Wednesday, July 5, 2017

Review & Commentary On Adventure Writing Like A F#$%ing Boss By Venger Satanis From Kort'thalis Publishing For Your Old School Campaigns

I'm doing this review as a favor to Venger Satanis, because I got sent a copy of 'How To Write An Adventure Like A F@#@ing Boss'. This is a part of an O5R product line by Venger which is really a set of guidelines where Venger lays out his philosophy of old school gaming & advise, guidelines for game preparation, dungeon mastering the Satanis way, & now how to write an adventure. So we get 'How To Write An Adventure Like A Fucking Boss' which is an on the ground practical guide contained within fourteen pages.
This book doesn't fool around it gets right into the heart of the process and walks you the prospective DM step by step from inception to practical completion. This is a system neutral book & there's not a lot of B.S. in this book its straight up advise and practical hands on process & operation. The tone is easy, the layout straight forward, & the end result isn't half bad for three dollars.

The ideas here are workable, consistent, & have been done by someone whose actually run an old school campaign or two. This isn't necessarily going to be for the great & powerful DM's out in the wild but there's some very practical and time saving ideas here. Is it worth the three dollar price tag? I think so actually here's why:
  • This book takes the DM by the hand and leads them step by step through the adventure writing process. 
  • Real advise for at the table and on the ground adventure writing right from the ground up. 
  • In depth take down from resources to practical table top prep work. 
If I have any real complains its that there's not enough background material on the part of the writer. Venger is a more is less kinda of guy which is fine but this is a system neutral book & I'm an OSR guy who wants a bit more explanation in certain areas especially in the departments that newbies to the hobby are going to need such as fleshing out background, working in more adventure exposition during play, & following through with dovetailing in the adventure into fully fleshed old school campaigns. But this is probably going to be the next book 'How to Run A Campaign like A F$#ing Boss'. In my humble opinion this should have been what we've seen in another section of this book. Fourteen pages isn't enough when your taking about writing adventures from start to finish. 
Is this a bad book? No its quite good at what it does and does it well with common sense advise and at the table commentary. The book is selling for three dollars and its well worth the price tag but this needs to be a fully fleshed out book on its own so its going to get four out of five stars from  me tonight. Get this book if you want a no nonsense common sense at the table approach to writing good adventures with a practical process for creating adventures that are going to get you players at the table.


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