-and-switch, my only real quibble is the adventure map, which supposedly depicts the deckplans of the science vessel:

Node map of the spaceship

I’m obviously not opposed to a good pointmap, but this one is abstract to the point where it becomes impossible to actually describe the ship to my players. There are also some rather key questions raised by this map — like what, exactly, is the nature of these hallways? and what’s going on with this random vent system? — that I think you’ll want to straighten out before running this one.

I’ll definitely be drawing up a version of that map for myself soon, though, because So You’ve Been Chump-Dumped is definitely going into my open table rotation.

GRADE: B-

Go to Part 3

Mothership adventures lying in a spread on a table.

I’m a big believer in open and community licenses that allow third-party creators to publish and sell adventures and supplements for RPGs. Aesthetically, roleplaying games are not just artistic works in their own right; each RPG is a unique medium for creating new works. It’s good for society itself for these mediums not to be encumbered and stifled.

And from a practical standpoint, third-party content is of huge value to the original IP creator. Fears of competition have long since been shown to be irrelevant, as the primacy of the official, first-party content remains supreme among players and GMs. On the other hand, an RPG — much like a computer operating system — gains an immense commercial benefit from having a large and robust library of compatible support material: Each third-party supplement is an opportunity to capture the imagination of a gamer and propel them to the gaming table, which in turn exposes even more players to the game, driving both sales and gaming in a virtuous cycle.

The problem, unfortunately, is that most third-party licenses in the RPG industry have failed. Third-party supplements will generally only sell a small fraction of what first-party supplements will sell; and most first-party supplements only sell to a small fraction of the people who bought the rulebook and/or are playing the game. For third-party publishers to find success, therefore, the RPG they’re supporting needs to already have a very large audience — an audience so large that a fraction of a fraction of that audience is large enough to make a third-party supplement profitable.

And the reality is that the vast majority of RPGs — even those you likely think of as being big success stories — simply don’t have a large enough player base.

As a result, most third-party licenses simply fail. Most of the “success” stories revolve around games with enthusiastic hobbyist designers creating stuff for the love of the game. And good for them! But the games which have managed to create truly professional and thriving third-party markets can almost certainly be counted on the fingers of one hand.

What Mothership, the sci-fi horror roleplaying game from Tuesday Knight Games, has accomplished, therefore, is truly remarkable. First released in 2018, the game quickly invited third-party support not only via a third party license, but by generously and copiously helping to put the spotlight on these supplements. The result is that literally hundreds of third-party supplements have been created, and with the release of the Mothership boxed set this year, the market is, if anything, getting even stronger.

I think another important factor in Mothership’s third-party success is the game’s embrace of the trifold adventure format. I’ve already written a review of the really great first-party trifold adventures, each just two pages long and designed to be folded up into a trifold pamphlet. These are great for a GM because they’re designed to be picked up, read through in just ten to fifteen minutes, and then immediately run. But they’re also great for third-party creators, because they can (a) be quickly produced with a low investment of time and money and (b) given impulse-buy prices that make it easy for GMs to take a risk.

The result is that dozens and dozens of these third-party trifold adventures have been published, and they are an absolute treasure trove for GMs. I’ve launched a Mothership open table, in large part because the library of easy-to-run adventure content makes it easy to always have something ready for the next group of players.

The sheer number of projects made possible by the trifold format has also helped to create an audience looking for those third-party Mothership projects. The existence of this audience, in turn, encourages creators to pursue even more projects and more daring projects. And the audience is willing to take bigger risks on creators shooting for the moon when those creators have already built a rep through their more accessible projects.

This is a virtuous cycle which has already resulted in the creation of several large and impressive Mothership supplements. I’ll likely be taking a closer look at those in the near future. For today, though, I want to start by putting my own spotlight on some of the great third-party Mothership adventures I’ve been exploring. (And also, for better or worse, some of the less-great ones, too.)

SPOILERS AHEAD!

CIRCLE OF FLAME

Circle of Flames

Joel Hines’ Circle the Flame is one of those adventures that’s almost effortless to drop into your campaign: The Tinea Weather Station, a circular space station, is in orbit around the water world of Mani. Unfortunately, that orbit is now decaying and its corporate overlords have announced a bounty for any troubleshooters willing to board the station and retrieve the valuable scientific data and IP before everything burns up.

Including the semi-uplifted chimpanzee named Boopsie.

(Who the PCs will quickly discover has gone into a bloodythirsty rage, killing anyone she encounters and generally wrecking the joint.)

The adventure consists of a simple map-and-key of the station, along with a simple countdown mechanic, at the end of which the station plunges into the atmosphere of Mani and burns up.

Tick, tick. Time to roll out!

Whether following the corporate bounty or opportunistically responding to Tinea Station’s SOS, it’s easy to hook PCs into this.

The only thing really holding Circle of Flame back are the curious lacunae in the text. For example, the adventure often refers to Boopsie “retreating to the ducts,” but these are neither included on the mapped nor detailed on the text.

The most significant of these gaps, though, are:

  • What happened to Boopsie? At one point we’re told that someone was hired “as a backup operate in case the unthinkable happened to Boopsie.” Is that just a euphemism for death? Or something else? And if something else, is that what caused Boopsie to go bloodthirsty?
  • What happened to the station? At first I assumed that Boopsie going nuts was the cause of everything else going wrong, but at the very end of the adventure we’re told that, “Operation logs reveal orbital distance was modified below safety constraints by remote command originating from an encrypted transmission planetside.” But… from who? And why?

My view is that the author of a published adventure should consider themselves a co-conspirator with the GM. That means clearly and concisely explaining what the plan is. It’s strangely common for published adventures to instead try to pull a fast one on the GM.

In this case, I’m not sure if Hines is trying to pull a fast one, or if he just ran out of space. I was initially so convinced that the mysterious transmission from Mani was a teaser for Hines’ Tide World of Mani supplement that I went out and grabbed a copy, but there doesn’t seem to be any follow-up there.

Despite these lacunae being rather frustrating, it’s not terribly difficult to fill them in. (The mystery ducts are probably the most troublesome in terms of actual play.) And you’ll certainly want to fill them in, since Circle the Flame is a tight, well-paced one-shot.

GRADE: B-

CLAWS OUT

Claws Out

Some lacunae are a bit harder to puzzle out.

In Charles Macdonald’s Claws Out, the PCs are onboard the Agamamenon transport ship heading to the Banquo Mining Facility, which is about to be reopened. Most of the passengers are mining personnel getting shipped in. (It’s unclear why the PCs are here, but there are any number of possibilities, including heading somewhere else and Banquo just being one stop along the way.)

The adventure does a nice job of providing tight, effective write-ups for everyone onboard, setting you up for a social-driven mystery scenario rife with paranoia and murder.

Unfortunately, there are three major problems that largely cripple this adventure.

First, there’s something funny going on at Banquo. Apparently alien artifacts have been discovered at the site and the “miners” are actually all undercover scientists sent to investigate them. (There’s also a corporate agent “sent to prevent miners from discovering the true nature of the facility,” but there are no actual miners onboard the Agamemnon and the agent is immediately killed, so that dramatic thread doesn’t really go anywhere.)

The big problem is that everyone onboard has a secret Banquo-related agenda and secret information about what’s happening at Banquo… but “alien artifacts have been discovered” is literally the only thing the GM is told about it.

So as nice as the character write-ups are, they’re mostly a secret homework assignment.

Second, the core plot of the scenario is that there’s an alien shapeshift onboard which starts killing people. (It’s completely unrelated to the alien artifacts on Banquo.)

The most egregious oversight here is that they forgot to provide a stat block for the creature. It’s kinda tricky to run a bug hunt scenario without that.

But the monster is also just kind of vague in general: It’s a brain parasite that lives in your brain, but then also a shapeshifter. It’s “inexplicably afraid of cats” and this is a significant plot point; but its primary modus operandi is turning into a cat (thus the title).

Finally, the lack of blueprints really breaks the adventure. The whole core of the scenario revolves around how the monster is moving around and gaining access to various spaces on the ship. The players are, frankly, going to demand a ship layout, and the GM will be faced with reconstructing one that’s consistent with the adventure’s plot.

In short, Claws Out is an adventure laden with booby traps waiting to sabotage the GM.

I’m not quite willing to write the whole thing off, because there are some cool ideas and characters here. (I particularly like K-RA, the android who has so thoroughly entwined herself with the ship’s computers that they’ve become inseparable.) But the salvage job is so extensive that I really wouldn’t recommend grabbing this one.

GRADE: D-

MOONBASE BLUES

Moonbase Blues

Moonbase Blues by Ian Yusem and Dal Shugars isn’t actually a trifold adventure: It’s a bifold one. (Single sheet, print on both sides, fold down the middle.) Hopefully y’all won’t run me out of town on a rail for taking the liberty of reviewing it here.

Everything was fine on the ironically named Azure Base until a strange, blue comet was pulled into the small moon’s orbit. Each time the moonbase is bathed in the comet’s light, the colonists exposed to it are driven into a frenzied madness.

Yusem and Shugars use this setup to craft a pretty solid sandbox adventure: A simple map of the base keyed with the mysterious wreckage left in the wake of the comet, juiced up with the cyclical time pressure of the comet’s orbit and supported by a healthy array of GM tools including well-aimed random tables (meteor-mad characteristics, hazards, stuff found on corpses) and stock NPC survivors who can be slotted into any scene.

The only real stumble here, in my opinion, is that the scenario hook is sort of incoherence. Over a quarter of the adventure is dedicated to a “you all wake up and the Computer tells you to do the following tasks” setup which includes stuff like “unclog the toilets” and “go outside and look up at the comet,” but this seems to have no connection to the rest of the scenario as presented and no explanation is given for how the PCs got there or why their task list includes looking up at the comet. The rest of the text seems to also assume completely different framing devices in various places.

If these were more coherently presented as a list of options, there’d be utility here. But instead it all just creates a weird patina of confusion.

The truly unfortunate thing here is that the space wasted on a largely unusable setup could have been used for even more of the really cool adventure tools that make Moonbase Blues so fun and useful!

GRADE: B

Go to Part 2

Forge: Out of Chaos - The Vemora (Basement Games)

Review Originally Published January 15th, 2001

The Vemora is a short module for Forge: Out of Chaos supposedly designed not only for beginning adventurers, but beginning players – containing “explanations and guidelines through the text for the first-time Referee to follow.” I have yet to figure out what these “explanations and guidelines” are supposed to be, because the entire module looks exactly like an old-style D&D module.

The “plot” goes something like this: The PCs arrive in a small town. They are told that the town guard has been blinded by an attacking group of monsters. In order to heal the guards, the town needs to find the Vemora – a great healing artifact which was lost many years ago when the underground Thornburg Keep was devastated by a plague. The PCs go into the keep/dungeon, beat up on some monsters, find the Vemora behind a secret door, and go away happy with a bunch of treasure and a rather nice reward.

This is a village, mind you, which is described in four sections: The Blacksmith, The Supply Store, The Temple of Shalmar, and The Drunken Dragon (bar).

In short, the cliches run thick on the ground, the pre-written dialogue would make your players’ ears bleed if you ever dared to utter its stilted clauses, and the artwork will make your eyes bleed (having dipped from the rulebook’s mediocre quality into the truly pathetic).

Writers: Mark Kibbe
Publisher: Basement Games Unlimited, LLC
Price: $7.95
Page Count: 26
ISBN: 1-892294-01-X
Product Code: BGU1002

Forge: Out of Chaos - Tales That Dead Men Tell (Basement Games)

Tales That Dead Men Tell is, at face value, a far more substantial value than The Vemora: Background information is given on the Kingdom of Hamsburg and the Province of Lyvanna, along with some regional political history – and the adventure does a fairly sophisticated job of hooking the local events which make up the adventure into the larger political affairs of the world.

The plot, in brief: A decade ago the Kamon family was charged with high crimes against the Province of Lyvanna. When the soldiers came to arrest them, however, something went wrong – the household guard became agitated, and the evening ended in disaster: Kamon was executed, his wife arrested, his children missing or dead. Kamon Manor was left abandoned.

But then, years later, the bells of the Manor begin to ring again. Graves are found opened. And the guardsmen sent to investigate never return.

Enter the PCs.

Unfortunately, what is set up as a really top-notch horror adventure degenerates rapidly into a standard dungeon crawl: The PCs move into the manor/dungeon and commit a mop-up operation on a group of necromancers who have moved in to search for some sort of hidden treasure on the property.

Some products have a really good setup, but then don’t quite manage to get the dots connected just right. Tales That Dead Men Tell has a really good set up… but manages to miss the target by the length of a battlefield.

Writers: Mark Kibbe
Publisher: Basement Games Unlimited, LLC
Price: $9.95
Page Count: 44
ISBN: 1-892294-02-8
Product Code: BGU1003

Past me was definitely unimpressed with these adventures, which I received as review copies alongside the core rulebook for Forge: Out of Chaos. If you’d like to see a more positive review of The Vemora, you can find one here (including notes on converting the adventure to other systems and some light remixing).

Forge: Out of Chaos (Basement Games)

Review Originally Published January 3rd, 2001

What I think I like best about Forge: Out of Chaos is the fact that it manages – while avoiding the common pitfall of market ignorance in assuming that D&D is the only game which has ever existed – to unabashedly bask in the glory of “Old School” gaming. Dungeon crawls, monster bashing, ornate pantheons of gods – all the fun stuff that used to fill you with awe and pulled you into gaming in the first place.

And maybe its just nostalgia overcoming me at the grand ol’ age of twenty, but I love this stuff.

So when I opened this game up and found, immediately within its cover, a twelve-page retrospective on the gods and creation of the world of Juravia, my inner child did a little dance, scampered around for a bit, and then kicked up its heels for a really fun ride.

It’s just too bad that the next two hundred pages failed at every single level.

It’s just too bad that the designers, for reasons beyond the comprehension of man, decided to randomly generate attributes by rolling 2d6 + .1d10. (Yes, you read that right: You generate decimals.)

It’s just too bad that this skill-based system utterly fails to describe the rules for resolving any sort of non-combat action. (Yes, you read that right: If it doesn’t involve swinging a weapon or casting a spell, there aren’t any rules for it in Forge: Out of Chaos.)

It’s just too bad that, after those twelve pages of creation myth, not a single scrap of information about the world of Juravia is contained in this book.

It’s just too bad that the art in this book is not only consistently mediocre, but regularly ripped off from other sources. (I don’t care – adding wings to the giant serpent does not disguise the fact that you ripped off Michael Whelan‘s cover for Conan the Usurper.)

It’s just too bad that Basement Games, like so many other would-be game publishers, not only felt a need to reinvent the wheel – but make it in the shape of a square.

Forge: Out of Chaos tries to move beyond D&D and embrace the larger tool-set of game design tools available today, but somewhere along the way it all went horribly, horribly wrong.

Writers: Mike Kibbe, Paul Kibbe, Mark Kibbe, Jim Childs, Scott Hawkey, Blair Hughes, and Loraine Sivoy
Publisher: Basement Games Unlimited, LLC
Price: $19.95
Page Count: 202
ISBN: 1-892294-00-1
Product Code: BGU1001

As described in my review of Enchanted Worlds, during 2000 I was trying to diversify the markets for my RPG reviews. This included seeking paying gigs from outlets like Games Unplugged and Pyramid Magazine, but also from websites like the long-defunct and, as far as I can tell, almost completely forgotten Gaming Outpost. At the time, though, the Gaming Outpost actually a pretty big deal in the online RPG community, and publishers would send them review copies.

I was kind of a sucker for weird, obscure, and unusual games, so I think Graveyard Greg, who ran the site, would send me the stuff that nobody else was willing to take.

I was looking for diamonds in the rough. Unfortunately, I didn’t find one here.

Cover of The Fantastic Adventure, published by Troll Lord Games. A giant, a satyr, and a minotaur discuss where to go for their next adventure.

A generic fantasy adventure with some interesting twists on the familiar tropes of the genre. This one deserves a closer look than you might first suspect.

Review Originally Published December 29th, 2000

You’ve seen these RPG books before: Questionable cover art. Amateurish lay-out. “Compatible with any fantasy roleplaying system” (*cough* D&D *cough*).

So you think you know what’s inside: A generic adventure that could have been popped out of a cookie cutter, in a flat fantasy world rip-off populated with paper-thin logic.

PLOT

Warning: This review will contain spoilers for The Fantastic Adventure. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

So obviously you know exactly what to expect:

Evil villagers send the PCs on a quest for a nonexistent item.

Hold it…

The Fantastic Adventure takes the familiar traits of a fantasy adventure and then gives them just enough of a twist to provide an entertaining gaming experience which keeps your players just a little off-balance.

Basically the adventure goes like this: The people of Westfork have been burned by one too many adventuring parties of questionable morality in the past (just imagine that the Knights of the Dinner Table have come through town one too many times), and have hatched their own plan for revenge. Upon arriving in town the PCs are feted as heroes, but then framed as criminals and forced to seek the Anomaly Stone in order to clear their names.

However, the Anomaly Stone does not actually exist: It is the result of the nightmares of a faerie which have been imprisoned in the nearby ruins of the Auctumnix Monastery. When the PCs go there, they’ll discover the truth… and the faerie.

One last twist: While on their way to the Monastery the PCs will run across a group of horrible “monsters” (a giant, a satyr, a minotaur, and a witch orb). These guys aren’t villains, though: They’re another adventuring group, come to save the faerie (who is the childhood friend of the satyr).

STRENGTHS

In addition to the general cleverness of the central concepts driving The Fantastic Adventure, the entire adventure is set in the Red Marches. In this small slice of their Winter Dark campaign setting (which is available as a separate product), Troll Lord Games has created a really nice, generic fantasy area. The primary economy here is driven by the forest’s rilthwood trees, which are tall, white, and, in the fall, covered with bright red leaves (hence the name Red Marches). Its a simple concept, but one which results in an area which is subtly alien,  successfully capturing the essence of the fantastic without having to blow the players away with fireball-like intensity.

This is nicely done – showing a subtle creativity and attention to detail which many larger companies lack — and makes me look forward to reading the complete campaign setting.

WEAKNESSES

The Fantastic Adventure has a good idea – take the tropes of fantasy and turn them on their head – but like an injured quarterback it never runs with it. I would have liked to see the villagers deliberately send the PCs on a dangerous and misguided fool’s errand (perhaps complete with the catch that, if the PCs succeed, they will have mistakenly done a great wrong). I would have liked to see the encounter with the monstrous adventuring group (a nice twist in and of itself, mind you) designed so that there was a greater chance of the PCs mistakenly attacking their counterparts. And so forth. There is a hesitancy about embracing the really cool idea on which The Fantastic Adventure is based which, unfortunately, flaws what had the potential to be a really outstanding module.

The other problems here are entirely aesthetic: The cover artwork and lay-out on the product is poorly done – lending the entire product an extremely amateurish feel.

CONCLUSION

The Fantastic Adventure is a little shaky, but the foundation is fairly solid – with a couple of easy tweaks you could easily transform this one into a real winner. A couple of other nice touches definitely make this one worth the measly $5 the Troll Lords are asking for it.

Note: Troll Lord Games is planning to release The Fantastic Adventure, along with the modules Mortality of the Green and Vakhund — which I hope to be reviewing shortly – on a CD-ROM, complete with D20 conversions. You can check out their website.

Style: 2
Substance: 3

Grade: B-

Title: The Fantastic Adventure
Authors: Mac Golden
Company: Troll Lord Games
Line: Sword & Sorcery
Price: $5.00
ISBN: 0-9702397-3-4
Production Code: TLG1301
Pages: 24

I’ll be honest, until this review cued up in my reprint queue, I had completely forgotten The Fantastic Adventure. It was a weird opportunity to read a review I had written while having no actual memory of the book I was describing.

What I do remember, and what this review reminded me of, is how much I truly adored Troll Lord’s campaign setting. Even now it’s hard to describe what I found so enchanting about it. There was something richly textured and deeply mythological. There was beautiful imagery woven into a tapestry that tempted you to step through into its fantastic realms.

Several years later I ended up working on a couple of books for Troll Lord Games. I wish I had been paid for them.

The Fantastic Adventure has been updated and re-released several times: Under the D20 System trademark for D&D 3rd Edition, then for Troll Lord’s Castles & Crusades game, and then again for D&D 5th Edition.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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