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Beach Patrol
Publisher: Gallant Knight Games
by Darren C. [Verified Purchaser]
Date Added: 08/14/2023 21:30:50

This is quite fun. Simple rules make it easy to get rolling quickly. My players had their characters put together in minutes and we played a pretty complete feeling adventure in about an hour and a half, took just a little longer than watching an episode of Baywatch. Adventure generator is a great brainstorming tool for creating adventure ideas that fit the genre, I'd suggest interweaving 2 or three plotlines to have a main plot and a subplot or two going at a time. Note that this is extremely rules light, the "harbormaster" will need to exercise judgment a lot as there probably isn't a rule for whatever might come up but if you are someone who likes to improvise and not crunch through a lot of rules cases, and the idea of a game based on 90's ensemble TV if something that interests you, this will probably be enjoyable for you. But if you want rules apporximating a tactical wargame or that provides a really wide range of crunchy character options, this isn't it. Only real attribute characters have basically amounts to hit points, and then everyone has a handful of situational modifiers selected from a list after choosing an archetype. Savage Worlds or D&D 5e feel quite a bit more complicated than this; it is even simpler than d6 Star Wars which is sort of my go to game for a stripped down rules experience. If you are a big fan of Battletech or older editions of D&D or Pathfinder and dislike games like 5e for being too simplified or dumbed down, this almost certainly is not the game for you. Personally, I've very tempted to try running other TinyD6 games after playing this one a bit.



Rating:
[4 of 5 Stars!]
Beach Patrol
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Supers & Sorcery - 5e Campaign Setting
Publisher: Daylight Publications
by Darren C. [Verified Purchaser]
Date Added: 12/27/2020 23:04:25

I was very intrigued by the concept of this setting, as I think there is the potential for a great supers game built into 5e. Supers & Sorcery certainly touches on some good ideas, but overall it ends up a little too tied to the setting, Ghaistala, which to me was a little too heavy on the fantasy elements - I was never quite clear on what makes the characters super heroes versus fantasy heroes. Ghaistala came across to me as a high magic fantasy setting with some technological elements, but with so many of the creatures in the setting having strange powers and abilities and lots of magic as kind of a default state of being it makes it a little harder to see the PC's as special heroes. Not that this can't work - but it is more Thor Ragnarok than Metropolis or Gotham. And most of the book serves the purpose of supporting the setting, and I think it does that pretty effectively, and there is a lot here with 216 pages, but I hoped to see more of what is briefly touched upon in chapter 9 which describes different kinds of super hero stories you might focus on for a campaign; I may not have been attentive enough to the kickstarter campaign as I think I was expecting something a little closer to a universal 5e super powers compendium rather than what is very much a setting book. The chapter on creating your campaign had strangely about just as much space provided as for the two new player character races, one of plant people and one kobold-gnome hybrid, which appeared at the very beginning of the book, neither of which seemed to me particularly central to the setting, other than to emphasize two main themes I drew from the book - creatures from across the multiverse have been appearing on Ghaistala for some time now, and on Ghaistala every creature seems to have the ability to mate with every other creature found there. There were some other interesting character options in the subclasses, but neither the super powered origins nor the archon class did much for me. I particularly liked the fighter as superhero subclass and the warlock wielding a power ring on behalf of the "cosmic light."



Rating:
[3 of 5 Stars!]
Supers & Sorcery - 5e Campaign Setting
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Creator Reply:
Hi there Darren! So, thanks for leaving the review and your opinion, it helps us to prep for future projects. Let me hit on a couple of the points you make! Firstly, I'll address the supers vs. fantasy. When we initially set out to make S&S, at the core of it was that we were still going to keep it as a high fantasy setting, but we would add comic book flavor. We didn't want to overload the setting with tons of new mechanics and powers and abilities, and wanted to make Ghaistala and Beacon as sandboxy as possible. So, we offer the new subclass options, feats, adventures, NPCs, and the other content we have for S&S. We were never planning to unload everything comic book/super into S&S because we still wanted to keep it rules light and story heavy. Secondly, this was our first ever Kickstarter, and we had limited resources, writers, and time to be able to put this together, so we tried not overwhelm the team by asking too much. So, the gnobold and chloryfolk are samplers of what more could appear in Beacon, which we wanted to leave up to the player - this is similar with the subclass options, as we knew there was SO MUCH we could hit on with the plethora of comic book fanfare there is. We had to make sure we didn't go too overboard, and leave plenty of space for other folks to build and create. Which actually connects perfectly to my third point. One of the things we have done with S&S is open it up for other creators to join and write content under the S&S label - so if you want to add more to the universe to get more of that superhero element you want to see, reach out to us and we would love to chat about what you think! At the end of the day, S&S is meant to be a launchpoint for other players and DMs, and at its core is a sandbox setting with just enough to get your group rolling. Hopefully in the future, there will be more S&S products to help get you to that point where Beacon clicks for you! Thanks again for the review, Darren, and your thoughts.
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DDAL07-02 Over the Edge (5e)
Publisher: Wizards of the Coast
by Darren C. [Verified Purchaser]
Date Added: 08/15/2020 22:25:05

Ok, not wild about most of the mini adventures here. I've liked the Yuan Ti in the old fort one and run it with two different groups, one AL and one doing a non-AL mini campaign based on the Tortle Package. I might have used another one with one of the groups but it was less memorable if I did. All the encounters need a bit of fleshing out, perhaps less in the straight up AL lets get going with the adventure format than if you are adapting for a home campaign. However, with my AL sessions I had a consistent group week to week so we did some random encounters with hexcrawl travel and such on the way to the encounter and the one "mini" adventure then took a whole two sessions to complete. I liked using the previous adventure (DDAL07-01) as the kickoff for the Tomb of Annihilation campaign, I don't think these work as well for integrating with ToA but are more useful thematically for encounters using the setting if not the storyline of the hardcover. The undead encounter made absolutely no sense to me, and the warlock one didn't seem to gel well with the setting.



Rating:
[3 of 5 Stars!]
DDAL07-02 Over the Edge (5e)
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It's a Zoo in There! An Adventure in Waterdeep or any Urban Setting
Publisher: Dungeon Masters Guild
by Darren C. [Verified Purchaser]
Date Added: 12/04/2018 18:27:44

Great format, same style as AL Adventures and easy to read. Excellent flow but does allow multiple paths to resolution of one kind or another (and in doing so presents a challenging moral quandary for the players). Could be lethal if the players are careless. Handout and map are effective; adventure works well for any late medieval or later high magic setting, could work well for Eberron or steampunk settings as well. Played it as a player and had a lot of fun. Powers that be should make this an AL legal adventure for this season.



Rating:
[5 of 5 Stars!]
It's a Zoo in There! An Adventure in Waterdeep or any Urban Setting
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DDAL07-01 A City on the Edge (5e)
Publisher: Wizards of the Coast
by Darren C. [Verified Purchaser]
Date Added: 10/02/2017 17:41:13

This worked well for introducing Port Nyanzaru and Chult for my players with some more tangible quests for first level characters than diving straight into the hardcover. I'm going to have the introduction to their patron for investigating the Death Curse happen after they complete this series of tasks for Soggy Wren (he seems to work really well for centering the disparate missions if the players make contact with him first - he can say "hey, my friend across town is having these troubles, why don't you check in with him?" and then they can keep bringing the pieces of the relic back to him). These experiences should set them up a little better for heading into the jungle. Over the past two Sunday afternoons we were able to fit in character creation and the first four quests with some additional Port Nyanzaru encounters as I tried to graft this onto the ToA hardcover. But doing that stretched things out, plus these were more like 90 minute adventures if you use them to build up the setting, thought we'd get through the last 3 this past Sunday but only got another 2 in over 3 1/2 hours of play (extra encounters and roleplaying accounting for the extra half hour). Since we're kicking off the Death Curse quest after I figured I'd start these after about a tenday of the Curse being in effect rather than 20. The five quests are a little uneven, with the fourth quest the super fast zombies make it unlikely the heroes will save all or any of the prisoners and the brief dungeon crawl to the climactic battle with the wizard and his zombies is just plain boring and unnecessary, I sped the PC's through that part but the battle was fairly close run, one PC got dropped going after the wizard as they didn't concentrate their fire on him and the one guy chasing him down was worn down by fire bolts before making it all the way across the room. Overall felt the very strong party suggested scaling for parts 3 and 4 wasn't all that difficult for the party of 6 2nd level characters to handle, even with an expanded battle with pterafolk encounter wearing them down a bit at the start of part 3. Battle at end of part 4 was closer as one player had to leave right at the start of the fight - fortunately a couple zombies were contentedly munching on prisoners rather than fully in the fight. Used the strong party guidelines for seven level one characters in the other two parts and that was also not too challenging for my players; except for the velociraptor fight in part 2, that one was brutal - recommend being very careful with that, using 1 or 2 higher CR monsters rather than a bunch with pack tactics might make it more survivable if your PC's are level 1 (we ran it as the first quest in the module).



Rating:
[4 of 5 Stars!]
DDAL07-01 A City on the Edge (5e)
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Githyanki and Githzerai: Lore, Races and Classes (5e)
Publisher: Dungeon Masters Guild
by Darren C. [Verified Purchaser]
Date Added: 01/23/2016 16:02:58

A very good examination of both kinds of gith, and well done as playable races for the game. An interesting monastic tradition for the githzerai as well. I took a star off for the annoying number of minor grammatical and typographical errors, but other than for that this is an excellent gaming product. I would disagree as well about the two races being under powered; I have yet to unleash them in a game but I think they compare well and seem in balance with the official playable races we've seen so far.



Rating:
[4 of 5 Stars!]
Githyanki and Githzerai: Lore, Races and Classes  (5e)
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Tome of Templates
Publisher: Dungeon Masters Guild
by Darren C. [Verified Purchaser]
Date Added: 01/18/2016 20:58:06

Very much worth 99 cents. A number of monsters you can use directly and clear directions to modify any monster into something... different. Great illustrations and well formatted. I would definitely recommend purchasing this, great value.



Rating:
[5 of 5 Stars!]
Tome of Templates
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Aquatic Lycanthropes
Publisher: Dungeon Masters Guild
by Darren C. [Verified Purchaser]
Date Added: 01/17/2016 18:51:32

Nice set of aquatic shape changers. Only stats though, would be nice to have a bit of flavor or encounter suggestions as well.



Rating:
[4 of 5 Stars!]
Aquatic Lycanthropes
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Kingdoms of Legend: All Hands on Deck!
Publisher: Interaction Point Games
by Darren C. [Verified Purchaser]
Date Added: 07/28/2010 00:38:01

Recently played a couple of nautical adventures with my local gaming group, and with that in the back of my mind while reading this supplement there are a couple features that stood out to me as being particularly useful.

On the inside front and back covers there are authentic floor plans for two types of medieval sailing vessels, which is a handy feature for DM's setting the scene for shipboard actions. These are scaled for miniature combat as well.

Another useful development in this book is the use of the "crew" monster type, which simplifies ship to ship actions by consolidating multitudes of crew members into one unit for combat purposes, and there are several examples of distinct crew types that are grounded in the "Kingdoms of Legend" setting but are general enough (as is the rest of the book) to fit well into any late medieval/early renaissance campaign.

Also includes a new class type of mariner as well as three unique prestige classes. The late medieval firearms rules seem well developed as well.

As far as negatives go, the artwork did not all download (which was noted by another reviewer as well). Overall, perhaps 90% of the information in this book seems to be generally applicable to any campaign setting in the appropriate era, with just a small amount specific to this particular campaign setting. I think this makes the book more useful to the gaming community rather than less, although some users may be hoping for more fleshing out of the "Kingdoms of Legend" setting than is so far available. Also, while the rules are relatively generic so far as setting is concerned, they very much build upon those of the Pathfinder/3rd edition game system, and may not be especially useful for players using other rule sets.

Altogether, in my opinion, a well written and useful rules supplement for gamers looking to adventure on the high seas using the Pathfinder/3rd edition rules.



Rating:
[5 of 5 Stars!]
Kingdoms of Legend: All Hands on Deck!
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