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To me, looking at it as a prospective GM, the strength of the book<br />

lies in the detail and the “fluff” provided. The weakness is<br />

organization and ease of use. Both the Table of Contents, and the<br />

index in the back, is near to useless in my opinion. The Table of<br />

Contents only has five and the index I would think would<br />

embarrass any publisher. I would have to guess that someone<br />

pushed the “Create Index” button on his or her formatting<br />

program, and then never looked to see what it spat out. Near to<br />

half of the entries are alphabetized by their paragraph or section<br />

number rather than the title, and most of the other entries are<br />

alphabetized by the straight section heading (i.e. there are 18<br />

entries in a row that are under the letter “T” because they start<br />

with the word “The”). Really, the only use I can find in the index<br />

is locating NPC’s since their sections happen to have started with<br />

their name, so they happen to have been alphabetized correctly.<br />

Another weakness as far as I’m concerned, is ease of use while<br />

playing. The stats for the NPC’s and Monsters are all there, but<br />

they are listed in one long continuous sentence that wraps over 6-<br />

10 lines. For me, this makes for a lot of time spent hunting for the<br />

one stat you need. Although I have seen this style used before,<br />

most people are well acquainted with, and used to, the more<br />

standard d20 format used by other publishers. In my mind that<br />

format had a reason for being the way it is (namely being able to<br />

quickly get a desired stat in a glance) so I would prefer to see it<br />

that way in any book I was using as a GM. I presume that they<br />

did this to save space (the normal d20 format is indeed a page<br />

hog), but for quick reference in game play; I think it’s a necessity.<br />

BASICS<br />

Raw Recruits is a supplemental book for the game of<br />

Dragonstar. It contains a very detailed scenario and a series of<br />

adventures for the Dragonstar setting that is meant to take<br />

Player Characters from 1 st up to 6 th level. The book is a 160 page<br />

softbound book put out by Mystic Eye Games. The cover and<br />

interior art are mostly comic book quality with the cover and first<br />

16 pages done in color. The quality of the book appears to on par<br />

with other currently available softbound source books, but the<br />

actual formatting leaves something to be desired as the font, line<br />

spacing and organization vary enough from page to page to be a<br />

little distracting. Use of the book requires you to have the<br />

Dungeons & Dragons Player’s Handbook, third edition by Wizards<br />

of the Coast, and the Dragonstar Starfarer’s Handbook. The<br />

book’s retail price is $24.99 USD.<br />

BETWEEN THE COVERS<br />

There are four main adventures and over a half dozen short<br />

encounters for the GM to sprinkle in where appropriate. Before<br />

the book gets into the Primary missions, it details the background,<br />

the setting and the primary personalities that the PCs will become<br />

very familiar with. This does a fairly good job of providing the<br />

theme for the entire book. The adventures are then listed in<br />

order, with each having all the necessary detail, background,<br />

encounters, etc for the GM to walk the PCs through the entire<br />

adventure. At the end of each adventure there are the stats for<br />

the NPC’s and Monster required for the particular adventure.<br />

Unfortunately there are no “quick reference” sheets, or look-up<br />

tables anywhere in the book, so finding any particular stat or<br />

reference always requires a bit of page flipping.<br />

As far as pre-fabs go, I have to say that I was very impressed with<br />

the amount of detail and background given throughout the book.<br />

In fact I liked it so much that I found it to be a fun read, with<br />

many sections giving me ideas for other adventures and monsters<br />

(something any self-respecting GM is always in the market for).<br />

For the adventure, you will find a new race introduced, a little<br />

under a dozen new magic items, a couple of new spells, and even<br />

a new monster or two (not to mention a really cool cannon that<br />

makes an insta-zombie out of its target).<br />

VALUE<br />

To me personally, the value this book has to a GM as a standalone<br />

campaign is limited. I have to admit that if I were to used it<br />

as a pre-fab, I would have to make myself a slew of quick<br />

reference sheets, encounter sheets etc... There is simply too<br />

much material, with too little way to find it that I can see it being<br />

very frustrating to the GM and players alike. Now if you have a<br />

photographic memory, and read it from cover to cover before you<br />

started, then there is hope for you.<br />

That being said, I do have to say that for those GMs that are<br />

looking for good ideas in the Dragonstar setting, this book is full of<br />

them. In fact if you are willing to put some work into it, you can<br />

even use the scenarios spelled out for you in the book, everything<br />

you need is there. If someone were to ask me if I thought that it<br />

was worth dropping $25 for this book, my answer would have to<br />

be that it depends on how desperate you are to get new ideas,<br />

and how experienced of a GM you are. If you are a first time GM,<br />

I would have to recommend something a little less involved, and<br />

something a whole lot more play-friendly.<br />

WWW.MYSTICEYEGAMES.COM

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