[e23-announce] Wicked Fantasy
e23-announce at sjgames.com
e23-announce at sjgames.com
Wed May 23 00:00:07 CDT 2007
Wicked Fantasy Factory #1: Rumble in the Wizard’s Tower ( http://e23.sjgames.com/item.html?id=GMG4701 ) makes a pretty bold claim about taking dungeon crawls to their natural BOLD RED EXTREME peak. That sort of thing piques my curiousity, so . . .
. . . yeah, it delivers.
The ad copy barely touches on this, but among other things:
* Finishing moves for characters. These are fun and straight-forward, and merge in a clean and well-balanced manner with core d20 rules. I may be adapting these for the next over-the-top GURPS campaign I run, too. They're just good.
* Mook rules. Again, relatively straight-forward and easy to use with core d20 rules. Unlike the finishing moves, these do require changes to other adventures if you want to use them everywhere -- specifically, you need to double or triple the number of lower-CR monsters in any adventure, because PCs will chew through them like weak tofu with these rules.
* A background plot I can really get into. The background story starts with one villain betraying another, and how that results in the PCs being hired . . .
Goodman Games generally puts out very good adventures for d20, but their pairing with Wicked Fantasy appears to be of the peanut-butter-and-chocolate variety. Check it out ( http://e23.sjgames.com/item.html?id=GMG4701 ) !-- Thomas Weigel
-------------------------------------Released May 22, 2007
Judges Guild: Citadel of Fire ( http://e23.sjgames.com/item.html?id=GMG4601 )
An Adventure for Character Levels 12-14We, too, share your desire to rid the world of the arrogance of the Pureblood wizards. But you are too late. The wizards have obtained the relic they long have sought. With it they will have power unimaginable to the fools who stride about in the shadow of their . . .
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