Old School Renaissance – Adventures Dark and Deep – Deep Players Manual

Publisher: BRW Games

Adventures Dark and Deep Players Manual Review: An Old-School RPG with More Depth and Variety

Do you like old-school role-playing games (RPGs)? If the answer is yes, then you should read this review of Adventures Dark and Deep Players Manual, a RPG manual that is based on the rules of the first edition of Dungeons & Dragons (D&D), but expands and revises them to create a richer and more varied gaming experience. The book is the first of a series of three manuals that make up the core of the game Adventures Dark and Deep, a project born from the passion and dedication of Joseph Bloch, a longtime fan of D&D.

In this review, I will tell you what the book is about, what are its main features, what are its pros and cons, and what is my final opinion on it. I will also show you some images of the book cover and some pages from the book. If you are curious to know more about this RPG manual, keep reading!

What is Adventures Dark and Deep Players Manual?

Adventures Dark and Deep Players Manual is a RPG manual that is based on the rules of the first edition of D&D, but expands and revises them to create a richer and more varied gaming experience. The book is the first of a series of three manuals that make up the core of the game Adventures Dark and Deep, a project born from the passion and dedication of Joseph Bloch, a longtime fan of D&D.

The book contains all the rules necessary to create and manage a character, including classes, races, spells, combat, equipment, social class, skills and much more. The book is divided into 14 chapters, each dedicated to an aspect of the game. The book covers both the classic and the innovative aspects of the game, offering many options and possibilities to create unique and interesting characters.

The book is also compatible with most old-school games, so you can use it with all the old and new adventures, settings and supplements.

What are the main features of Adventures Dark and Deep Players Manual?

Adventures Dark and Deep Players Manual has many features that make it stand out from other RPG manuals. Here are some of them:

  • New classes such as the jester, the savant, the mystic and the mountebank, which add variety and originality to the game.
  • New spells for each class and level, which expand the magical repertoire of the characters.
  • A new combat system, which makes battles more dynamic and realistic.
  • New monsters, some of which are taken from medieval myths and legends.
  • Rules for weather and natural hazards, which make the game world more alive and unpredictable.
  • New magical items, some of which are very powerful but also very dangerous.

These are just some examples of the features that you can find in Adventures Dark and Deep Players Manual. There are many more that you can discover by reading the book yourself.

What are the pros and cons of Adventures Dark and Deep Players Manual?

Adventures Dark and Deep Players Manual is not a perfect book. It has some pros and cons that you should consider before buying it. Here are some of them:

Pros:

  • It is a well-done and passionate work, which pays homage to the original game but takes it to a higher level.
  • It is written in a clear and detailed way, with many examples and tips for players and masters.
  • It offers many options and possibilities to create unique and interesting characters.
  • It is compatible with most old-school games, so you can use it with all the old and new adventures, settings and supplements.

Cons:

  • It has some inconsistencies and typos, which may affect its readability and accuracy.
  • It has a not very attractive graphics and a unappealing cover, which may not catch your eye or interest.
  • It may not appeal to those looking for a more modern or simple game, or to those who are not familiar with the rules of the first edition.
  • It requires a certain amount of dedication and commitment from players and masters, who have to manage many rules and details.

These are just some pros and cons of Adventures Dark and Deep Players Manual. You may have your own opinion on them, depending on your preferences and expectations.

How Adventures Dark and Deep Players Manual Adds More Depth and Variety to Old-School Role-Playing Games

Some of the most peculiar aspects of the book Adventures Dark and Deep Players Manual are:

  • The book introduces new classes that are not found in the original D&D game, such as the jester, the savant, the mystic and the mountebank. These classes have unique abilities and skills that can add more fun and challenge to the game. For example, the jester can use jokes, pranks, insults and acrobatics to influence the mood and actions of others; the savant can learn and use any spell from any class, but at a higher cost; the mystic can manipulate psychic energy and perform feats of telepathy, telekinesis and clairvoyance; and the mountebank can use deception, charm and trickery to gain advantages and avoid dangers.
  • The book also introduces new spells for each class and level, some of which are inspired by medieval legends and folklore. For example, there are spells that allow the caster to summon or transform into mythical creatures, such as dragons, unicorns, werewolves and vampires; spells that create illusions, curses, enchantments and divinations; spells that manipulate time, space, elements and forces; and spells that deal with life, death, resurrection and undeath.
  • The book revises the combat system to make it more realistic and dynamic. The book introduces rules for initiative, movement, actions, reactions, attacks, defenses, damage, wounds, healing, morale, surrender and death. The book also adds rules for special combat situations, such as mounted combat, aerial combat, naval combat, siege combat and mass combat. The book also provides tables and charts for various combat modifiers, such as terrain, weather, visibility, cover, range, size and alignment.
  • The book expands the game world to include more details and options for the players and the masters. The book includes rules for weather and natural hazards, such as storms, floods, earthquakes, volcanoes and avalanches; rules for social class and background, which affect the character’s starting equipment, money, contacts and reputation; rules for skills and professions, which allow the character to perform various tasks and activities; rules for travel and exploration, which cover different modes of transportation, distances, speeds, directions, maps and encounters; and rules for treasure and magic items, which offer a wide range of rewards and risks for the adventurers.

What is my final opinion on Adventures Dark and Deep Players Manual?

My final opinion on Adventures Dark and Deep Players Manual is that it is a book that I recommend to all fans of old-school RPGs, who want to relive the spirit of the original game but with more depth and variety. The book is a tribute to the work of Gary Gygax, the creator of D&D, who had planned to expand the game but did not have the opportunity. The book is therefore a way to realize his dream and to explore new dark and deep adventures.

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