DriveThruRPG.com
Browse Categories
$ to $















Back
pixel_trans.gif
The Last Parsec: Irongate $9.99
Average Rating:4.7 / 5
Ratings Reviews Total
14 0
2 1
1 0
0 0
0 0
The Last Parsec: Irongate
Click to view
You must be logged in to rate this
pixel_trans.gif
The Last Parsec: Irongate
Publisher: Pinnacle Entertainment
by Nathan J. [Verified Purchaser]
Date Added: 11/11/2018 13:44:54

Irongate is a solid product. This looks to be a fun mini-plot point campaign (8 plot points) that has a rich back story and a bunch of interesting things to do. I will try to keep this spoiler free as much as possible but there will be a one spoiler below which i will mark accordingly. I purchased this product for 9.99 and basing the review on that value.

PROS:

  • For players it seems like a fun mini-plot point campaign that will give them plenty to do, savage worlds style! Iconic fights, car chases, salvaging/looting, exploration etc. All the core savage worlds goodness is in here.
  • Tie-ins to Last Parsec (jump corp) are on point and immersive. For heroes that enjoy LP they will feel right at home (at least at the beginning--see next point)
  • In the 'before you play' section it warns potential GM's that the players need to be on board for this sort of campaign since they will be 'stuck' on a prison planet. I thought this was a nice reminder that the GM might want ot run this but you really need to make sure the players are 'in' on this type of campaign since it has the potential to 'confine' the heroes.
  • Core Savage world goodness: Several dramatic tasks (2 in the core PP, 1 in a random event), a social conflict (even though its called a social combat in the adventure), several chase opportunities, a mission generator, lots of roleplaying/NPC interactions available which are core to the story.
  • Strong sandbox feel/potential. The sand box is not huge but it is on point with this size of product. 96 pages. 3 thorougly detailed regions with encounters, hazards and event lists unique to those region and, of course a decent bestiary to accomodate. In addition, there are 2 'areas' (specific locations/buildings/sites) each detailed out since they will be most likely visited during the adventure.
  • Setting Rules: The setting rules really bring the package together by rounding out the feel of the campaign, including a new 'favors' system. Essentially, the Favors setting rules, the Salvaging Rules, mission generator and 3 regions area/encounters tables are the core of the 'sand box'. All, IMO, are decent size and detailed enough that this alone could provide hours of awesome savage worlds iconic play!
  • For Veteran and/or creative GM's there is plenty of room (and encouraged by author) to insert your own Savage tales, stories and adventures as needed. The world is detailed enough that it should give you enough seeds to build whatever you would like here.

NEUTRAL (or just random thoughts to help your purchase consideration)

  • There are way more plot points than the actual savage tales. There are 2 savage tales which is surprising to me. This is in the neutral section just because it was surprising not because its a pro or a con. FYI.
  • It seems to me that a good chunk of the campaign, outside of the PP's, is composed of the Mission Generator, Salvaging, gaining favor with various factions (ala the Favors system) and exploring the 3 regions, instead of the traditional Savage Tales to accomodate. So, again this is not a mark for or against, its more of an FYI. IMO, this seems like a fun style to play in (since i posted this in the PROs section).

CONS: Ok here is a SPOILER area. I only have 1 (minor CON). I will post a spoiler free version of it first then i will post a spoiler version.

Spoiler Free CON:

  • There are a couple of Plot Points that seem to be railroady. They are PP's that must be run (due to story consistency) and make certain conditions happen to the heroes--which IMO, some may not like. I mark this in the CON section because these PP's seem very railroady to me. Which for a sandbox, IMO, should not heve these types of PP's.

Overall, this is a solid Savage worlds product that will provide many hours of Savage Worlds goodness!

++++++++++++++++SPOILER+++++++++++++++

++++++++++++++++SPOILER+++++++++++++++

++++++++++++++++SPOILER+++++++++++++++

SPOILER CON: 2 of the PPs seems very railroady.

  • There is a PP where the heroes get 'caught' essentially. Not captured but their cover is blown. This isn't an optional PP--it just happens. In addition. a subsequent PP (down the line) makes assumptions that the PC's get caught and are written accordingly. This really breaks the sandboxy nature of the campaign IMO. In fact, the PP as a whole seems to be written very much in the traditional 'adventure' style where: this happens, then this happens, then this happens. Which really breaks my heart because savage worlds PP's are sandboxy by design and this seems to break this mold. In fact, the sandbox stuff doesn't really kick in until PP 4;--see point 6 under PROS. It really gives a feel that the sandbox is optional and not required. I do think this is easily 'fixable' and veteran GM's will easily be able to adjust the game to the playstyle of the players but i just wanted to make a note of this since it was surprising and a little disappointing.


Rating:
[4 of 5 Stars!]
pixel_trans.gif
Displaying 1 to 1 (of 1 reviews) Result Pages:  1 
pixel_trans.gif
pixel_trans.gif Back pixel_trans.gif
0 items
 Gift Certificates