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Howling Kestrel's avatar

For running the book I actually rather like this chapter from a structural/game design perspective. The concentric rings of focus where locations nearer the dungeon directs the attention of the GM back to AV itself, but the details given are enough to improvise a short 15-30 minute diversion in session if needed.

I really like that the locations aren’t too interconnected - it feels like most areas have some mechanic to funnel the party either back into the dungeon itself or to someone who will direct them to the dungeon - Lord Burdock for instance, who needs treasure.

The villages are given enough detail that the information can be fed back to players and encourage them to move on to more interesting locations without explicitly stating “it’s a boring village”. Finding out that a settlement specialises in the production of legumes adds a little flavour to the setting and is better than nothing, but also clearly tells players to move on to something more interesting.

The adventuring locations could use a little more content, perhaps, but I figured they would just use the lair rules as a one off location that directs players back to Newmarket (bandits), Gosterwick or the dungeon itself.

As a setting it leaves a lot to be desired, but I think it works quite well as a quick and dirty region around the dungeon to make the world feel a little more lively while signposting “fun stuff this way”.

Similarly, I think Gosterwick works best when not played outside of a couple of social encounters. It’s place players go in between sessions or as bookends in a session and say “I want to do this” in an uncomplicated manner. It’s functional but not amazing, which is all it needs to be imo.

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