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The book was more of a 'booklet'. Short in length, yet also shallow in depth. I was expecting a callback to the old 'endless quest' books where there was more at stake. You can reach the "good" end of this one in less than 10 steps. A single step takes you from Waterdeep to Skullport, or back again. Also, the writer has misunderstood, or atleast changed lore vital to Faerun world.
While the old books (many of them written by Rose Estes) were not candidates to the Literature Nobel Prize, at least they were enjoyable, had nice stories and were a great introduction to the world of D&D. These new game books are completely different. They simply seem advertising material to specific D&D Campaigns and they really don't provide a good experience by themselves.
Basically these new game books plots are based in several of the campaign books from D&D 5.0 edition. - The Mage book is based on the "Storm's King Thunder"; - The Rogue book is based on the "Waterdeep Dragon Heist"; - The Cleric book is based on the "Tomb of Annihilation"; - The Fighter book is based on the "Rage of Demons";
While some of them seem to follow the story of their campaign counterparts, using the same places and characters (Like the Fighter book) other are more loosely based on the setting (Like the Rogue Book).
The Good Setting of D&D 5.0 Great quality of the physical book with great artwork (although mostly from the Players Handbook) Your character is given a great background story and you feel involved with him. It's like playing the respective D&D 5.0 campaigns while the good starting feeling lasts.
The Bad The choices given are illogical. Some of the wiser choices lead to an unexpected sudden death (that strangely has nothing to do with choice you just made) and some of the most silly choices are the ones that lead the book forward. Usually the most selfish and suicidal options are, for reasons i don't understand, what the author decided that were the "correct choices". Also trying to help any character or doing the Lawful Good decision, usually leads to failure. Regarding game decisions (which are the essence of a game book), It all looks too much random.
The writing at times is lackluster and resolves a previous hard situation in a single paragraph. You are Lost in the woods? A mighty ally come out of the sky and takes you to an yet unheard powerful adviser, that puts you back on the right track. All this in two paragraphs....
My opinion of the Books ranked from best to worst; - Fighter - Nothing really bad here. Quite enjoyable to whoever played Rage of Demons. - Rogue - Some of the early choices give the best endings but all feels a bit forced on the player. - Cleric - While it has a few good parts, mostly is bad and suspension of disbelief breaking material. - Mage - The plot is terrible and at outcomes for your character decisions feel completely random and arbitrary.
These books are very simple, with a simple story and simple choices that often seem arbitrary on whether or not you will "continue" or "END" your adventure. I expected-- with the title DUNGEONS & DRAGONS on the front-- some basic fighting game mechanics akin to the Fighting Fantasy line of books (stamina, armor, and the like). But there's none of that. I understand I am not in the proper age range for these books, but still a disappointment as a D&D fan.
Confesso que comprei pensando em ser algo mais adulto e profundo, mas a aventura, pensada pra jovens a partir de 12 tem muito do que uma boa aventura de RPG pede: interação, exploração e saídas criativas pra situações inusitadas. Vale a compra se você tiver gente mais nova em casa interessada em se aprofundar no universo D&D.