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)