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Scrollworks | ||
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Scrollworks
Playtest Review by mearls on 05/01/02
Style: 4 (Classy and well done) Substance: 4 (Meaty) A solid d20 'zine that stacks up well to material offered by traditional publishers. Product: Scrollworks Author: Christian Walker Category: Magazine Company/Publisher: Scrollworks Press Line: Cost: $3.50 Page count: 20 Year published: 2001 ISBN: SKU: Comp copy?: yes Playtest Review by mearls on 05/01/02 Genre tags: Fantasy |
This review covers Scrollworks issue 18, which I received for free as part of New Year's Eve promotion posted in the RPG.net forum.
The d20 landscape has grown increasingly crowded over the past 16 months. Been to your local game store lately? Then you've probably noticed the unending tide of modules, supplements, new RPGs, and game aides, all using the d20 system. It's easy for a new release to become lost in the rising tide, and with d20 literally redefining the hobby, it'd be a shame if something rather cool came along and no one noticed. It's with that thought I present this review of Scrollworks #18, a 20 page 'zine published by Scrollworks Press. Dedicated to the d20 system, this issue includes the following articles: On Point: A brief note from the publisher. In the Spotlight: Brief bios of each of the issue's contributors. Michael's Imagination, by Michael Hammes: This article, which I believe is part of a regular column, discussed morale in D&D3. Rather than build a morale system, Hammes creates a series of seven guidelines to judge when and if monsters and NPCs flee from combat. While the article displays some grammatical weaknesses, the thinking behind it is quite sound and reveals a careful, thorough assessment of the topic. The Wonderful World of Traps, by Patrick Lawinger: As this article is part three of a three part series, it's a little hard to judge. It provides example stat blocks for three different trap types, poison needles, arrow traps, and pits, each presented at three different Challenge Ratings. The core of the article consists of commentary on each trap's effectiveness against PCs and progression in CR. This article felt a little short, and at times Lawinger repeats the same basic ideas over again when discussing a trap. But, more importantly, the article shows a careful consideration of traps and their effects. Lawinger makes good points about traps, their use, and assessing their CR. I would've liked an article that covered a broader number of traps, but Lawinger's commentary is thoughtful and well-considered. Beginning DMs in particular would get a lot of mileage out of it. Faces in the Crowd by Christian Walker presents a sample NPC, a wizard named Duncan Faulk who would much rather be a warrior. Duncan fits my criteria for a good NPC. He has a clear, usable roleplaying hook that distinguishes him from the typical wizard. There's one problem with Duncan's statblock, he has far too much magical equipment for a level 5 character, but other than that the stats are dead on and the skill and feat selections show a good understanding of how d20 characters work. Duncan might be a little too comical for some gaming groups, but he'd be at home as a useful, memorable NPC in the typical high fantasy D&D game. Ocindra's Antique Blades by Nicholas Jobidon, presents a complete business establishment that specializes in rare and unique blades. While the stat block for Ocindra has a few problems (the melee base attack is off by one, and she's short a few skill points) the basic concept of a shop specializing in rare and unique (but NOT necessarily magical) is sound. Of special note are the example swords presented. Though they lack gp values, each has a unique background and a few interesting features. The notes on using the shop in a campaign provide solid advice on adding Ocindra's to a campaign and making it a useful stop for any adventurer. A short piece of fiction, Air Optica by Michael Mayhew. I'm a game designer, not a writer, so I'm not really qualified to comment on it. It doesn't really mesh with the fantasy/d20 content of the issue, but it is well crafted and a little spooky. The most important part of the 'zine, though this may seem an odd judgement at the moment, is the final column, a short piece titled Industry Connection that summarizes the pro design exploits of four of Scrollwork's past contributors. Why is this important? IMNSHO, as a guy who has more d20 stuff published than anyone outside of WotC, Scrollworks is THE place for beginners to get started. Christian Walker obviously knows what's he's doing. The articles all demonstrate a basic understanding not only of what makes d20 tick but what goes into making useful gaming material. All of the articles displayed the thoughtful approach that drives good game design. If you're looking for solid material for your d20 game at a price less than those AEG mini-modules, Scrollworks is for you. If you want to start your own 'zine or head down the d20 design path, pick up Scrollworks, look at what these guys are doing, and learn from it. If you're a d20 fan, there's absolutely no reason why Scrollworks shouldn't be on your shopping list. You can learn more about Scrollworks at: http://www.scrollworkspress.com - Mearls | |
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