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Hell and High Water is a pulpy WW2-remnant vampire tower-climb with evocative themes, dangerous foes and rising waters.

Style: 

  • I think it was a stroke of genius to combine the map and the clock, it is a brilliant mirror for the rising water cutting off parts of the map
  • Rad cover art, a poppy red spot colour and slick yet familiar FIST-like layout

Content:

  • A rising water clock and a bait and switch on the extraction helps the referee push players towards the climax of the mission without it feeling forced
  • The locations and foes are clear, succinctly described and offer interesting dilemmas to the players with plenty of space for the referee to build on
  • This is a great combination of evocative themes - WW2 castle remnants and a legion of vampire fanatics
  • Strong structure - a clear hook, solid content and foes and well thought-out outcomes

What might I change? 

  • I wonder if exploring a slightly softer black might be slightly easier on the reader
  • I wonder if a tri-fold layout best supports use during play or if this might be even more effective as 2 a4-pages (and rearranging the content slightly to suit)