Review of Tales of Magic & Miracles

Tales of Magic & Miracles Review Summary

Playtest Review
January 29, 2000
Edited: August 28, 2017


by: Andrew Hind


Style: 4 (Classy & Well Done)
Substance: 5 (Excellent!)



Andrew Hind has written 79 reviews, with average style of 4.05 and average substance of 4.04 The reviewer's previous review was of Outbound: An Explorer's Guide.The reviewer's next review is of Masters of Roleplaying Issue #7.

This review has been read 806 times.

 

Tales of Magic & Miracles Product Summary

Name: Tales of Magic & Miracles
Publisher: Green Knight Publishing
System: Pendragon (4e)
Setting: Arthurian Britain
Author: Shannon Appel, Danny Bourne, Garry Faye, William G. Filios
Category: RPG

Cost: $13.95
Pages: 64
Year: 1999

SKU: 2721
ISBN: 1-928999-03-4


Review of Tales of Magic & Miracles


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Tales of Magic and Miracles is an adventure anthology designed for the Pendragon rpg, wherin characters play chivalrous knights in King Arthurs court. The adventures in question have been categorized, as one might expect, into those based around the arcane (curses, faeries, the Other Realm)and religion(holy artifacts, quests which tests one's faith, etc.)

Appearance: The cover is absolutely beautiful, in which a young knight about to begin a dangerous quest is being blessed by a holy father. The interior illustrations are sound, but not particularly inspired. The text is well organized, employing a simple and utilitarian layout. Of special note are the shaded sidebars containing information on topics related to the adventure (such as Relics of the Faith, the Quest for the Holy Grail, and Other Side Invasions).

Content: All that we have come to expect from a good Pendragon adventure is here; morality tests, cursed knights, excellent roleplaying opportunities, evil giants, faeries, fantasic monsters, maidens to be rescued, mortal combat, etc. Indeed, some of the adventures are simply outstanding, amongst the best written ever published anywhere for Pendragon. These include The Adventure of the Castle of Light, where a visitation by St.George himself leads the knighst to a castle occupied by a once virteous knight, now persuaded by evil. It is up to the pc's to return him to the light, during which their own morality and piety is tested. It is just a joy to play! Another is the Adventure of the Rosebriar Knight which, despite being only 13 pages, has an epic feel to it. Player knights must end a horrible ritual in Cornwall (a maiden is chosen each May Day to be the Bride of the Thorn, destined to die a slow death tied to a pole by thorn vines). In order to complete this quest, they must journey to the Other Side, kill a monstrous giant blinded by his overgrown eyebrows, and defeat the Rosebriar knight.

Playability: The adventures are all excellent, with sound storylines which are easy to comprehend. There are only a few very minor problems which an experianced gm will quickly notice and correct. Despite the title, characters do not have to be magicians or holy men to play; infact, the adventures assume the characters are knights. The adventures run smooth and seamlessly, most being completed in an evening of play.

Value: Five full length adventures, and 8 mini-adventures! Excellent value for hours of fun (literally--11 at last count, and I've only completed 2 full length and two mini-adventures). One couldn't ask for a more well-rounded and inspiring collection of adventures.

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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