This pdf is 56 pages long, 1 page front cover, 1 page inside front cover, 3 pages of how-to-use the deck, 4 pages SRD, leaving 47 pages of content, so let's check out this deck, shall we?
This deck provides a way to present a maze to your players sans any mapping or similar efforts. essentially, the DM determines the length of the maze to be explored by setting a point value. Depending on the length of the maze, the Cr goes up or down. Next, you designate a discard and exploration pile. Each of the cards offers two challenges, of which the PCs choose one. If they succeed at the skill challenge/combat maneuver or save, the card goes on the exploration-pile. If they fail, the card goes to the discard-pile. Once the card's value in the exploration-pile exceeds the labyrinth's value, the encounter is defeated and the labyrinth considered cleared.
Conclusion:
The b/w-artworks on the respective cards are nice and the challenges are ok. This deck offers an interesting way of running a maze-encounter. While the challenges on the cards necessarily are abstract, the deck does work and the overall system is neat. However, the level of abstraction used for e.g. taking damage due to failing a challenge means a certain disconnection from regular exploration. E.g. the Skeleton-card deals 1d6 points of damage to the whole party, which doesn't scale with higher CRs or interacts with the usual mechanic of discarding cards/shuffling etc.. No specifics for failing the maze-challenge are given, which would have been nice. However, the deck is cheap and while certainly not perfect, offers a way to run a maze with absolutely no preparation time. As such, I'll settle for a final verdict of 3 stars - an ok solution that could be even better.
Endzeitgeist out.
Wertung: | | [3 von 5 Sternen!] |
|