Charles Avery's "Into the Wyrd and Wyld" is a fantastic book with excellent writing, evocative artwork, and ideas galore for a game master who wishes to run unsettling, frightening encounters in the deep wilderness. In terms of its feel and its tone, the book puts me in mind of films such as the "Blair Witch Project" or "The Ritual" among others. I think it is safe to say that what Patrick Stuart and Scrap Princess did for deep subterranean/cave adventuring in "Veins of the Earth," Charles Avery has done for woods, forests and swamps in "Into the Wyrd and Wild."
I am already incorporating parts of this book, most especially the monsters, into my ongoing wilderness campaign.
So if you want gritty wilderness survival rules to challenge your players with, this book has it.
If you want strange, eldritch creatures with odd and horrific powers to throw at your players that they have never seen the likes of in prior monster manuals or adventures, this book has it.
If you want magical spells, items artifacts for your players to discover (and who doesn't?) this book certainly has that too, and so much more.
Hard-bitten survival rules, insanity, creepy monsters, creepier factions, diseases, poisons, curses, unholy spells and artifacts...what's not to love? What is more, this pdf comes with several pre-made monster tokens that you can quickly use in online gaming. My only complaint (and one that does not dim my review in the slightest) is that I am not yet able to find an in-print copy. Hopefully a print-on-demand version will be available for my gaming shelf in the future.
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