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Into the Wild $12.95
Average Rating:4.6 / 5
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Into the Wild
Publisher: Third Kingdom Games
by Ty S. [Verified Purchaser]
Date Added: 05/22/2022 12:30:23

I had really, really high hopes for this product. And it does have a lot of interesting ideas and concepts. Where the books falls down is on the presentation of the information. First, it doesn't feel like a cohesive system with one topic connecting and flowing into the others. I'd be really surprised if anyone was really running their games with these mechanics as written. Used for inspiration? Perhaps, but the reader is left with a lot of work to figure out how to get it to work in practice.

Also, the initial release, and the version of my immutable printed version, is rife with errors. Missing and incorrect page references are the biggest culprit. There are incorrect examples, tables with missing references, and so on. The publisher has released an errata sheet (seems to be fan made) and an updated PDF. So that is a start, but errors are in that version too. The add-ins like the fortress maps and player sheets feel like they are thrown in and without much thought, the sheets especially.

Last gripe area . . . much of the art and the player sheets are low-res and have that pixelated look that is so annoying in print.

Topic-wise this has a lot of what I wanted and I hoped it would present a hex crawl system that would be my go to. I just didn't know that I would have to do so much of the work sorting it out.



Rating:
[2 of 5 Stars!]
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Into the Wild
Publisher: Third Kingdom Games
by colin t. [Verified Purchaser]
Date Added: 05/22/2021 20:32:56

A tremendous work. If you like old-school play, this volume covers a whole other arena of gameplay when your sessions grow past the first set of "dungeon" complexes in walking distance of their starting town.

What I love as a DM is that it's very comprehensive, exceedingly detailed, and because I am a seat-of-pants game master, it's easy to strip down that complexity and just finally get how hex-crawling is supposed to work. How can you get the players to expore and uncover a world that doesn't exist yet, but will still make sense as you generate it in play.

Not only that, it has all the rules for interacting with what they find in a MACRO way. Establish your own settlements. Expand ones you find. Expand the borders of exsiting domains. Go to full on war.

This is all stuff I've seen before in a ton of different seperate and way less well organized works. This compiles all of that high-level gameplay in one volume, makes it super simple to use the way OSE is known for. I don't even play OSE specifically, but this is suitable to any D&D esque fantasy adventure game up to like, 2nd edition-ish, IMO. I use it with Black Hack no problem.

This thing operates like a missing Dungeon Master Guide for "well the players are bored with dragons in the dungeons, and want to take over the world. Can't say enough good stuff about this material. Super usable. Super useful. Great material to help your gameplay and game mastering uncover an actual living, breathing interconnected world.

Note: 100% get the "filling in the blanks" companion to this too. So much value. I realized that I got this book as part of a bundle, and my above review may also include praise for that book too, as they work together and I read them all at once.



Rating:
[5 of 5 Stars!]
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