The Nine Towers - Fantasy Grounds 2 Module Review
In the first part of this review I talked about the PDF that comes in the package with the FG2 module. Now we get to the toys, and I mean that in the nicest way.
Whereas the PDF gives you a handy way to read the adventure, the FG2 module includes all of that and more for use with the FG2 software. Unless you are a Skype / Teamspeak / Ventrilo / or some other voice software user, the idea of typing out all the descriptions, color text, NPC chat and such can be overwhelming. A well designed FG2 module does all that heavy stuff for you - a few clicks of the mouse and you are moving right along in your role as GM. White Haired Man has done that for you.
Just as an aside, I reviewed an adventure for FG2 on RPGNow in 2008 and basically said it's only saving grace was as a tool to designing your own FG2 modules. After poking my way through The Nine Towers, I would take that back. That old adventure from a company I shall not name has no redeeming graces compared to this product.
The Nine Towers is a great insight in to how, or at least, how high one can strive, to make your own FG2 module for your own use. This is the example one should follow. Links are there where you need them. Need to find the handout of Tarshal'din's Shining Spear for your players? Its linked right in the encounter. Narrative boxes? Check. Tokens specific to the module that can be readily recycled into other game session or systems... or even, heaven forbid, a different VTT? They are there, waiting to be used. They are also very attractive. I happen to like the top down look that was used. Personal preference I guess.
Overall I give the complete package a 4.5 outa 5. The Nine Towers is a well written adventure, slickly produced FG2 module for use with the Savage Worlds ruleset.
Now if White Haired Man would come out with a version for Castles & Crusades or Labyrinth Lord I'd be flying high. ;)
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