A bare-bones chapbook full of good practical advice for creating traditional adventures following structures Robin's outlined and described in more detail elsewhere. It's a bit dry at times, but serves as an excellent general guide.
I would give it five stars, except for the lack of one structure, the "Adventure", glaring for a book with FOR ANY RPG in the title. (An "Adventure" is where a sometimes mutable primary objective involves a mix of travel, conflict, and escalation, like Star Wars.)
|