I've played through Evils of Illmire, both as a player and a DM. It's a good time. It is likely that some of the stuff won't see play unless the DM heavily signposts, but that's just fine in an old-school game. It can also get quite lethal, since there are nasty surprises sprinkled in, which may very well blindside a party (which, again, should be just fine in an old-school game). The DM should prep pretty well for this one, as it has many moving parts and not everything is totally spelled out in the text. Essentially, the cult has a lot to it, and the DM needs to be on top of that. As a sidenote, which may be a bonus or a minus depending on the person and the game, it can be surprisingly unpleasant and grotty. Parts of it are just gonzo or regular D&D, but some of the imagery and subject matter is quite brutal. This would fit well in an LotFP style game, but likely not so well if you're doing something really vanilla and brighter.
The Evils of Illmire: I liked that it was a mini campaigns with an over arching goal. I'm drawn to those adventures because they seems few. A lot of adventure have a dungeons, no villages, no side quests, no hex crawl... I don't know if you have looked at the 3 adventures by Gelatinous Cubism (Silveraxe Tower, Scourge of Norhland, ...). They have similar quality to Evils of Illmire, are less wordy but they are nicely presented and efficient. Willow: All the Lazy Litch adventures seem to have that quality: original concept with a well crafted ambiance. The Faeries/Grim Fable seems to fit perfectly for Beyond The Wall. I bought all his advenures but I have not read them yet.
Found your channel somehow this past week. Keep up the good work. Really enjoying the content.
Thanks man! I'm glad you found the channel!
I've played through Evils of Illmire, both as a player and a DM. It's a good time. It is likely that some of the stuff won't see play unless the DM heavily signposts, but that's just fine in an old-school game. It can also get quite lethal, since there are nasty surprises sprinkled in, which may very well blindside a party (which, again, should be just fine in an old-school game). The DM should prep pretty well for this one, as it has many moving parts and not everything is totally spelled out in the text. Essentially, the cult has a lot to it, and the DM needs to be on top of that.
As a sidenote, which may be a bonus or a minus depending on the person and the game, it can be surprisingly unpleasant and grotty. Parts of it are just gonzo or regular D&D, but some of the imagery and subject matter is quite brutal. This would fit well in an LotFP style game, but likely not so well if you're doing something really vanilla and brighter.
Thanks for the warning! Yeah, it can get pretty brutal. Some tables won't mind that at all. Others...yeah.
The Evils of Illmire: I liked that it was a mini campaigns with an over arching goal. I'm drawn to those adventures because they seems few. A lot of adventure have a dungeons, no villages, no side quests, no hex crawl... I don't know if you have looked at the 3 adventures by Gelatinous Cubism (Silveraxe Tower, Scourge of Norhland, ...). They have similar quality to Evils of Illmire, are less wordy but they are nicely presented and efficient.
Willow: All the Lazy Litch adventures seem to have that quality: original concept with a well crafted ambiance. The Faeries/Grim Fable seems to fit perfectly for Beyond The Wall. I bought all his advenures but I have not read them yet.
Thanks these look like a lot of fun.
Absolutely!