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Playtest Review
June 6, 1998 Edited: August 28, 2017 by: James McPherson
James McPherson has written 21 reviews, with average style of 3.81 and average substance of 3.81 The reviewer's previous review was of Strange Bedfellows.The reviewer's next review is of Mage: The Sorcerers Crusade. This review has been read 692 times. |
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If you've read the first supplement, "Savage Bedfellows," you know that the module is set Monument Valley, Arizona. Here the players are trying to stop the rogue garou Billy Stormwalker from ripping a hole in the dimensional fabric between the Savage West and the Weird West.
Not much different from "Strange Bedfellows" except for Black Spiral
Dancers, the lack of manitous and other spirits, and the unusual weakening
of the Blessed. All in all, this module is expected to be a real pain in
the caboose for the players. In all honesty, this particular module will
be much easier for Savage West characters than Deadlands characters.
I found "Savage Passage" to be superior to it's predecessory "Strange Bedfellows" on many counts. The NPC's were given far more attention and are given proper names and some background. The story's a bit more complex and involves a few more hair-raising encounters. There was even a functional map of a key complex.
There was a significant amount of attention given to the Deadlands to
Werewolf conversion rules, but this was a lot easier. The Savage West
doesn't have the massive spiritual energy that the Weird West does, so
most folks find themselves at something of a loss. Even the Mad
Scientists are at a loss to create new devices without their manitou-muse.
For the most part, all it takes is converting a few stats and scratching
out large sections of the character sheet.
Style: 4 (Classy and well done)
Substance: 3 (Average)
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