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RMFRP Fire & Ice: The Elemental Companion
Publisher: Iron Crown Enterprises
by Frank R. [Verified Purchaser]
Date Added: 02/27/2019 08:46:11

Among my favourite RMFRP addons. Great quality, lots of stuff, all optional. Nothing here is overpowered, the more powerful magic has huge downsides and still my players liked the new classes and TPs.

Quality-wise, this book is a LOT better than most of the Rolemaster scans availabe on this site. Which is - of course - because it is not a scan. It's been directly exported from Pagemaker.

To repeat: this whole book is entirely optional. You absolutely do not need it to run your RMFRP campaign. It's a great read, though, and many players and GMs will love it.



Rating:
[5 of 5 Stars!]
RMFRP Fire & Ice: The Elemental Companion
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B2 The Keep on the Borderlands (Basic)
Publisher: Wizards of the Coast
by Frank R. [Verified Purchaser]
Date Added: 02/27/2019 08:34:54

Like this ancient module. Sandbox. Easy to to run, even without preparing much. It's not beautiful, it's not weird, not heavy metal, it does not re-invent the wheel, does not offer great prose, and is not a great work of art. It just works.



Rating:
[5 of 5 Stars!]
B2 The Keep on the Borderlands (Basic)
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The Tricks of Treachery Isle
Publisher: Game of the North
by Frank R. [Verified Purchaser]
Date Added: 02/27/2019 07:46:21

This adventure is a strange beast. Everything is mysterious - even for the Referee. And that's the biggest downside. To run this adventure, you'll have to read it not once, but at least twice. There is a chapter called "Background for the Referee" which is not helpful at all, unless you already have a fair grasp of what is happening. And even then some stuff is confusing. It tells you that some NPCs are utting on a show, but not what their actual game is. You'll have to invest quite some time to run this. The upside is that reading through it more than once does not feel like a chore. More like slowly solving a mystery. You will have to make up some things as you go. The players can for example find some letters, but the adventure does not provide even a hint of what's in them. The adventure generally only hints at what happened in the past and gives you few facts to go with.

Pros:

  • Self-contained, easy to drop into any campaign (it's a remote island)
  • Some fantastic magical items and relics.
  • Fun to read as a Referee
  • Nice 3-column layut (but confusing as hell, see below)
  • Very distinct atmosphere - it is weird, but not the LotFP Heavy Metal kind of weird. More like reamy, surreal and still menacing.
  • Nice artwork - too bad most of it sits in the appendix

Cons:

  • Needs (lots of) preparation
  • The layout is often confusing, with section breaks that you can easily miss, some captions on one column or page and their body somewhere else
  • The is no index
  • Most maps and pictures are in the appendix, but some are not. All NPC and monster stats sit there as well. The descriptions are always very far away from the corresponding appendix. Best to print out the whole latter half of the book to have everything at hand while reading through the adventure

All in all I liked The Tricks of Treachery Isle very much. Lots of things that you just have to go along with, but that's okay for me. The only thing I really disliked is the needlessly confusing layout. I will try to run this adventure soon, and I'll probably have to break it apart and re-layout it for myself in some way to make stuff more accessible while running it.



Rating:
[4 of 5 Stars!]
The Tricks of Treachery Isle
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Heroes of Rura-Tonga
Publisher: Griffon Publishing Studio
by Frank R. [Verified Purchaser]
Date Added: 11/02/2015 10:25:31

One of my favourite pulp(y) settings. I have used this with Rolemaster and Savage World rules so far. The "Any-System" works well enough for me. The setting has everything you could wish for. Beaches, Zombies, evil Nazis, island hopping, dog fights, intrigue, high adventure and memorable characters. It may be a tad low on memorable villains. And some may find it a little but too focused on the technical details of planes and ships. Heroes of Rura-Tonga is two fifths background material and three fifths adventure. Perfect combination for me.

The adventures contained are short. It's around 60 pages for 5 adventures. A single one will probably only last you for one session. If you want to spend more time on Rura-Tonga, you will have to get creative or get more adventures like "Gift of the Gods" or "The Paranoia Pit".



Rating:
[5 of 5 Stars!]
Heroes of Rura-Tonga
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Tower of the Stargazer
Publisher: Lamentations of the Flame Princess
by Frank R. [Verified Purchaser]
Date Added: 11/02/2015 10:11:22

It took us two session to play through this adventure. It is indeed well suited for a new group of players and first-level characters. We used D&D 5e. A few adjustments were needed becuase of this, but it was simple enough to do. Placing the tower in a larger campaign is no problem. It is self-contained. Does not rely on anything outside the tower and won't affect anything outside.

I think everyone enjoyed this weird little trip. Like, a LOT.

Things that may not be clear from the description:

  1. The adventure is low on combat. If the players are smart, they can actually avoid almost every single combat encounter. Which may a good thing.
  2. The adventure assumes a certain level of technology. The title should be a hint that it takes place in a world where stuff like telescopes exist. If you want to use this in a pre-renaissance setting, you may have to shift things around a bit.


Rating:
[5 of 5 Stars!]
Tower of the Stargazer
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RMFRP Races and Cultures
Publisher: Iron Crown Enterprises
by Frank R. [Verified Purchaser]
Date Added: 07/26/2014 15:24:45

A tad too "un-generic" for my tastes. Great material, but may require some work to incorporate this in a campaign that is not set in Shadow World.



Rating:
[4 of 5 Stars!]
RMFRP Races and Cultures
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