A procedurally generated monster manual with nearly 300 monsters.
A review copy of “Beastlands’ Maelstrom of Monsters” was provided by the publisher. Find more Tabletop Reviews on my website and YouTube channel.
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Designed by: Todd Otto
“Procedurally generated” is a common buzzword (buzzphrase?) in gaming. It basically means content that is more intelligently randomly generated, involving parameters, settings, and algorithms.
“Beastlands’ Maelstrom of Monsters” is a procedurally generated monster manual. The 285 enemies within aren’t even generated until you purchase the PDF, creating a uniquely bizarre concoction of mad-libs Frankenstein monsters that I don’t see any DM wanting to actually use.
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Underlying the promise of exciting exploration is a dull grind for the same few resources within a shockingly limited universe.
In space, no one can hear you scream. In No Man’s Sky, they can’t hear you at all. They can only read the names of planets and species you’ve discovered. An infinite universe of randomly generated planets is an intriguing premise. But underlying the promise of exciting exploration is a dull grind for the same few resources within a shockingly limited universe.
No Man’s Sky isn’t a grand massively multiplayer space game nor an action-packed space flight sim. It’s a survival-crafting game.
You begin on a random, undiscovered planet with a broken down spaceship. Using your laser multi-tool you can break down whatever counts for trees and rocks on your planet for basic resources. Resources are limited to a handful of categories, which helps prevent you from ever getting stuck on any one planet. But limitations like that peel back the layers of clever game design to reveal the not-so-clever base components.