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Critical Locations contains gorgeous color maps of modern day locations ranging from the exotic (arctic research station, yacht) to the mundane (roadside motel, fast-food joint). The back cover boasts of 40 maps but I counted 29 locations in the table of contents. How accurate they are I can’t say since I haven’t been allowed to rummage around in the non-public areas of my city hall, library, or cineplex. Some of them (cemetery, bowling alley) seemed smallish compared to the real locations I’ve visited. But they’re detailed and evocative. While browsing I had flashbacks of Charlie’s Angels and Hardy Boys and Nancy Drew Mysteries television episodes, which is the response the book should provoke in any imaginative Game Master or player.
Most maps are keyed one-page, one-level affairs, although the convention center and public high school each get a two-page spread. In addition to a general description, each location has a rundown on likely occupants and their numbers – and sometimes a non-player character write-up or two. Even if you’re running a Traveller, GURPS Atomic Horror or Dark Champions campaign instead, the NPC descriptions are detailed enough to adapt to whatever system you are using. Structural features and their durability are written up in d20 Modern terms, in case the GM has to determine how many machine-gun rounds will blast open that main entryway or disable the alarm system. Location-specific details follow. (How messy is that grocery store storage area? Where does the Gothic church keep its holy water?) Some, but not all, locations have two or more adventure seeds as well. The high school write-up includes advice on how to run a school-based campaign. Overall, I am delighted with Critical Locations. Its many maps can be used and reused in countless modern adventures, even if the game isn’t d20 Modern.
On that note, however, I am less than captivated by the adventure seeds, which seem overly obsessed with the occult. Every convenience store or apartment complex can’t be cursed or inhabited by cultists/demons/aliens, can it? Part of this may be d20 Modern’s leaning toward conspiracy and urban fantasy adventures (“Beholder attacks local TV station; film at 11”). But more adventure options than a) criminal organization moves in, b) dungeon-standard monster moves in would have been nice. Watch some action movies, people!
Another concern is the book’s $20 list price. Granted it contains full color on almost every one of its 64 pages. But the relatively slim volume is as expensive as many whole RPG systems. I’d have been happy with black-and-white maps and a lower price point. Or better yet, black-and-white maps that photocopy and enlarge well so I can lay them on my gaming table. I admit it; I’m cheap, and spoiled by free or inexpensive Internet PDF downloads. But I suppose that d20 Modern Critical Locations’ sheer utility (and the money saved by running my conspiracy game with GORE or vs. Monsters) would tip the balance in its favor.

