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ranked #116,462 most helpful
out of 571,544,897 reviews
★★★★★
Side adventures add depth to the campaign world
The negative reviews focusing on "woke culture" were a big help in leading me to buy this book. As a DM who is running a campaign with two 12 year old girls playing, it's about time we see some content that appeals to a broader audience. As it turns out, "woke culture" boils down to some NPC's with ambiguous genders so you can decide for yourself how many men and women appear on your world. Considering that I was already changing a lot of men to women in the other published material in an effort to get some balance, this is a welcome change for me.
There is a large variety between these adventures and I doubt any campaign would want to use them all. But, it seems like just about any campaign would find several of them to be very interesting side adventures. The adventures aren't mysteries in the sense that Sherlock Holmes is going to call everyone into the room and reveal the bad guy at the end. Almost all of them involve stopping evil plots, usually through combat. The mystery part is that most of the adventures start with a strange happening and no clear cause. The players have to do a little bit of investigative work to figure out who or where the bad guys are. Many of them involve travel to interesting settings and the NPC's are pretty well detailed so that a mediocre DM like myself can give them memorable personalities. This book helps provide some depth and variety to my campaign world.
April 2021 · Books · verified purchase