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Post by jlv61560 on Mar 29, 2014 11:49:00 GMT -5
I love just the concept behind the Island of Lost Spells, and was extremely pleasantly surprised with how magic was used in the adventure in "other than combat" situations. I was also excited by the pains taken by the DCG crew to make sure you could actually use the adventure as a GM moderated one, not just a solitaire dungeon bash. The combats were well thought out, and seemed to be tough enough to be challenging without being overwhelming. I also liked the options available in the village, and felt that some real effort was made to make it a place in itself without being merely the anteroom to the Carz m'Thorn's Death Test Dungeon, the way all too many of the original microquests did with their surroundings. Finally, the rewards seemed commensurate with the risk run, without being out of line. All in all, it was well balanced and intriguingly premised and organized. I could easily see taking the island and village as a campaign area and converting it into a multi-player series that could last weeks. Very well done, Dark City!
This was one of the first adventures I ordered from DCG late last year, and it and Crown of Kings sold me on both the system and Dark City Games' adventures hand down. I'm still in the process of acquiring the rest of the ones available and am eagerly awaiting the new ones in playtest now!
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