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Back For Seconds | ||
Author: Various Authors
Category: game Company/Publisher: Daedelus Entertaiment, Inc. Cost: $15 (US) Page count: 78 pages ISBN: 1-888335-02-5 Playtest Review by Bradford C. Walker on 03/03/98. Genre tags: none |
Good adventure modules are hard to find.
Not many suppliments live up to their hype. This one does. What the ad copy on the back says is true; you will keep coming back to this book. After the Feng Shui rulebook, it's the most commonly-referred book in gameplay. The biggest reason for this are the six character templates left out of the rulebook, and the unique schticks left off of their intended templates in the rulebook. After these two reasons, there's plenty of information on the other factions of the Secret War. Each section has its mix of fiction and hard data, including NPC stats. Each faction has at least one type of mook provided and one Named NPC. Most of these NPCs possess schticks that PCs may purchase w/ GM approval. Some of these NPCs are heavy-hitters in the Secret War setting, past or present. Building plots around them makes adventure design a snap, even if the PCs never see the NPC responsible for the adventure. In a later section, there are some sample feng shui sites. Some alter the usual rules, by altering the XP bonus or by granting additional powers. These examples provide an outline for designing your own sites, either for PC use or for them blow sky high. The final section is a short story about Operation: Killdeer, a nefarious plot by the Monarchs and the Ascended that- in canon material- fell through. A synopsis provides the fallout from this event. I really wish that the writers had more to contribute, but what exists is sufficient for most GMs to extrapolate from in creating their own material. If you play or run this game, then this book is a must-have item. Everyone else can skip it.
Style: 3 (Average)
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