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Capsule Review
June 2, 1999 Edited: August 28, 2017 by: Papyrus
Papyrus has written 107 reviews, with average style of 3.50 and average substance of 3.82 The reviewer's previous review was of DragonQuest.The reviewer's next review is of MEGA-MAG and KAPOW rpg (issue 7). This review has been read 1251 times. |
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At first glance inside my new purchase I was sorely disappointed. 70% of the packages weight was a pad of Lords of Creation character sheets, useless to me. After I discarded some promotional material I was left with a 30 page book, an 8 page booklet on the early history of Akron, OH and 2 (other) player aid sheets (some texts and some maps of encounter areas). I was depressed.
As I pursued the main adventure book, I found great promise. After absorbing its contents I found an adventure/sourcebook very suitable for multiple campaigns: XXVc, Gamma World, Torg, Rifts, Shadowrun, (Toon?) or any dark future/post holocaust/time travel/scifi game. The adventure's encounters are not exciting but promote role-playing and are well connected. There are puzzles to solve, confrontations to resolve and missions to complete. Within the text are general descriptions of: several mutant animal cultures, some street gangs, two high tech societies, three recovering peoples and some dangerous wild encounters. There are: mobile cities, domed cities, time agents, a supernatural phenomena, old cities, new cultures, radioactive wilderness and a Godzilla-like nasty. If any of this sounds familiar to your campaign, then this module is useful to you, but don't pay more than $4.
Style: 4 (Classy and well done)
Substance: 3 (Average)
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