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For the Love of Justice | ||
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For the Love of Justice
Capsule Review by Lisa Padol on 13/08/02
Style: 4 (Classy and well done) Substance: 3 (Average) Intended for the experienced GM, For the Love of Justice has two swashbuckling scenarios with historical settings which can be used with any system. Product: For the Love of Justice Author: Designed by Marc Miller and Jim Dietz, from a story concept by Ross Carrell Category: RPG Company/Publisher: Jolly Roger Games Line: Swashbuckler! Cost: $12 Page count: 32 pages, saddle stapled Year published: 1999 ISBN: SKU: Comp copy?: yes Capsule Review by Lisa Padol on 13/08/02 Genre tags: Historical |
For the Love of Justice
for Swashbuckler! Designed by Marc Miller and Jim Dietz, from a story concept by Ross Carrell Jolly Roger Games 4402 Country Lake Drive Charleston, IL 61920 32 pages, saddle stapled $12.00 Grade: C Reviewed by Lisa Padol Note: I paid less than cover price in return for agreeing to review For the Love of Justice. At the moment, especially given that the price of RPGs in general seems to have shot up yet again, $12 for 32 pages from a small independent company is about average. The print size is big, but I find that to be a relief to my eyes. This slim book has two adventures for Swashbuckler! Note that this is not the AEG d20 Swashbuckler, but the Jolly Roger Swashbuckler!, which came out earlier and is perhaps less well known, but by no means less worthy. Where these adventures shine is their utter utility. There are no system-specific statistics, and the scenarios are flexible enough to drop into 7th Sea's Theah, as well as any other swashbuckling game. It wouldn't take much to adapt them to other settings, including sf. The first scenario, "Blood Debt", involves machinations for a family fortune complicated by misadventure and miscellaneous malice. Note that the blurb on the back is misleading: Unless I'm misreading, there is no hint of La Cosa Nostra in the adventure. This is for the best; the actual adventure is more original. The second adventure, "Honorbound", involves political machinations and daring rescues. Think Prisoner of Zenda in terms of mood, although the plot is more complex. The PCs' actions may determine the fate of nations. The set ups for both scenarios are good. "Honorbound" is especially good about providing sidebars to explain the political situation in detail. The adventures do presume PCs will get involved, but this is reasonable for a swashbuckling game. What heroic PC would pass up the opportunity to avenge a foul murder or to rescue fair ladies caught in a runaway carriage? However, GMs receive little guidance beyond the initial set up. When I emailed an earlier draft of this review to Jolly Roger Games, Jim Dietz wrote that the scenarios are specifically intended for experienced GMs, something he agrees should have been made explicit in the text. Beginning GMs may have difficulty keeping things flowing smoothly. For example, once the ladies in the "Honorbound" are rescued, the GM is informed that they will deflect their rescuers' questions with a skillful interrogation of their own, leaving before the PCs can ask anything. The NPCs should come across as keen observers, sharp evaluators, and efficient interviewers. GMs are given no guidance about how to pull this off. It's harder than it may sound, and one runs the risk of having the NPCs seem obnoxious, high-handed, and ungrateful. On a broader level, the two scenarios come across as detailed adventure seeds. All of the important parties and their are described, and the rest is left to the individual GM. This is a welcome change from scenarios with plots that railroad the PCs, and experienced GMs should have no trouble fleshing the adventure out. They will have to read everything twice, but I find that this is SOP for me, however detailed the scenario is. Less experienced GMs may be at a loss here. Sure, in "Honorbound", they know if the two kidnapped nobles are not rescued, war may break out, but there is no hint of how this will come about or when. They are advised that one faction intends to rescue one of the nobles and will treat the PCs as enemies if the PCs try to do the same. But GMs are not told what the rival rescuers are likely to figure out when. There is not even a blanket suggestion that GMs should have them show up when the PCs are making progress, when the action stalls, or even when most (inconvenient for the PCs. And no, it is not safe to assume GMs know this. I can recommend For the Love of Justice with a clear conscience to experienced GMs. It's a good source of ideas even if the scenarios aren't used as written, and the premises are solid and free of pre-ordained resolutions. Inexperienced GMs may be at a loss, however, as they are expected to flesh out everything.
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