When I first heard this product announced, I was intrigued.
It's the exact sort of product I like - an adventure set in or
around a very detailed village or town. The more I heard about
it, the more I was interested. So I was happy to get a chance to
review a preview copy (which is apparently finished except the
printing).
The Hamlet of Thumble is the first product from Open World Press. It's a
combination adventure and sourcebook. It's 64 pages, softcover,
and priced at the now standard $14.95. The cover art is by one of
my favorite artists, Storn Cook (he used to illustrate a lot of
the Star Wars RPG books from West End Games), though it's framed
to look like the old classic TSR modules.
Thumble is a hamlet comprised totally of halflings. While the 3rd
edition of D&D made halflings into kender (in personality if
not name), these halflings are like the ones you'd find in
original D&D. Only perhaps a bit more rustic. The feeling I
get is similar to that of Mayberry from the Andy Griffith show.
(In fact, one of the halflings is named "Opee").
Actually, after first hearing about this product, getting
excited, then hearing it was a village full of Halfings, I
thought "Oh no!", as I don't like the hyperactive sort
of halfling that was introduced in 3e (ie, Kender) - they're like
small Jerry Lewises, and I'm not French. But these sort of
halflings I like...
The halflings of Thumble are extensively detailed. You get d20
stat blocks for more halflings than you probably ever imagined
possible, and those that don't have stat blocks, have names. But
beyond that, you also get info about their personality, their
interests, their physical stats, including of all things, their
eye color. (What, no blood type?). Many even have quotes, or
things they might say. The attention to detail is impressive. The
end result makes Thumble a living, breathing place. It feels
real.
Thumble is set in it's own campaign setting, "World of
Whitethorn", but is fairly setting independant (more so than
many supposedly generic villages or cities), and so can be
dropped into most settings very easily. You might lose a extra
layer of plot in the adventure, but nothing major.
As to the actual adventure itself, it's very non-linear. There
are two basic options, one for good PCs, one for evil PCs. The
one for good PCs is much more fleshed out, as they are presumably
visiting Thumble to solve their problems. But first they need to
visit various inhabitants and find out just what the trouble is.
If they're evil, well, they will mostly be the ones causing the
troubles (The scenario where the PCs are evil is also a lot less
straight-forward to run), so the GM will have to figure out how
the inhabitants of Thumble will respond (though some guidelines
are given).
As a result of the detailed info about Thumble, and the
non-linearity, and the amount of extra info, the adventure itself
is pretty short. Though the length really depends on how much
role-playing you want to do with inhabitants of the village. I
personally hate rail-roaded adventures, so I prefer short, wide
open adventures, to a long, rail-roaded one.
Actually solving Thumble's problem is something of a moral
dilemna for good PCs. The threat bothering Thumble doesn't seem
all that bad (I'm not sure if they've even killed any of the
villagers, yet), and is perhaps the classic D&D dilemna
caused by alignment (often argued about on usenet and role
playing message boards everywhere).
There are also a couple side encounters that could be very
perilous to the PCs, at least low level ones (which this module
is aimed at). And one of these also poses a moral dilemna. So the
whole thing is very thinking (but not puzzle) heavy and
roleplaying heavy, with a moderate amount of combat (though for
Evil PCs, it's like more combat heavy, though even then they'll
have to use their wits to scare away the inhabitants of Thumble,
as opposed to killing them all).
The maps are hand drawn, and are very nice looking (I was afraid
they would be computer generated, which I hate). The art is also
pretty good, though most the pictures are either of somewhat
folksy looking halflings or the critters menacing them. So if
you're looking for pinups of Lidda look-alikes, look elsewhere.
Thumble, and the adventure involving it, is really only about
half the product. There's a lot of additional rules material,
including new core classes, lots of new spells, new feats, info
in integrating dreams, a reputation system, and a
advantage/disadvantage system. And some general GMing advice.
Three new d20 core classes are introduced, the Cavalier, the
Shaman, and the Witch. I'm a big fan of new core classes, in
particular, the Witch. There are several other takes on the Witch
class, and I own many of them. I've always thought Witches should
be mysterious - by having so many different ones available, your
players never know what to expect, exactly, when they encounter
one.
One of the problems I sometimes have with new core classes, is
they are often poorly designed, or break various d20 conventions,
like having non-standard base attack bonus or save progressions,
or are completely out of balance with other core classes. I was a
bit worried when I learned Mystic Eye Games was affiliated with
this product (I like their stuff, but their core classes always
have problems), but thankfully, the classes are all well
designed, well balanced, and all use standard d20 progressions.
The Witch is very close to the sorcerer, only with a more limited
spell list, and several special powers (most shape shifting).
Seems pretty good, except their knowledge of spells is a bit
limited, about one less than a sorcerer of a similar level. This
makes them even more specialized or narrow than a sorcerer.
The Shaman is something of a nature-worshipping class, but it
deals with spirits. It's fairly similar to the Druid, but the
special abilities are related to animal spirits.
The Cavalier is really a knight, that is, someone who is an
expert at fighting heavyily armored on horseback with a lance,
but the name is presumably an homage to the old Cavalier class
from 1st Edition AD&D (and originally in Dragon). Unlike that
old class, this one is actually balanced. While it's better than
the normal core classes at fighting on horseback, it's inferior
to the fighter as a general all around combatant, most notably
because they are forbidden to use ranged weapons (against their
code of honor).
The advantage/disadvantage system is pretty simple. Basically,
each PC gets one advantage or special ability, and one weakness
to balance it. I've never been crazy about advantage/disadvantage
systems, because I've always thought weaknesses, should be
role-playing based, not game-mechanic based. The advantages, or
special abilities, are more powerful than feats. So, really,
depends on how powerful you want PCs to be. I wouldn't use it
myself, though.
The other new rules are also generally fairly simple, but fairly
well thought out.
Lastly, there are some GMing tips, most of which I readily agree
with. Also both some "Good" and "Evil"
pregenerated characters, complete with basic personality. This
could be very useful for those new to role-playing, though the
non-linear nature of the adventure could be a bit daunting to a
first time GM.
All in all, this is a great product - the amount of stuff packed
into it is amazing (I'm sure there's a lot I've missed
mentioning). While some might find Thumble a bit too quaint (if
you're angst ridden, wear a lot of black, and listen to the Cure,
this likely isn't for you), I enjoyed it a lot. But as mentioned,
products like these are just about my favorites. And this really
isn't so much just an adventure, as a sourcebook, so it has long
term value, as both a village you can drop into your game (which
should also work in non-d20 games that have short people), and as
a rules supplement. It's also occasionally very funny. I give it
an A.
It should be out in July, released starting at Gen-Con, and will
be 3.5 compatible.
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Name: The Hamlet of Thumble Publisher: Open World Press Line: d20, World of Whitethorn Author: Ed Cha Category: RPG
Cost: $14.95 Pages: 64 Year: 2003 SKU: MYG5001 ISBN: 1-932374-00-0 View [ Printable Review ] |
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Comped Capsule Review
Jeremy Reaban June 13, 2003
Style: 3 (Average)
Substance: 5 (Excellent!)
Do you like your halflings chubby and rustic instead of edgy and vagabond? Do you like extremely detailed fantasy villages? If so, this product is for you...
Jeremy Reaban has written 125 reviews (including 3 d20, World of Whitethorn reviews), with average style of 3.51 and average substance of 3.94. The reviewer's previous review was of Dragonstar Player's Companion. This review has been read 3894 times. |
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In 2 reviews, average style rating is 4.00 and average substance rating is 5.00. |
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