Friday, September 11, 2009

Dungeon Brew Reviews: War of Worldcraft



This is going to be a change of pace for me that I hope becomes a regular part of the Dungeon Brew experience. I mentioned awhile back that I wanted to diversify the content here and this is one of the steps towards that goal.

I recently took a look at Black Wyrm Games new adventure "War of Worldcraft" as part of a blog carnival being organized by Ed Healy of too many podcasts to mention (most notably Atomic Array) and I'm going to share my discovery with you.

The Good vs Evil Axis

War of Worldcraft is an exiting adventure that gives even the most harried of GMs a fully-fleshed and highly entertaining adventure with no necessary prep time. Everything the gamemaster needs is right there, from in depth descriptions of villains to tables on the defenses of every object your players could dream of interacting with.

The Good: The adventure is a highly entertaining read, written with a level of tongue-in-cheek wit that really helps sets this product apart. The game can be played with only a quick read through, meaning that even the busiest of GMs can easily run the module without having to drop hours into customizing it for his group. Oh, and speaking of customizing the author Michael Satran has done a great job of providing advice and extra content for the game master who does want to expand on the base adventure. The product is very modular, and even if you never play the adventure the various villains in the book and the information given on the MMORPG Megaworld can help to inspire adventures of their own.

The Evil: One of the biggest issues I had with this product as I ran through it was the font they used because I could barely tell apart the bolded words from the unbolded. As you may have guessed this is a very minor detail, but it was something that bugged me as I was reading through the pdf. Another thing that I think would have helped this product out was some sort of table of contents, while the pdf has quite the in-depth bookmark system I'm certain that the lack of some sort of table of contents can make finding your spot after flipping pages or taking a break difficult.

Bang for Your Buck
The hard copy of this book clocks in at 9.95 and the pdf sells for $6 even at rpgnow.com. So, what do you get for your money? The adventure can easily span two nights of play as written, and Michael Satran includes various plot seeds, alternative battles, and other extras that can stretch the module to fill about five nights of hardcore gaming.

Beyond the extra material included for the module, there is real detail given as to how to use the material in the book that an enterprising GM can use to fill up an entire campaign of play. The owner of this wonderful 43 book gets two super-powered villains, various robotic adversaries, a mysterious and evil organization that has the power to create super-villains, several fully-realized locations that can be visited again and again, and of course the adventure that ties it all together.

The Final Verdict
This is easily one of the best modules I've seen all year. And even if you never intend to run the game the vast amount of material packed into those 43 pages can easily be shaped and molded into whatever you want making this one of the most useful adventures of 2009. The book was well-written, and if you use the pdf and its bookmarks well organized (although the physical copy can't quite live up to the electronic version in that department).

I definitely recommend picking this book up if you intend to run Heroes Sixth Edition, and although it loses a lot of its utility with a different system this adventure can easily be modified to work with any superhero game system.

Want to learn more about War of Worldcraft? Read on...

Drop by BlackWyrm today!

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