Good: The Claremont Academy section and the premade teen characters are very useful.
Bad: The rest of the book. The advice for running a teen campaign is mostly very easy to extrapolate yourself if you've read the Gamemaster's Guide and have ever been a teenager, and the writing style is an incredibly cringeworthy attempt to sound young and hip from someone whose idea of "hip" seems to have been gleaned by observing 1998-2002-era teen culture from a great distance. It makes it incredibly difficult to read the first three sections without skimming, so it's entirely possible I missed out on some gems of advice within the dross.
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