There are essentially two proposed house rules, to make play more heroic. It will still require a proper ruleset to play with, since here we only get some dressing and optional rules to tack onto the game of choice. I think they would work better on some systems than others (Black Hack, B/X and Knave vs DCC Troika! or 5e).
It proposes slots (like Knave), and quantum equipment for mundane items (which ones count as unique? it's not clarified). Monster hunting takes some distance from the bean-counting and planning involved by equipment purchases. This is a bit conflicting for me, but I know it can produce great results at the table, depending on the group's preferences.
There are three pages on building settlement settings. A locale currently accosted by the monster, where the Hunters can help solve the pesky problem. The best part is the two random tables for prominent NPC generation, as well as community details (wealth, quirk, etc.). These provide enough to frame the skeleton of such a community. A list of names (both for people and places) would have been appreciated. We get a sample community with three such personalities, ready to be used.
A few further criticisms though. First, the population type numbers make no sense, at all. A city can at most have 150 inhabitants? Second, you're meant to track the attitude of these prominent NPCs towards the Hunter/adventuring party. But the way to do so is only mentioned in extremely broad strokes. It would require a lot of work to make this idea actionable at the table, into an actual, interesting system. Similarly, the mob mentality, while making a lot of sense and providing some guidelines, seems a bit coarse and generalist. Lastly, there is a 2d6 table for Nightly Events, but there are entries for results above 12, and I have no clue what modifiers apply to arrive to that number.
|Tyrant Centipede, one of the monsters|
Some Final Touches
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