Review Editing
Review of Furry Outlaws
The setting is an anthropomorphic England, at the turn of the 12th century. Richard the Lion (not -Hearted, he's literally a Lion) is away on his crusade in the Holy Lands and his brother John has usurped the power of the throne of England, if not the actual throne. It's up to the PCs to protect the peasants and free-beings of Nottinghamshire from the evil Sheriff, as well as (later) make sure that Richard is ransomed and restored to his throne. Or maybe they will champion the Saxon cause and fight to rid the land of the Norman invaders. There are a number of options that can be played, all in the context of anthropomorphic animals.
The first part of the book is spent on standard RPG intro, explaining "Furries" and introducing the system used in the game. All of this takes about 20 pages. Then there are the skill lists, weapons lists and so forth. Then we get to the good stuff, the background. A little less than half the book is given to the Player's and GM's backgrounds (including politics, power groups, important and example NPCs and magic). But even if you intend to toss the game system and spell lists, the rest is worth the price of this book.
In the GM section, it explains the types of campaigns that can be run in this background, and all groups/NPCs have short synopsis of how they can hook into the campaign. Connections between the NPCs given are cross-referenced, so you can see how they relate to each other. The conventions of a "Furry" universe are outlined for those who are not familiar with them as well.
I was told when I purchased it that the author is working on a companion game of _Furry Pirates_, I can't wait.
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Substance: nr

