| Title Evernight Game Type Savage Worlds setting and campaign Author Shane Lacy Hensley Publisher Pinnacle / Fast Forward Medium 8x10 hardback, 144 pp. Price $29.95 Reviewer Logan L. Masterson Join in this excellent campaign as darkness descends over a once bright and vibrant world with new character archetypes, spells, equipment, monsters and more. Players start out the campaign as typical novices in a familiar fantasy realm of orcs, elves and all the rest. Creation involves new edges and hindrances of all categories including some excellent professional edges. It is probably best for game masters to let their players expect just another fantasy campaign. Then drop the bomb on them. Well, it isn't really a bomb. It's a spike. It falls in the middle of the night outside of Valusia's finest city, King's Landing. Beasts never before seen issue forth from the gargantuan spike-tower and wreak havoc. They kill, maim and conquer, forcing a few stout refugees underground. Soon, the players will realize that the sun won't be rising anytime soon and that if anything is to improve, they must take to the subterranean roads and make it happen themselves. Most of the 144 pp. rulebook is dedicated to the campaign and other game mastering tools. It's very obviously a book for the GM, and a creative, energetic fellow could make it a great campaign indeed. The book covers every required interaction, battle and map. But don't think there's no room for your own individual flair—there are plenty of opportunities to put your personal mark on this material. Then again, you shouldn't need to. The campaign is well-organized, beautifully written and illustrated and carries the players along a nearly perfect power curve to heroism. When it's all over, it doesn't have to be—you can still send the heroes out to find and destroy the Ruler Who Sleeps and guarantee the world of Tarth freedom from darkness eternal Logan L. Masterson, 8-6-03 | |