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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 />
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