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Abandon All Hope 1E: Seeds of Rage
 
$10.95 $5.99
Average Rating:4.2 / 5
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Abandon All Hope 1E: Seeds of Rage
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Abandon All Hope 1E: Seeds of Rage
Publisher: Earl of Fife Games
by Carles A. [Verified Purchaser]
Date Added: 05/23/2015 06:07:51

Seeds of Rage is an introductory game for Abandon All Hope. This is a playtest review because I had the chance to play the game yesterday night.

The Good: The adventure is good to introduce players to Gehenna and get your campaign started.

The Bad: The adventure is little more than a dungeon crawl.

The ugly: The adventure has several inconsitencies that the GM needs to work around.

To begin with, the game is great, the premise seduced me almost instantly and my players did like the idea of playing criminals..what happened later was unexpected to them. They had lots of fun dealing with sugar daddy and trying to scam him to break into Slag's cell while he was on the infirmary. They are also intrigued with whats happening because I kept all information to a minimum.

I do plan on buying the other adventures but Im afraid of what they will be. For a sci-fi terror game I was expecting somethig different than a dungeon crawl. There are some interesting moments, yes, but the master will need to be creative to make them special.

About the inconsistencies, some things let me kind of thinking and I needed to work them around. Some of theme did make the adventure better (in my taste)

About the demons: Its kind of ironic, but the main book says that you need to "keep down the number of demons and use as much human foes as possible". Yet in this adventure most foes are demons. In my play session I kept that to a minimim; they only heard an "inhuman howl" and the final foe (Slag). Keeping the suspense of whats going on in the ship made the adventure a lot more intriguing. After the first session they dont know exactly whats going on. And when they heard the howl, they got really scared!

Weird assumptions: My group did not manage to meet the Doctor, an interesting encounter. But I did find that NPC, who is supposed to tell "the truth" to the PCs weird. I mean, jumping to the conclusion that "oh yes we are in Hell and all this creatures are demons, and some of the are of guilt" seems to me like something a bit deus ex machina, I dont think that jumping to that conclusion would be so easy.

Time lapses: This one thing unsettled me but I worked around with time elipsis; if you stick to the written adventure, it feels like Perdition happens and all kind of things happen very, very fast, illogically fast just for the sake of the scenario. Its kind of illogical that an adventure that takes place in one day or two details events that would logically need more time to develop.

All in all, I would have given a 2.5 if possible. Unless your group loves dungeoncrawls the adventure will need a lot of work and tweaking to be enjoyable, and if you do like dungeoncrawls probably you will prefer another game anyway. Even tough this negative comments, the game is enjoyable, the premise great and my players do look forward keep finding and discovering whats going on. If they had discovered it on this very first adventure a lot of the charm of the game would be lost.



Rating:
[2 of 5 Stars!]
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Abandon All Hope 1E: Seeds of Rage
Publisher: Earl of Fife Games
by Megan R. [Featured Reviewer]
Date Added: 03/06/2011 11:08:08

This adventure has been designed purposely as an introduction - as far as player-characters are concerned - to the setting and initial events of Abandon All Hope, beginning as convicts on a prison ship heading out goodness knows where and encountering things that will make the toughest minds crack. However, as an introduction, the events in the adventure begin before the strange events, known as Perdition, start - the characters will experience its first manifestations in all their terror.

So, the adventure opens with some background setting of the scene, and then begins what appears to be another normal day - the convicts have been here for nearly 2,000 days already so by now things have settled into a routine. As events occur, any die rolls necessary for resolution are explained, helping introduce playes to the system as well as their characters to their situation.

Then, of course, things get worse. The event that ultimately becomes known as Perdition occurs. The ship seems to be almost falling apart around the characters' ears. Events pile upon events, a claustrophobic maelstrom of fires and debris and trapped men - and worse - through which the characters must struggle to survive.

It is a fairly linear adventure, although it is possible to present it in such a way that it is not apparent to the players. This is also one of those games where it is far more fun for players who do not know what is going on... pick one member of your group to be the GM and leave them to it, rather than have more than one take turns at running this particular game. But the adventure itself is atmospheric and capable of generating a horrific, scary, claustrophobic episode to get your campaign underway.



Rating:
[4 of 5 Stars!]
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