I bought this adventure to use it with our Aces High campaign (Chaosium Monograph) I am running with Basic RolePlaying. Was not familiar with the Pangenre RPG beforehand but after I got the adventure I saw that it was basically a d20 system similar to D&D3,5/Pathfinder.
I have read through the adventure but haven't had the chance to run it yet but it is planned to be used. It is very tied to different locations in the adventure and each location is seen as a mini-adventure. I like how simple and clear each location are organised together and the story seemed to fit very nicely together with our current weird west campaign.
Seeing as the system is d20 converting it to other systems shouldn't be to much work, as long as you have some sort of Old West sourcebook at hand you mostly just have to replace items and such with the ones written for the system you use.
The adventure is highly recommended for anyone who wants to run a supernatural horror mystery in the old west regardless of what system they use.
The only minus I can think of is that the adventure can feel a bit railroaded where you explore one location before moving on to the next one. But each location is very detailed and packed with atmosphere and they don't have to explored in a certain order. Each location is like different problem you have to solve to get a piece of the overall puzzle you need to piece together to solve the mystery. It is something I don't think people will dwell on.
Erik, thank you for your review of our first adventure module!
One thing I wanted to mention is that although Pangenre is built ON Open Game content, it really is a different character and combat resolution system. No classes. No levels. No hit points. It's all ability and skill-based. But the core mechanics of play (2d10 + modifiers vs. difficulty class), including the flow of combat (initiative-based 6 second combat rounds), do retain the basics of d20/OGL.
The module's primary author felt that it would be best presented in a set order of encounters, which is why it can seem "railroad-y," but that is a fair criticism. It is the reason we included the "Continuity" chapter to help GMs when the players strayed too far from the "script."
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I really like this little adventure and have ran it very successfully using Basic RolePlaying system. I have also made a conversion to Rolemaster that remains to be tested.
Either way this adventure is based on 0one Games Black & White map White Wyvern Inn. The adventure itself actually consist of several stories that is weaved together in a very interesting and entertaining way. There is loads of roleplaying opportunities, interesting events and ending with a big fight. There should be something for everyone in this adventure.
The only very minor flaw I can think of is that the NPCs have their ACs listed without they combat gear, which is good for when you encounter them outside a combat situation. But having their full AC with armor and other modifications for the combat situations would have been nice so you wouldn't have to calculate it during the game or make notes of it before hand.
But all in all it is a very fun little adventure taking place in and around White Wyvern Inn.
You don't need that product for this adventure but if you plan on using battle maps for the combats it is recommended.
You can also get the Spirit of the White Wyvern: Game Pack where you get both the map and the adventure together with some other goodies like counters and a paper bag to hold them.
If it where not for minor flaw with the ACs this would have been another full score from 0one Games.
Ever since I have discovered 0one Games I have been using their products regularly in my own adventures. This product is interesting because each map can be fitted together the way the GM wants to create a huge Sewer complex or he can just use the map he need for his current adventure and save the others for other times.
Basically it's a very nice and simple sewer map that can be adaptable for any use of a sewer location.
I don't know where to start. I got this product to get a basic bestiary with fantasy creatures I could use in a BRP fantasy game. First I found that this book is basically a reprint of the Runequest bestiary. None of the content are adapted for the new BRP book all creatures for example have their Moves listed as per the optional Strike Rank system for example.
The thing that bugs me the most are that a lot of the creatures are already available in the BRP book except for some classic icons like the Broo. And a lot of the creatures already listed have different stats forcing you to make the choice of which to use.
If the book had been reworked and updated to fall in line with the new BRP system the rating would have been a lot higher. A lot of the information is not much use and could be lifted out of the book completely without hurting the material. Instead it's still there taking up unnecessary space.
The book is not completely useless but you have to do some work for each creature you are gonna use and depending on what optional rules you are using. But if you are tight on money the money is better spend elsewhere.