Review: Family Affair a Savage Worlds Adventure
Editing by Charles White
Cartography and Layout by Krista White
“Family Affair” is an adventure for 4–6 players using Fabled Environments’ “An
Average Nightclub” map and the Savage Worlds core rules, suitable for an
Fabled Environments is at it again with another in the blueprint for imagination line of adventures. At first glance you can tell why Fabled Environments was nominated for an Ennie-Award. They have come a long way since the first few adventures they have put out. The layout much like the nominated Cake Walk is good-looking.
The adventure itself is very straight forward and has little in the way of role play options. To counter this GM’s are encouraged to use the Savage World Interlude rules to help solve this issue. This was the first time I have encountered the mention of the interlude rules so I had to go look them up. You can reference them HERE. I find that interludes offer up some very cool RP situations and I could see even adopting something like this into other games I run in the future. This should offer up some interesting RP as long as the GM is on his toes and finds a few creative places to insert a few of these into the game.
A Family affair is a very straight forwards adventure that can easily be imported into just about any Genre one can think of with little to no alterations. It is simple enough to be thrown into most any existing campaign as a side quest or played as a con game or one shot game. I also thought that this could make a great follow-up or companion adventure to another Fabled Environments adventure from the blueprints for inspiration line Killer Chops.
The Map like all maps that Fabled Environments give us is flat-out awesome. Not only is the map a great one but the adventure makes excellent use of the setting environment as well. The added story touches make the club more than just a map and this is a great added bonus.
Family Affair is easily a relatively straight forward adventure. The only Flaw that I can see in this product is the reliance on Savage Worlds Interludes to impart any Role-play aspects into this game. In the nightclub there are plenty of RP opportunity that could come in a game. I wish some of these ideas would have been mentioned for added RP tips.
Even with my negative of lack of RP suggestions I think this is a very solid adventure. After all when you put players in a bar they will find RP all on their own. The layout is nice and with the Flexibility to place it in any number of settings this is a solid purchase.
Where can I get it ?
As always just click the image and it will whisk you away to DTRPG where you can pick up a copy.