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6 of 6 people found the following review helpful:
5.0 out of 5 stars Worth the price of admission
This module immediately sets itself apart by making the primary advesary of the PC's an affliction, rather than an evil overlord. Because of this, the PC's cannot succeed merely through puissance of arms, or might of sorcery.

The plot runs the full spectrum of what a fantasy game should include: tension, high-adventure, humor, and the supernatural. There are...

Published on March 10, 2000 by Jonathan Jessen

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2 of 2 people found the following review helpful:
1.0 out of 5 stars Worst Game I ever ran
This is the worst modual I have ever read. It was a total rail road adventure. (Rail Road means that the game can go one way, and only one way for it to work). I was basicly just reading from the modual the entire time. First the PC just find themselves infected with lycanthropsy. Then they HAVE to go to this one city. Everyone there is obsessed with killing werewolves...
Published on November 17, 2003 by David Austin


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6 of 6 people found the following review helpful:
5.0 out of 5 stars Worth the price of admission, March 10, 2000
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This review is from: MOONLIGHT MADNESS (AD&D Accessory) (Hardcover)
This module immediately sets itself apart by making the primary advesary of the PC's an affliction, rather than an evil overlord. Because of this, the PC's cannot succeed merely through puissance of arms, or might of sorcery.

The plot runs the full spectrum of what a fantasy game should include: tension, high-adventure, humor, and the supernatural. There are great NPC's scattered throughout the entire product, and many opportunities for a DM to bring in some home-brewed NPC's.

The adventure almost stands on its own. A DM could read it, and then run it with virtually no extra work needed. The back-drop can be easily placed within any campaign. Also, the outdoor setting is a welcome change from the "dungeon of the week" syndrome.

All in all, this module was a blast to run, and all of the players agreed that it was a blast to play as well. I would recommend this to anyone.

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2 of 2 people found the following review helpful:
1.0 out of 5 stars Worst Game I ever ran, November 17, 2003
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This review is from: MOONLIGHT MADNESS (AD&D Accessory) (Hardcover)
This is the worst modual I have ever read. It was a total rail road adventure. (Rail Road means that the game can go one way, and only one way for it to work). I was basicly just reading from the modual the entire time. First the PC just find themselves infected with lycanthropsy. Then they HAVE to go to this one city. Everyone there is obsessed with killing werewolves. Then when the PC's try to leave the city, there is no way out,(even to the extent of saying that this poor ass city has Griffen Riding gaurds to stop you from leaving. Then one of the local rangers finds out that you are a werewolf and sing "I see the bad moon rising".

The singing ranger was the last straw for me. My group also refused to play anymore of the game and it went down in our groups history as the worst game I have ever ran .

Do yourself a favor and skip this goose egg. It sucks.

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2 of 2 people found the following review helpful:
5.0 out of 5 stars Easily Convertible to 3E & good adventure, January 16, 2001
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"cmar7" (Lawrenceville, GA USA) - See all my reviews
This review is from: MOONLIGHT MADNESS (AD&D Accessory) (Hardcover)
The conversion of this module to 3E is relatively quick; having the players on the "must seek help for ourselves" side is quite a nifty idea. Right from the start, it gets the players drawn in and keeps them going. Good for the thinkers and adrenalin junkies even though the adrenaline rush is from fear of remaining a lycanthrope and not being able to find a cure. I highly recommend it if your players want an outdoor adventure.
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MOONLIGHT MADNESS (AD&D Accessory)
MOONLIGHT MADNESS (AD&D Accessory) by Penny Williams (Hardcover - February 17, 1998)
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