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Pen & Paper Roleplaying Central => Reviews => Topic started by: misterguignol on March 05, 2012, 11:02:02 AM

Title: Weird Adventures
Post by: misterguignol on March 05, 2012, 11:02:02 AM
I picked up Weird Adventures on a whim.  I thought, "I really like that guy's blog (http://sorcerersskull.blogspot.com/), so maybe this will be cool too."

It is cool.  Cooler than I will be able to adequately express in this post.

Weird Adventures is a mostly "system agnostic" setting book, but the stats included are especially compatible with old-school fantasy RPGs.  My copy is a small form hardcover; the book itself seems sturdy and has an easy to read layout.  The art throughout the book is spectacular.  The book uses a mix of public domain images with a pulp feel and new illustrations that easily show-up most small-press publications and compete well with the larger companies.

But artwork is always secondary to content in my mind, and here Weird Adventures also delivers.  The first three sections of the book details the setting in broad strokes.  In these sections we learn about the New World (a noir fantasy take on North America), as well as a bit about the rest of the globe (which is also described in a weird pulp fantasy style).  Frankly, I always find myself reading setting materials with an eye toward what I can steal and incorporate into my own homebrew--but not this time.  Weird Adventures is the first setting in a long, long time that I've found myself wanting to explore whole-cloth; it positively drips with its own unique atmosphere and there are tons of engaging plot hooks on every page.  (My favorite bit: San Tiburon with its thinly-veiled pastiche of Emperor Norton and its "shark god of the sea devils.")

The next section delves into the characters, geography and important locales of The City of Empire, the New World's New York City analog.  The information in this section is presented gazetteer-style, and it definitely feels complete without overwhelming you with details.  Much like the previous sections, there are several details per page that sit up and scream "Pick me!  Make an adventure out of me!"  I also can't help but think that this book gives a really great model of how settings should be presented in printed products: it gives enough macro-level details to make the setting come alive in a continent-spanning campaign and enough micro-level details about the City to make it a solid, well-detailed adventure location all on its own.

Following the information on the City, we get a bestiary of critters for the New World.  Look, you need Hill-Billy Giants and Hobogoblins in your games.  It's just a fact.  I also have to smile at the Brain Invaders, since I came up with a similar concept independently.  I merely take this as further evidence that this is the work of a smart person.  Trey Causey, you've made a great game product.  I am more excited about Weird Adventures than I have been about any of the controversial or much-lauded products that have come out recently.  If a mad mash-up of 1930s noir, psychotronic b-movies, pulp action, and traditional fantasy gaming sounds smoking hot to you, you need this book.  This is the real deal; don't ask, just buy it already.
Title: Weird Adventures
Post by: kregmosier on March 07, 2012, 09:41:07 AM
you sold me on it!  right up my alley...thanks.  I had read about this a while back, but had forgotten about it until your post.
Title: Weird Adventures
Post by: misterguignol on March 07, 2012, 09:43:45 AM
Quote from: kregmosier;520215you sold me on it!  right up my alley...thanks.  I had read about this a while back, but had forgotten about it until your post.

Awesome!  Enjoy!
Title: Weird Adventures
Post by: Aos on March 07, 2012, 05:59:32 PM
I also give it a 10:

Here's my review from drive thru:
Quote from: Some JackassThis system neutral supplement is pure magic. it takes a look at the Americas, especially North America through a fantasy lens. the time period the book is mainly concerned with is something roughly analogous to the 1930's, although the game uses a different dating convention. Fantasy North America or Septentrion as it is called here is a land of danger and adventure, with hillbilly giants, dust bowl zombies, infernal gangsters, goblin hobos and much much more.
The book provides a wealth of detail on both the northern and southern continents of the new world, with a particular focus on the Union, a nation which is similar, but hardly identical to the US. The star of the book, though is Empire City. Located in the north east of the union the City (as it is most often referred to in the text) and situated over primeval ruins and subterranean complexes left behind by the ancients, is a richly detailed setting all in and of itself worthy of several years worth of gaming.
anyway, I'm not big on published setting, but I'd run this one in a heartbeat.
Buy it.
Title: Weird Adventures
Post by: J Arcane on March 07, 2012, 06:08:38 PM
I was disappointed that it was system neutral.  It's a cool idea, but I'd still have to do all the mechanical work myself.

Which is a bummer, because OD&D with a Tommy gun and a fedora is an OSR game I could get on board with.
Title: Weird Adventures
Post by: Aos on March 07, 2012, 06:49:40 PM
I don't see that if you are using oD&D that you would have to do any work at all, except adding guns, and there are several established systems for doing that, ranging from exploding dice to crit tables.

I'm going to run it sometime, and I'm just going to use B/X with my gun/crit rules. I might create some new classes too, but that's easy and not entirely necessary.
Title: Weird Adventures
Post by: misterguignol on March 07, 2012, 08:59:01 PM
Quote from: J Arcane;520391I was disappointed that it was system neutral.  It's a cool idea, but I'd still have to do all the mechanical work myself.

Which is a bummer, because OD&D with a Tommy gun and a fedora is an OSR game I could get on board with.

It's got monster stats already written up in generic D&D form.  What else do you need stats for?  I'm here to help.
Title: Weird Adventures
Post by: J Arcane on March 07, 2012, 09:00:40 PM
I did not realize it had any stats.  The limited preview material made it look more system neutral.  Are there any rules for gun handling?
Title: Weird Adventures
Post by: Aos on March 07, 2012, 10:25:17 PM
No, it doesn't have gun rules.  
I'm thinking of writing a b/x "patch"  for it though.
Title: Weird Adventures
Post by: kregmosier on March 08, 2012, 10:27:18 AM
for my OD&D, i'd just do 1d6 (like everything else), automatics do 2d6, keep the highest + exploding 6's.  ignore "armor" and must save or take double damage. something like that, anyway.

with a systems that welcomes modification, it's not a big deal...hell, this would probably be a perfect setting for Backswords & Bucklers (http://tiedtoakite.com/backswords_bucklers).  It would serve somewhat to make the bow rules understandable in their lethality if applied to firearms. (again, automatic weaponry requires some tweaking, but enh no biggie)
Title: Weird Adventures
Post by: nightwind1 on March 16, 2012, 05:22:19 PM
This sounds a lot like "Doc Sidhe", Aaron Alston's excellent fantasy/pulp crossover.
Title: Weird Adventures
Post by: everloss on March 16, 2012, 09:54:14 PM
This DOES sound cool.

I've been thinking of doing a "New World" kinda deal with my LotFP game, and already made up rules for firearms. I'm sure I could tweak it (or hell, just start a new game).

AND I have some disposable income right now.

consider it bought.
Title: Weird Adventures
Post by: everloss on March 16, 2012, 09:56:54 PM
However...


which version is recommended?  I don't do pdf's, so my question refers to hard or soft bound.
Title: Weird Adventures
Post by: Imperator on March 17, 2012, 09:11:12 AM
Looks great!
Title: Weird Adventures
Post by: misterguignol on March 19, 2012, 04:17:53 PM
Quote from: everloss;521957However...


which version is recommended?  I don't do pdf's, so my question refers to hard or soft bound.

I went with hardbound as it didn't seem much more than softbound if I remember correctly.
Title: Weird Adventures
Post by: everloss on March 19, 2012, 09:42:10 PM
Quote from: misterguignol;522423I went with hardbound as it didn't seem much more than softbound if I remember correctly.

I should have been more clear. My question was about the binding - in my experience, hardbound game books generally don't hold up that well over time if they see frequent use. However, aesthetically, I do prefer hardbound. Oh, what a conundrum!

I figure whatever I do, I'll get the print/pdf package deal; it is the best value.