Eight areas of wild, chaos magic (well, six really). I can't even guess what kind of levels this is aimed at - uses terms that are more "new school" I think (like "necrotic damage" - I mean, I guess I know what that means...).
Organization: Standard organization. Little drabs of information, but probably enough to run it. Don't like the "ditto" on the last two rooms...
Clarity: Map took a little puzzling, though the symbols help. I hate teleporters as a rule... Sigh... Key is kind of a wall of text so nothing really stands out. Extra white space...
Usefulness: I have no use for this. That is not to say it is bad. I actually like the idea of "wild magic" or "chaos magic" that the players can encounter/interact with, but I'm not a big fan of the execution here. Feels like the author had some kind of idea, then ran out of steam (7&8 "the same"... ugh).
Subjective: Not my kind of thing.
Affiliate link to the 2009 OPD Compendium
State of Play: Celebrating Labyrinth Homebrew, Part 2
-
Back in May, I, Wolfgang Baur, posted on the Kobold Press blog about the
value of homebrew design for tabletop and asked people to share their
published ...
48 minutes ago

No comments:
Post a Comment