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Full story here. Amazingly, this from Canada, which always struck me as being the most sensible nation in North America (unless you want to copy a CD, of course). I guess being so close to the USA is finally rubbing off.
So both Dungeon 155 and Dragon 364 “magazines” are out now as collated PDFs, and I gotta say they’re both very, very good indeed. If this is a foretaste of what’s to come with published articles and adventures then I’ll be a very happy bunny indeed.
In fact, I’ve a terrific idea. If they took these PDFs and had them published as real print magazines available for purchase from newsagents around the world, it would make a brilliant showcase for this hobby, attracting players from all walks of life. Imagine being able to offer D&D to people who aren’t tech-heads. People who’s life doesn’t revolve around ‘net access. Even kids as young as 12 could get into the hobby without needed a credit card or any kind of online subscription. Put in some adverts from third parties to keep the costs per magazine reasonable, and it’s bound to be a winner. Wonder why they never thought of that before.
Oh, wait………………
“Hello, my name is greywulf and I’m addicted to 3D. Do you want to be addicted too?”

Aiko 3 wearing the Mech Girl outfit and carrying a really big gun.
Imagine being able to draw, brilliantly. Then imagine being able to take that drawing and adjust the lighting, alter the pose of the figures, change the camera angle and alter any other element on the page, dynamically. Even if (like me) you can’t draw a stick figure without going wrong. Welcome to the world of 3D Rendering.
There’s no shortage of 3D applications on the market, ranging from the free-and-fun all the way to OMFG HOW MUCH??!! levels, with the output quality slowly and subtly improving as you go up the price list. At the botom end, you’re firmly into fun hobby territory, though it’s not too hard to create renders with even the cheapest apps that are photo-real.
To get started, I recommend DAZ Studio. It’s 100% legally free and isn’t crippled in any way. The very latest version is available from this page. The version I’m using here is the Beta of DAZ Studio 2.2.2.17. Don’t be put off by the Beta tag - it’s by far the most stable release I’ve seen since 1.8, and is more likely to support your graphics cards than earlier releases. Here’s the direct download link with content. It’s a shade under 100Mb download, and comes ready to use complete with a models, props, backgrounds and more. In addition, grab the (still free!) 3D Bridge Starter Pack. That’s another 130Mb download of Yet More Content. I’ll go into more detail shortly, but suffice to say that every single render in this post uses only content from those two downloads! That’s a LOT of content you’ll use again and again.

Everyone needs an elephant in their life. Victoria 4 + friend.
Any Render is made up of just four elements - models, textures, position and light. Toss them into a 3D application, layout however you desire and hit Render (or press CTRL-R). Sit back and wait, and wait, and wait…… Render times can vary from a minute or two to overnight, and beyond. all of the renders shown here took only a few minutes to set up, and about the same time to render in DAZ Studio - and it probably shows
It’s easy to spend several hours just getting a render to look just right, then another couple rendering and re-rendering as you adjust the lights. It’s like having your own private photostudio with unlimited props, light setups and models with infinite patience. Perfect!

Millennium Dragon isn't happy with the Stinger Aircar (scaled down to just 12%). Lasers added in Photoshop.
Of course, half of the fun of Rendering comes from using your content in unexpected ways. In the image above I re-imagined the aircar as sci-fi fighter craft and scaled them way down to make the Dragon look even larger. One short hop into Photoshop to create the laser blasts, and it’s done.
Talking of dragons………

Dave? You in there Dave?
One of the main limitations of 3D Rendering, especially if it’s figure-based rendering (as opposed to landscape-based rendering using the likes of Bryce or Vue) is that there’s a lot of content available for female models, and much less for males. That’s fine if you want to render half-naked big-breasted wimmin all day, but that really does get boring, fast. No, really. It does.
Here’s the thing though - find your own style, be it photo-real, fantasy, superhero, sci-fi, horror, manga or whatever, and you’ll start to see content, props and models that can be adapted to your needs. I find that renders with a touch of humour are most appealing, but strive to make every image different from the last. Heck, even a naked fairy pic is fun once in a while if you balance it with something deeply emotional too….

Victoria 4 and Millennium Doggie out running.
Part of the fun of the content I’ve suggested you start with is that it covers a lot of genres. We’ve an elephant, a dog and a dragon mixed in with our baseline Victoria 4.2 model and Aiko 3, the archetypal manga babe. Also included is a flying car and the little fella below, meaning it’s possible to experiment with pretty much every style from cartoon to photo-real, from fantasy to sci-fi to realistic, all in a couple of free downloads. From there, extending your collection is just a matter of hunting around sites such as DAZ 3D for content, lights and poses that suit your style. Prices range from free to around a several hundred dollars for discounted bundles, but there’s always plenty available, whatever your budget.




Emotiguy. And what a guy!
I was turned to 3D Rendering to complement my photography; I wanted to be able to experiment with portrait poses and light setups without the hassle (and cost!) of using a model, lugging lights around and the rest. Now, Rendering has firmly become one of my obsessions (my hobby is collecting hobbies, btw). It acts as a springboard to my RPG’ing too - I love being able to say to players “You see THIS!” and hand over an image. Fiddling with Poser or DAZ Studio has inspired as many characters as a character sheet has inspired renders too, so the hobby overlap works both ways. Each character that passes by me gets a render, so the players know who they’re dealing with, all the time.

Victoria 4.
After a while, you’ll ache for more figures. Grab the free DAZStudio 3D Models Pack 1 (70Mb) which contains the base models for Hiro 3 (a male version of the manga Aiko figure), Michael 3 (the current standard male figure), Victoria 3 (the precursor to V4.2, and still very popular and well supported) as well as a slightly enhanced version of Aiko 3.

Meet Team DAZ. Aiko 3, Hiro 3, Victoria 3, Michael 3 and Victoria 4.2, all out of the box with content from the links in this post.
These figures will form the basis of 90% of your character-based rendering, so treasure them well.
What are you waiting for? Get renderin’!!

DAZ Studio, no postwork.
Insufficient caffeine means I can’t come up with a better title for this.
Any suggestions?

DAZ Studio, no postwork
I’m liking DAZ Studio more and more. If you want to get into the wonderful world of 3D, there really is no better way - not only is it 100% legally free (as opposed to, y’know, the other kind of free we don’t mention in polite conversation), but it’s also every bit as good as Poser when it comes to portrait-style rendering, has lower system requirements, is faster and has a terrific render engine. Oh, and it can use 99.5% of all content designed for Poser too, which is nice.
But anyhow, that’s all a (long and incomplete) blogpost for another time. For now, just remember these words of wisdom: when ringing bells, always remember to wear clothes.
4ereviews' review of 4e Combat says:
So if 1st Edition was ! (an exclamation), 2nd Edition was @ (where it’s at), 3e was # (number crunching) and 4e is $ (all about makin’ money for Wizards), will Fifth Edition be percentile based?
Hey, I’m only askin’! 
I’ve written this and re-written the following five times so far, and each time my opinion of the new D&D 4e Players’ Handbook has got steadily worse.
But first, the good stuff.
4e is great. I love the whole idea of Powers. I like the new Classes, and am even starting to give the Dragonborn some love. Combat is cooler too. While combat encounters will take the same amount of time as one from Third Edition, the characters take more turns, quicker - so it feels faster. That’s a Very Good Thing! Yups, there’s a lot to like about 4th Edition. Give it a few years to supplant my 3e supplement collection, and it’ll be terrific.
But.
The Players’ Handbook is a train wreck.
I mean that both metaphorically and…. uhhh….. more metaphorically. It’s a train wreck because it’s a mess, but also just like a train wreck all of the important trainy parts are there, just strewn all over the place in a very untrainlike fashion. There’s bits of engine where you expect the driver’s compartment to be, the wheels are 300 yards away from their natural location (assuming trains were natural, and they’re not) and the driver is… well, let’s not talk about the driver. It’s better that way.
Ok, enough of the metaphor. I’m sure you get the idea.
Hmmmm. I ought to put in a disclaimer about now, and a little explanation. I’ve RPG’d for roughly as long as RPG’ing has existed as a hobby. I’ve played a metric shedload of different games that all promise to be the next big thing - some of which were, most of which weren’t. I’m no more tied to 3rd Edition than I was to Rolemaster, HERO, GURPS, Bunnies & Burrows or pretty much anything else that’s crossed my path along the way. I certainly don’t think that change is always a good thing, but it’s frequently necessary. When it comes, evolution is almost always better than revision by a completely different design team. Compare Classic Traveller with Traveller:The New Era if you want proof.
In short, I’m not some 3e grognard fanboi who doesn’t like 4e just because. Heck, I do like it. But I don’t like the PHB. Here’s why.
Top level, the PHB ticks all the boxes - there’s a rather spiffy introduction, chapters of Character Generation, Races, Classes, Feats, Skills, Combat and more. It’s great to see magic items in the PHB too, emphasising further the the PHB is the go-to rulebook whether you’re generating characters at 1st level or 25th.
What is there is so poorly referenced, badly structured and just downright lacking that it’s beyond a joke. When you’re seeing commenters on other reviews suggesting using sticky tabs to mark pages like that’s a good thing (no, you’re fixing what’s broken!) or that it gets easier to find things with practise. Well, duh. That’s true whatever the system, no matter how good or bad it is.
One of the important parts of any rulebook is that it has to be easy to find stuff. This game needs a Glossary, bad. It needs a bigger, better index. The one-page index is already a joke among my players. In comparison, the 3.5e PHB has a damned good 3 page index and 11 page glossary. That’s 14 whole pages of frickin’ useful in-game essential goodness missing from the 4e PHB. My impressions are that the PHB designers spent so long congratulating themselves for making such an awesome game, they forgot to actually write the damned thing. Ah well.
Also, the Powers are completely and utterly all over the place, and - get this - they're not listed in the Index!!!!. FFS people, what’s so wrong with putting all of the Powers in a chapter together in alphabetical order then using page references and lists when needed. That’s how Skills and Feats works, after all! The number of times my players have played Hunt The Power in the PHB already is beyond a joke. If you can’t even get this right, give us a fucking index. It’s not too much to ask.
The Character Class chapter is a joke. It’s over 120 pages long, of which 80% is a listing of Powers sorted (if you could call it that) by class and level. That’s ok-ish when you’re generating a Fighter, but less than friendly when you’re mid-game and want to double check a Range. What would have been so wrong with having a Character Class chapter containing, y’know, Character Classes and putting another Chapter listing all the Powers? Jeez.
When it comes to actually creating characters, Chapter Two is just as messy as it tries to serve double duty explaining how to play the game and the steps involved generating a character at the same time. Not good, not good at all. Separate and inform first, then provide the means. It’s no good showing Powers with damage calculations when they’re not explained until much later in the book. Why the heck this book was allowed out in it’s current structure, gawd only knows.
Then there’s Powers.
Powers are the single most significant change to the game. They grant abilities to every class which are usable at-will, per encounter or daily. Every class gets 2 at-will, 1 encounter and 1 daily Power at first level (the Wizard inconguously gets 2 dailies but has to select which one to use each day), but there’s so fucking few of them to choose from it’s laughable. Look, if you’re going to offer a whole new meta-game system, jump in with both feet.
Here’s a quick head-to-head.
1st level Cleric in 3e can pick from a total of 37 0- and 1st level spells, using just the Core Rules alone, plus their Domain spell. A 4e Cleric chooses 2 at-wills from - get this - 4 Powers then has 4 each of encounter and daily Powers to pick 1 each. That’s 12 in total of which they get 4 (5 if Human). It’s the same story for all of the other Classes - there’s just nowhere near enough Powers in the book. As a Core Rule book if should have easily double the number of Powers, right there and ready to use.
Here’s the thing. Restructure the book and remove duplicated Powers and you’ll have room for more. Take out the page-and-a-half double spread artwork at the beginning of each chapter and you get back 15 whole feckin’ pages. With an average of 10 Powers per page, that’s one hundred and fifty new Powers in the same pagecount we’ve got now, just by taking out the spurious padding artwork.
Then there’s Rituals. And frankly, I don’t know why they bothered.
Rituals are kinda like Powers except they take longer to use, might have a longer duration and cost cold hard cash to use. Oh, and they’re tucked right at the back of the book (y’know, where the damned glossary should go!!) like the embarassing afterthought they are. Here’s a thought. Instead of tacking another mechanic into the mix, why not just make ‘em Powers that are usable per week, per month or whatever. This means they could go into that Powers chapter that’s missing, meaning more room for more Powers as there’s no need for a crappy explanation for a crappy subsystem.
I reckon with restructuring, loss of spurious artwork, duplicates and the rules for Rituals there’d be room for at least another 250 Powers - that’s 30 more per Class. Perfect.
Sure, I know that the limited number of Powers is designed to get us to buy more books from Wizards tofill in the gaps, but here’s the thing. I'm not stupid. The 3e PHB contained hundreds of spells, yet I still bought the Spell Compendium when that came out because it’s a great product. I’m not gonna buy more Wizards’ stuff just to patch up existing holes in the game that have been put there intentionally. This isn’t Shareware where you’re offered a crippled version of the product to tempt you to buy the full product. I bought the book, so don’t short-change me dammit!
If PHB II is going to contain Powers from sources other than Arcane, Divine and Martial, filling up the holes left by the loss of the Barbarian, Bard and Monk in the PHB then it’s going to be a while before we get access to the number of Powers that should have been in the PHB in the first place. Sheesh.
As an aside - I don’t mind the loss of those three classes much, really. What’s annoying is that there aren’t enough Powers to be able to simulate them effectively with the existing Classes as a stop-gap. Give me Powers right in the PHB geared toward Unarmed combat, Raging and some Divine music-based Powers and I’d be a happier man.
Going down to the nitty-gritty of the rules themselves we’ve not played enough to take it apart sufficiently to comment much, but a few things stand out.
If you’ve played as long as I have, Page 38 couldn’t have shouted out more if it was circled in red and triggered a siren when opened. That’s the page for the Eldarin Race and contains the dreaded Fey Step Power. I know I’ve ranted about this before, but I’ll briefly explain why it’s so broken and why it has to be nerfed to being a Daily Power, immediately.
In short, Fey Step is a 25’ teleport ability usable once per encounter. They sounds all fine and cool on paper, but it’s a Very Bad Thing Indeed. Per Encounter Powers can be used at most once every 5 minutes. That’s 288 times per day. See the problem yet? Even if you enforce 8 hours of sleep, every Eldarin character could teleport up to 192 times per day. Do the math. In comparison, a 3rd Edition Wizard could cast Dimension Door (it’s nearest (but longer ranged) equivalent) once per day - when he reaches 7th level.
192 (or 288) times per day at 1st level, compared to once at 7th level. Oh, please.
That Fey Step means you can’t put your Eldarin in jail. You can’t have them stuck at the bottom of a pit trap. You can’t have a corridor blocked by a 20’ chasm. You can’t….. awe heck, I’m sure you get the idea. If you end up needing to meta-game around a given Power, that Power is broken. Changed to being a Daily Power it’s acceptable as this puts the choice back onto the player - do they use their Fey Step now, or save it for later? That’s tactical, and less open to abuse.
The equipment list is very limited too, lacking several of the core essentials for any dungeon adventure. Where’s the 10’ poles (personally, I prefer quarterstaves anyhow) and flasks of oil? And why the heck is a Rapier not on the list of Proficiencies for Rogue when they’re entire Power style is based upon swashbuckling? Heck, they can use Piercing Strike and Riposte Strike, but only have melee proficiencies with dagger and shortsword. What gives?
Finally, many of the 3e combat Feats have translated to 4e Powers meaning they’re locked to a certain class and only accessible through use of a multi-class Feat. That’s a fiddly mechanism when all you want to do is to let your Paladin use Cleave! There should be a group of General Powers which are open to all, regardless of Class provided the level requirements are met.
Overall, my impression of the PHB is that we’re being short-changed. The poor layout and structure means there’s just not enough Powers to make character generation sufficiently flexible. The gaps in the equipment list and downright useless Rituals section just don’t help what should be a showcase book for a darned good game.
The crazy thing is that Wizards’ should be able to make this a stunning product. They’ve certainly got the experience and people who can do this, because they've done it before. The Star Wars RPG contains the entire system in one book covering one of the most iconic settings of all time complete with new-player friendly (and GM useful!) starting character templates. d20 Modern is another one-book system that’s pure brilliance. Surely they could have made a better D&D PHB than this.
Apparently not.
Comments on ThePlayersHandbookReviewYouDontWantToRead
Quick update - this post is being discussed on the paizo messageboards! Great stuff 
– GreyWulf 2008-06-27 10:51 UTC
Hey GreyWulf,
A question about your comments on the PHB.
I completely agree that the PHB is dreadfully put together, and although having powers in the order they’re in for levelling up may be very useful, looking up specific ones is indeed more difficult.
The trouble is, you start by saying that you are not tied to 3.X enough to be able to review this PHB well, but then you start laying into it as a direct comparison to 3.X. The number of powers, the amount of adventuring kit, etc.
Are you sure you’re not tied to 3.X? Are you sure you’re taking 4th as a separate product? ^_^
I may well be wrong, and I may have taken your comments in the wrong light, so feel free to tell me so.
– Ross Mills 2008-07-02 11:28 UTC
Good question!
The problem with the 4e PHB is that, whether Wizards’ like it or not, it is a follow-on from 3.5e. While a lot of the changes they’ve made (addition of Powers system, simple Monster and Encounter generation, etc) are great, they’ve also messed with stuff that just didn’t need changing. The 3.5e equipment list was just fine as it was, so what possible reason could they have for reducing it so much. Unless they’re planning a Big Book of Equipment further down the line, of course…….
When it comes to Powers, it sticks out like a sore thumb that they go against the layout of the rest of the book. Races, Feats and Skills each get a chapter of their own with the contents sorted in alphabetic order, whereas the Classes chapter munges a couple of pages about the Classes into a huge list of Powers sorted in a completely different order. Even without the 3.5e PHB for comparison, that’s hard to miss.
And as for the number of Powers at each level - we have a 300+ page book that contains nothing more than character generation and combat in the same space that other RPGs ( d20 Modern, Star Wars, RIFTS, Everquest, Warhammer….. the list goes on) manage to fit that plus monsters, a campaign setting, GM information and much, much more. The least I’d expect is them to provide a decent number of Powers and abilities of each level in the space they have. Just 4 (or 5) at-will Powers to pick at first level is crazy - and that’s got nothing to do with 3.5e, at all 
– GreyWulf 2008-07-02 12:53 UTC

Poser, no posterwork
Hereby for your viewing pleasure, the fabled Disco Dragon! Yeh baby!!!
Made by me ‘n’ my boys. It was their idea. Honest.
Coming up: My big far hairy (and not so nice) review of the 4e D&D Players’ Handbook. Because ChattyDM's review was far too polite. 
Dude, I’m Canadian… I have to be polite… that’s like a law or somethin’
– The Chatty DM 2008-06-26 19:47 UTC
Heh. And I’m British. We’re only polite to your face 
– GreyWulf 2008-06-26 20:03 UTC

Retro TV Barbarians R Us!
This post about D&D Fight Club over on How to Start a Revolution in 21 Days or Less couldn’t have come at a better time for me. I’ve been thinking about how we could turn 4th Edition D&D into a game we could actually play - with the minimum effort, of course! Y’see, 3rd Edition D&D pretty much nails it when it comes to our fantasy RPG needs with it’s hundreds of classes & races and thousands of fully stated critters. 4th Edition is even more of a combat engine and less of a role-playing game to the point where it barely needs a GM at all. All of the decisions are right there on the character or monster stats, and it’s 100% battlemat and minis driven. That’s good for combat, but creates an almighty disjoint between the combat encounters and the immersive role-playing parts of the game. What to do?
Fight Club!
Taking it a little further, Gladiatorial Fight Club!
I’ve cracked open my much loved copies of Dungeon 96 and Dragon 303 complete with the Arena battlemat. I’m going to plonk it straight into Ptolus as the scenario and location is an almost perfect fit for the Oldtown Arena from page 315 (Districts vol 2, pg 45) so the players have a familiar setting. Players generate 3 characters each and the players can issue challenges to each other and will gain Fame Points for victories in the Arena. Refusing a challenge costs 3 Fame Points for cowardice!
Each combat is at least 2-on-2 and can be between multiple players. For example, one player could pit his three characters against two other players’ toughest gladiators, or even battle 6 against 6 with four players in a spectacular free-for-all. Fame Point rewards and Spice (twists to the normal Arena rules) are agreed beforehand. The winning team splits the Fame Points for victory evenly in addition to any gained in-combat for signature moves and crowd-pleasing stunts. XP are awarded for defeating opponents as per 4e rules.
I’ll be playing characters too as just another player (yay!) but will also steadily advance the plot as per the Pandemonium in the Veins scenario, allbeit at a much slower pace. There’ll also be a few special monster and NPC battles in there too, for a little variety. I’ll post up a league table for the players so they can see who’s heading up the Hall of Gladiatorial Fame. Hehe.
Hopefully this will get us more familiar with 4e’s quirks and foibles and well as give us a chance to experiment with different class and race combos without feeling too much loss if a gladiator bites the sand. We’ll also be able to work with 4e’s emphasis on teamwork and tactics too so we’re all geared up when 4e is all growed up and finally able to replace 3e as our key fantasy game. That’s a way off yet though.
So what do you think? 4e D&D Gladiator Fight Club? Good idea, or what?
Ooh, cool format. I definitely think supplement to existing game, rather than game in and of itself, is the way to go.
I wish I still had my copy of Dragon 303. Only issue I ever bought, and I don’t know where it went.
– Oddysey 2008-06-27 06:39 UTC
What do you get if you put together a 3.5e D&D adventure pack designed specifically for GMs who are pressed for time, a style that’s reminiscent of Ptolus (ie, awesome) combined with 4th Edition’s layout and encounter structure, all for the discounted price of $7.50?
Trouble in Tallreed Waters, that’s what, and it’s bloody brilliant!
If I were being lazy, I could say that Trouble is what the Keep on Shadowfell tries to be (but for 3rd Edition) and leave it at that, but what kind of review would it be if I didn’t go into some kind of detail, eh?
Trouble in Tallreed Waters is a 52-page full-colour PDF from Myth Merchant Press written by Steve Muchow. Full credit goes to him as, apart from the proofreading, he’s responsible for the writing, cartography, layout, cover and whole enchilada (Mmmmm….. enchilada……). Where was I? Oh yes…..
In essence this is a 1st level adventure that includes battlemats (lots of battlemats!), pre-generated characters, fold-up paper miniatures and tokens all wrapped around the mystery of the PC’s missing benefactor. There’s 6 key encounter areas and a large woodland area to explore, with full battlemats provided for the combat encounters. These are great quality and large too - the Woodland Path alone takes up 9 pages of the PDF. These are to be laid in a 3x3 grid, wih another encounter area filling another 12 pages to make a 4x3 layout. They’re suitably generic too, so that’s a fair chunk of the whole PDF being a re-usable resourse even when the adventure is done.
Here’s the only place where I could nitpick about Trouble - I’d have liked to see the battlemats collated at the end or in a separate PDF so there can easily be printed (along with the paper minis) all together on thicker card. It’s a little fiddly to sort out what’s to be printed on plain paper and what needs something stronger. Also, it would help to have a small reference somewhere unobtrusive on the battlemat to make it simpler to lay them out, especially when they’re all jumbled out of order mid-game (oopsy!). Having 1-1, 1-2, 1-3, 2-1, etc in the corner would have helped immensely! 
One thing that the players liked in particular about Trouble was the pre-generated characters. They’re each laid out on a single sheet of paper designed to be folded through the middle to create a kind of stand-up character sheet. This gave each PC a kind of GM screen of their very own which they thought was great. It also simplified my job as GM ‘cos I could see the player’s character name and key abilities during play too. I’ll definitely be re-using this idea. What can I say? We’re easily pleased!
As this adventure is designed for 4-6 1st level characters, I’d have liked to see 6 fully stated PCs available rather than just 4. This would give the party more choice if there’s only 4 players, and a full complement with a party of 6. If Steve could find his way to posting more pre-generated characters up in the same style (please?!) either for free or Very Cheap, that would be a Very Good Thing. I know it’ll catch on.
Overall the layout is very clean indeed. It uses the two column + chatty sidebar style that made Ptolus so darned readable, but adds some excellent 4e touches into the mix. Even though this is 3rd Edition, you’d be forgiven for thinking the Monsters are straight out of 4th Edition because the statblock style is very similar. This is another Good Thing as it makes the GM’s job a lot easier mid-game. 4e style statblocks are much easier on the eyes! I like. Trouble also gets bonus points for actually putting the XP awards right there on the page, adjusted for number of characters. Awarding XP in Third Edition using That Damned Table from the DMG is horrible, and it’s great not to need it.
Great layout and design is all well and good, but what really matters is how it plays.
I’m going to avoid spoilers, but let’s just say this is one enjoyable adventure. Plotwise it’s about as simple as they come - another Good Thing! - involving a caravan train and a kidnapping. We ran through two of the full encounters in a single 3 hour session including start and setup with all of the players wanting to continue while we work out What To Do With 4e (see the next blogpost for details). There’s plenty of role-playing opportunities in this adventure too - the players spent almost an hour gaming the caravan train at the start of the session - and it’s a far cry from 4e’s top-heavy emphasis on badazz combat. In fact, this adventure is making us like Third Edition again. Not that we didn’t dislike it in the first place
Trouble also introduces a new concept to the table with Skill Trials. These allow the players to approach a problem (for example, getting past an enchanted door) from several different directions. They do add something to the game, and I’d like to see more of them in future products from Myth Merchant.
One word of warning though - the second encounter is very tough indeed. I ended up using my own version of the Minion rules for the Goblin Scouts where they die with a single hit - effectively, they’re 1hp critters. As one of my players consistently rolled 1s and 2s for damage the entire night, it helped! Playwise, everything ran quickly enough with each combat involving lots of arm waving on each side. Good stuff.
Right now, the characters are resting up at the Giddy Ghost Inn, ready to face the rest of the adventure next week.
In all, Trouble in Tallreed Waters is a great, straightforward adventure that’s well suited to experienced gamers at the start of a fresh campaign and newcomers alike. The quality of the layout and completeness of the product (Paper minis! Right in the game!) make it stand out from the crowd. There’s a smattering of proofreading bloopers along the way - “Dediication”, “Qualies”, missing capitalization at the start of sentences, etc - but that’s not something I particularly notice nor care about during play.
If you want to take a look at Myth Merchant’s style without shelling out $7.50 (cheapskate!), take a look at the Giddy Ghost Inn as a free download from RPGNow. This is a standalone expansion to Trouble which provides full battlemats for the Inn along with Patrons, adventure seeds and rules for drinking competitions. And who doesn’t want those?! 
Highly recommended!
Comments on TroubleInTallreedWaters
I recently got a free copy of Forgotten Tomb of Felgar the Goblin King by Super Genious Games. And on the EN World thread they say “it’s completely statless and so you can use it with any edition (including the latest!) of your favorite RPG.” It has a cute little three or four encounter area cave, history, tactics, lots of PDF battlemaps and little paper tokens to fold.
But I’m trying to get away from battlemaps. And I don’t have a color printer. And no easy way to laminate stuff even if I did.
Perhaps something you’d be interested in?
Statless = M20-ready, I guess. 
– AlexSchroeder 2008-06-24 22:40 UTC
Sounds good. I’ll definitely have to take a look at that one.
I’m trying to love battlemats especially in the wake of 4th Edition as there’s no way 4e is playable without them. If you like ‘em, Trouble is a great adventure for 3e.
Given a choice, I prefer more freeform “in your head” gaming in the best real D&D traditions, but that’s not the way the world is swinging now, unfortunately. Not to worry. Our time will come again 
– GreyWulf 2008-06-25 09:11 UTC
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Yeah, and a PDF a month is something I can download, unlike the download of each separate chapter for the three or four “in between” issues.
Then again, with my subscription to the Pathfinder Adventure Paths, the GameMastery? Modules, and Kobold Quarterly I see no way I can justify paying for the electronic issues of Dungeon and Dragon.
I guess in a way it took them too long to switch, and caused too much of an uproar. Now I’ve gotten used to the new products, the new shipping costs, the new format, and I’m happy, so there’s no reason to switch back again.
– AlexSchroeder 2008-07-03 16:51 UTC
I agree.
Wizards’ wont get any of my cold hard cash for a ‘net-based subscription model, that’s for sure. They’ve taken away our paper magazines and their license restricts third parties from making their own character generators and other online resources. Bad, bad move that’s getting no love at all from the people who pay their wages.
– GreyWulf 2008-07-03 19:55 UTC
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