I like Brancalonia a lot, but I think it is more useful as a collection Optional Rules than as an actual campaign setting. The Rulebook is split up into three major sections which I will go over and then I'll also speak brieflly on the presentation.
New Rules
This section presents some new races and a new subclass for every class (sort-of, more on this later) all with the intention of creating a certain play-style. It is a gritty, low-powered fantasy, but it isn't dark. It's bright and cheerful and a little bit comical. I think Robin-Hood is a great idea of the tone here even though it isn't mentioned as is the Princess Bride (which is mentioned.) I love all the rules. You have a hideout called a Den which gives you bonuses when you rest there, which gives the players a sense of ownership and something to spend their money on. It utilizes the optional rules in the DMG for longer rests. All players have a notoriety, which can cause problems on adventures with bounty hunters and other outlaws. I love it. It also makes use of the "Epic Six" house-rule that's been on the internet for awhile. In short, characters don't gain any levels after 6th level. However, there are rules for continued advancement after Level 6 where you can gain feats and other abilities. The new races are. . . fine. I feel like some are a little boring because of the Low Fantasy feel. The subclasses are the problem, while I love them they don't go beyond Level 6 making them entirely useless in a normal D&D campaign. Given that all the rules are presented as optional, this really stinks.
Campaign Setting
The most lackluster part, this section goes over the "Bounty Kingdom." A quirky medieval pastiche of the Italian Peninsula. While I enjoy the flavor and description of the world, I don't find it very useful as a dungeon master. Each region gets a two page spread which briefly outlines the thematic quality of each area and one major city or town and that's about it. There is very little description given for those towns and there are no numbers such as population demographics. There's also only one town in each section, without any smaller towns, ruins or other points of interest. It means to run adventures in this setting you will probably need to do a lot of world-building yourself, which is not why I buy a campaign setting.
New Adventures
Another good section, the game presents about 6 adventures, 2 for first level and one for every level after that. One of the first level adventures is described as being kid-friendly, which is ncie, but not a big sell. The adventures are decent and have a medieval folk-tale feel which is fun. Most of them are just loose frameworks, a list of scenes with monster statblocks listed. As such they require a lot of improv, being more like fleshed out hooks or outlines than underdeveloped adventures. Useful but it might be a challenge for new GMs
Presentation
Gorgeous, it is a beautiful book and the artwork inside really sells the feel of the setting. Text is a little small but they added lines to make it easier to read. I spotted a few typos and even a line or two that wasn't translated from Italian but that doesn't affect it much and I'm sure it will be edited.
Verdict
I like the book a lot, but as I mentioned I think the most useful part are the optional rules. I think using them would create a very fun game-experience. The adventures are barebones but I'll probably use some or most of them to run a Brancalonia campaign. The setting itself, the Bounty Kingdom, is neat but not detailed enough. I'm very excited to run a Brancalonia game, but I think I'll use Kobold Press' Midgard, which has a similar Italian-themed region with much more detail.
|