So, I wrote a pseudo-review over on twitter where I just sorta screamed about how much I liked this setting while I read through it, but to try and give folks a more concise version of all that:
Diana has made an incredible, imaginative setting that could fairly easily be slotted in to any game, not just a 5e game. Her Neverland is chock full of opportunities for intrigue, high adventure, battles on the high seas or in the air, and whimsical magic. All the parts of Neverland you know and love are present, expanded beyond their source material in ways that made me, someone who didn't know the canon mythology very well, questioning what was existing and what was expanded.
There are joinable factions beyond the Lost Ones and The Pirates, and they're distinct while feeling recognizeable, despite me not knowing of them ahead of time. They feel like they belong, and give reasoning for their worldviews and who they're likely to ally with (and in which circumstances).
The rules added are flavorful, setting-appropriate, and don't fall victim to power imbalance. Monsters slot in easily, and whatever system you run this in (if any) can easily adapt the concepts to its rulesets.
There's also an explicit attempt to remove the source material's racism and other problematic aspects, including issues related to the perhaps best well known protrayal of the character. There are no indigenous stereotypes, women aren't bashed merely for existing as women, and a faction has a note about its gendered naming conventions. NPCs have their pronouns listed in their statblocks, Pan themself is genderfluid (a fact I personally love), and there are canon queer characters listed in the setting's supplied lore, complete with adorable backstories.
Also, for those of you, who, like myself, love playing fae-themed characters but don't appreciate that they're so frequently written to be helpful-but-amoral-at-best, the base setting establishes Neverland's fairies as explicitly benevolent, and a mysterious force to hopefully become allied to. Faelocks, you don't have to argue that your patron isn't secretly going to stick it to you with fae legalese, at least in Neverland.
The recent update has added an introductory adventure that I feel does an excellent job introducing many of the concepts and dynamics that Diana has established throughout the documents 30-or-so pages. Lots of campaigns could be started with the encounter, and plenty of secrets are capable of being discovered during the short scenario.
I'm sure I'm forgetting things, so please excuse this imperfect review, but at $5, this is an absolute steal. If you can spare the money, please check this out. It's clear that this is a well thought out labor of love, and Diana has done an amazing job of translating her vision of Neverland to 5e's ruleset, while allowing plenty of space for GMs to flex their creative muscles, regardless of whether or not their table is playing D&D.
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