Low Life: Rise of the Lowly, a unique and hilarious post-apocalyptic setting for Savage Worlds is getting kickstarted for a new edition, with more stuff, more full color art and just general more? Why yes, yes indeed!
Monday, 10 June 2013
Sunday, 2 June 2013
Within the Radiant Dome review
Within the
Radiant Dome, written by Gavin Norman, is the second module in Geoffrey McKinney’s
Psychedelic Fantasies line, which focuses exclusively on original adventures
filled to the brim with new monsters, spells and items. The modules are home
printed and devoid of any artwork, keeping the cost down, though a map of the
Radiant Dome is featured on the inside of the detachable cover.
Fairness
compels me to state that a) Gavin is my friend and GM of several years and b) I’ve
recently written a module of mine own for the Psychedelic Fantasies line, so
obviously I’m not going to be trash-talking either! So why write this review?
Two reasons. Firstly I genuinely believe Within the Radiant Dome is an original
and most importantly fun module that you should pick up, you’re missing out
every minute that you don’t! Secondly I can write this review from the unique
position of having played through the adventure twice with the author, which
has given me a good feel for how the module can be/is intended to be played. How
much enjoyment you get from any role-playing session is of course dependent on
the people you play with and the quality of the GM; but reading through the
module afterwards it’s clear to see Within the Radiant Dome is just a very
well-thought-out product! Now on to the review proper shall we? A warning for my more erudite readers: this is a module designed for use with any basic (clone) D&D ruleset, and not, as the title would suggest, a Percy Bysshe Shelley pen & paper game!
Any
adventurer worth their salt has heard of the Radiant Dome, a fabled place
filled with riches that on certain occasions materializes in the earthly realm
for a brief period of time. Some enterprising adventurers return as very
wealthy men and women, some never return at all... tying it all together are
rumours of a wizard that had a hand in the construction of the Dome.
The Dome
features three distinct levels, each with their own feel and unique encounters.
Some of these can be rewarding, others quite dangerous, but they’re all exciting
and once you get your head around the oftentimes weird logic of the place,
clever players who enjoy puzzles and a different approach to dungeons than
simply loot/smash/kill should have a field day. There are quite a few social
encounters, something which is always a nice change of pace in a dungeon crawl,
which put the player characters’ alignments to the test. I think it’s possible to run the module more ‘straight’,
but playing and reading it I very much got a funhouse dungeon vibe. Your
enjoyment of the module may vary depending on how much you desire ‘realism’ in
your D&D game. As anyone reading this blog may have noticed, I’m a fan of
wacky fast-paced adventures and all things gonzo, so for me it is an excellent
fit.
Once the
party makes it way down to the lower levels of the Dome, they start running
into a variety of the more dangerous inhabitants of the Dome. I felt the combat
encounters work well and are quite memorable thanks to the monster design.
Players will do battle with a necrotic flesh golem, happen upon clockwork
automata, flush a fetid fecal fiend back to the nether realms and run into a
nasty beastie which the locals worship as a god. The adventurer who braves
these perils will find him or herself rewarded with a number of interesting
magical items which you could easily incorporate in other science fantasy games.
A minor
gripe for me was that there are one or two instances where the adventure as
written does not allow a save to prevent something from happening, something
which I would change if I’d run the module, but on the scale of “screwing
players over” it still registers quite low, and as it is easily changed to your
personal preference it doesn’t matter much. Also as written there are occasions
where the adventure might go off the rails if the players were to decide to
take certain actions (i.e. boarding a space ship prepped for departure). Such
eventualities should be prepared for beforehand, but otherwise the adventure is
ready to be played out of the box, so to speak.
In
conclusion, if you’re still reading this and haven’t already rushed over to
Psychedelic Fantasies to get your copy of Within the Radiant Dome this instant,
then I advise you to take the rest of the day off to do some soul-searching and find
out why you hate fun so much, you poor creature.
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