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Written by the author of the Mythweaver RPG, this is a nicely-presented collection of ideas for and additions to the game. It starts with a discussion of the concept of 'role' as it has been presented in Dungeons & Dragons 4e, showing how careful selection of characters to build a coherent party can be of benefit even without the rigidity imposed by the D&D 4e roles. Sensible stuff, marred only by use of that nasty American slang term 'buff' to mean enhance - rendering at least one point unintelligible if you do not happen to know of that usage.
Next come a couple of useful additions in the shape of a collection of spirits for those who fancy supernatural opposition and a piece on heroic mounts, enhancing and expanding on the core rules about riding animals. Then there is an article on 'Bounties and Missions' inspired by online computer games in which a character can undertake solo tasks to increase his wealth or skill points. As well as the obvious benefits to the character, and th ... [read full review]
Rating: [4 of 5 Stars!] |
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Modern Mayhem starts with a simple premise: the characters are on the run from the law. They've been framed and will have the opportunity, if they so wish, to try and straighten things out, or wreak vengeance on the person responsible.
There's a lot going on from the very outset, with plenty of options at every turn - and a neat game mechanic called the 'heat meter' to enable you to use their choices to influence the intensity of the man-hunt that's after them. As well as the twin advantages of material gain and staying out of prison, numerous opportunities to make friends - or enemies - of assorted gangs and other people of note in the 'home neighbourhood' in which they have taken refuge. A second game mechanic tracks how well the characters are doing at staying on the side of the angels - they were, remember, innocent victims of injustice to start with! While it is almost certain that they will commit crimes during this campaign, they have opportunities to make moral choices - thi ... [read full review]
Rating: [5 of 5 Stars!] |
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The word 'fantasy' has different meanings to different people. Being a role-player, it means 'swords & sorcery' to me... and most of the images in this collection do not qualify. That doesn't mean to say that they are not pleasing to the eye, or of use if you are preparing materials for another genre... perhaps it is 'fantasy' as in adolescent male fantasy, although none are pornographic and most could be shown to even a prudish individual without causing offence!
The first image shows a decidedly out-of-uniform lady sprawled in front of a montage of modern military vehicles - nice pin-up for those with military interests. Her pose is a bit unrealistic, the arm she's supposed to be leaning on doesn't seem to be supporting her weight and she'd probably fall over, while she has what your average drill sergeant would describe as a 'non-regulation face.' The next one is far more attractive if a bit dark, a lady in a flowing dark red dress of vaguely Victorian vintage in front of a fairy ... [read full review]
Rating: [4 of 5 Stars!] |
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After a brief short story demonstrating how a diverse group of different backgrounds might come together and meet foes known to at least one of them, this work dives straight in to present some new magical traditions. These traditions incorporate the underlying philosophy that a magic user might study, different ways of thinking about magic, and suggest the sorts of ritual practices suitable for a student of that tradition.
The first one is the Egyptian tradition. Magic users raised in this tradition base their beliefs on those of Ancient Egypt, using imagery and items from that period, scribing hieroglyphs and visualising their powers as emanating from an appropriate deity of the Ancient Egyptian pantheon. A quite different - and newer! - tradition is the Rastafarian one. Practitioners adhere to Rastafarian religious ideas, call on spirits and are know to make use of mind-altering substances. A different approach is taken by followers of the Psionic Tradition, who see magic as a ma ... [read full review]
Rating: [5 of 5 Stars!] |
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OK, in this adventure the usual unruly assembly at that well-known watering hole, the Floating Vagabond, are distracted from such entertainments as 301 down with dart-guns (tranquilser darts provided) and shooting the tax collector by the arrival of a photojournalist hotly pursued by a bunch of Nazi soldiers. Naturally, things go downhill from there...
From this auspicious start, the characters are swept through Peruvian jungles, New York, Austria, Paris, a Pacific Island, Berlin and into orbit. Throughout, they are surrounded by a mix of cliché and plain zany characters, ranging from unauthenic Peruvian natives, passing archaeologists (complete with fedora and bullwhip of course), Mob hitsquads carrying violin cases, ticking baskets of fruit, plush piranhas (and the hungry sort as well), squads of New York's finest and many, many more.
It's all fast and furious, with loads of stuff going on, never a dull moment and few sane ones. If you can imagne it happening, it probably will. ... [read full review]
Rating: [5 of 5 Stars!] |
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In the Introduction, the author remarks that the ruleset herein presented was written to meet the needs of the convention-going wargamer, for whom a typical complex set of wargame rules is too complex to learn from scratch during a single convention game. So he set out to write some rules that were simple to pick up quickly, yet still managed to reflect the style of warfare of the American Civil War period. This is followed by notes on the requirements for running the game, assuming standard 15mm miniatures are to be used.
Next comes an overview of the way American Civil War armies were organised - although similar there are minor variations between Union and Confederate forces. Naturally an enthusiast for the period will have more detailed information to hand, but for someone who just wants to try out an ACW skirmish or two, this does fine. This moves on to more arbitrary ways of measuring the 'quality' of a given group by means of assigning a 'morale class' to them. This gets slig ... [read full review]
Rating: [4 of 5 Stars!] |
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All the advertising blurb, the cover text, even some of the opening remarks on the first couple of pages, suggest that this is an excerpt from a mythical galactic encyclopaedia which your Thousand Suns characters might find useful. Useful this book is, but not that way: it's a collection of articles aimed at players rather than characters, rules additions in the main.
Now, Thousand Suns is more of a toolkit for running an SF game (especially one in the space opera mode) than a full-blown game, and this book continues in the same vein with a collection of well-considered articles about various aspects that you might care to add to your ruleset. Beautifully presented and illustrated, it's well worth a look.
The first article, Moving Through the Ranks, looks at how to link military advancement to the character development inherent in gaining experience points during play - something useful if your game is based around the activities of a military unit. It includes ideas about how to ... [read full review]
Rating: [4 of 5 Stars!] |
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This product begins with an overview of religious faith in the City State of the Invincible Overlord. It's quite diverse, with over 300 religions to choose from, whether you prefer one of the 50 most popular which have followings of 600,000 or more, or prefer a small cult with a handful of worshippers. As many faiths are pantheistic, the majority of citizens venerate several gods, even if they have a favourite one.
Worshippers of any given faith can be classed at one of five levels of devotion, which determines what access they have to the benefits of their belief. Irregular worshippers just pop in occasionally and will probably not even be recognised as devotees when they die, while others who attend more frequently or even become fanatical lay 'initiates' may even gain access to low-level spells as well as expect to have their soul judged by the tenets of the faith in question upon their demise. And then there are the priests, the 'professional' devotees who are normally of the cl ... [read full review]
Rating: [5 of 5 Stars!] |
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In customary style, 0one Games present a fine bandit's lair complete with details of how the bandits live, conduct their banditry and defend their home. Whether your characters wish to attack the bandits, trade with them or even enlist in the band, these maps and notes should prove invaluable when they decide to call round.
There is a Referee's Map showing the entire layout and 25 tile-sized portions of it for you to lay in front of your players, as battle maps for miniature use or just to show them what their characters can see. The usual customisation is possible - choice of a square or a hex grid (or none at all), presence or absence of furniture and doors, and the like - and from the Referee's Map you can choose which tile you want to print if you do not want them all at once, or want to change the customisation between different areas.
There's a page of short room descriptions which give a good overview - although the English sounds like it was run through an online translat ... [read full review]
Rating: [4 of 5 Stars!] |
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Three stories. One Seven Dogs Society... or is it? Imaginations have run riot, taking the Society as described in the Aletheia rulebook and putting flesh on the bones. Ideas that you may wish to be inspired by in writing your adventures, or perhaps something to pass around to serve as an introduction to the people you want to play in your game.
First is Matt McElroy's headlong tale 'Time to Burn.' Told in the first person, from the viewpoint of a Society member who is a former private investigtor with an interesting ability, the story centres around an enquiry into what might be a spate of spontaneous human combustion in Wisconsin. Good hints on how an investigation into such matters might proceed, perhaps a little thin on what is actually going on but an exciting ending which also reveals something of the PI's special talent.
Next is 'Lifting the Gingham Veil' by Jim Johnson, which opens as a new member of the Society visits their base in Alaska for the first time. The action so ... [read full review]
Rating: [4 of 5 Stars!] |
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The basic concept of this product is to provide a ready-to-use fantasy location, with a one-page referee map and a set of customisable maps breaking that location down into 8" x 10" sections suitable for use with miniatures. 0one's usual high technical standards aid you in presenting the map just the way you like - and there are even scenario ideas if the location hasn't already started to spawn ideas in your mind.
So, this location is the home of a rather dubious-sounding religious organisation, rumoured to kidnap the unsuspecting for unspeakable rituals. Or, of course, they might be really nice people and your adventurers have a completely different reason for visiting their home. Or, indeed, it could be a base for your characters...
Be that as it may, the place is disguised as an orc camp - who knows, your adventurers might have chanced on it and fancied a night of orc-bashing... and are in for a bit more than they bargained for! For those who delight in adventure locations th ... [read full review]
Rating: [4 of 5 Stars!] |
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The Introduction gives a potted history of the ruleset from its (note absence of apostrophe - inappropriate ones have slipped past this book's editors rather too frequently!) inception as the Federation RPG to its current incarnation - but in terms of publication details rather than how the game mechanics have developed. This is followed by a laboured explanation of how to generate a percentage from a d10 and the suggestion of a very dictatorial approach to GMing... one which makes the most authoritarian GMs I've encountered look like cuddly fluffy creatures.
Now, on to character generation. There are four primary statistics (Strength, Dexterity, Endurance and Intelligence) which are rolled as percentages, with some derived ones calculated from them. It is suggested that characters start at 21 years of age although 'older characters are usable' and looks at how much cash a character is likely to have before moving on to look at the standard Human. The discussion launches straight in ... [read full review]
Rating: [3 of 5 Stars!] |
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This short but beautifully-presented piece introduces the fell knight, a fallen paladin. Well... one who has turned from the light, from service to the forces of good, at any rate. He may not be strictly speaking evil, but he's no longer the shining knight he once was.
Suitable deities for a fell knight are those who have dominion over war or death, or a fell knight may have merely slipped from the high standards required of paladin-hood without actually having thrown in his lot with a fully evil god.
Many paladin powers can still be used by a fell knight, but elegant suggestions are made as to how to subtly twist them to suit his fallen state. A collection of appropriate prayers and other powers especially created for the fell knight are also available.
Characters dealt with, there is also a fell knight template which can be applied to any suitable humanoid of 11th level or above. Suggestions are made for the modification of monsters or NPCs to use this template. A fine examp ... [read full review]
Rating: [4 of 5 Stars!] |
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The Introduction sets the scene: a fairly common occurrence in Victorian society, Reginald Cantwell, an ethusiast for all things Ancient Egyptian, has returned from a trip to Egypt and is holding an evening party to show off the treasures that he collected there. Chief of these is a mummy, which he proposes to unwrap as part of the proceedings. Pity some villains have other ideas... there is a brief outline to explain who is after Dr Cantwell's artefacts and why, and (nice touch) mentioning how some of the characters involved may already be known to our heroes is they have played certain other adventures before this one.
Act 1: A Mysterious Invitation gets the characters involved in a very direct manner - irrespective of who they are or if they number Reginald Cantwell amongst their acquaintances, they are invited to the aforementioned evening event. Just in case curiousity is not enough there is a £10 note (at least a couple of week's wages for even a professional man!) and a cryp ... [read full review]
Rating: [5 of 5 Stars!] |
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This is a simple boardgame based on American Football, but with reduced teams - 6 per side - controlled by a single player. Using a grid - a chess board is suggested - and leaving you to find counters or miniatures to use for the teams and the ball, all you need is this book and a couple of d10s to play.
First the different player types are explained: the blocker, the passer and the runner. Each type has four statistics, and these are explained - prowess at blocking, passing and running, plus a 'fortitude' one to see how much damage they can survive during play. Each team has a passer, two runners and three blockers. Next comes a discussion of different playing areas, from the 'old school' one that represents a grass field like the one you probably played ball on to variants like the 'dungeon' (with random traps) and the 'Greek' which rather implausibly has columns scattered round the field... and worse, there are ones with fire pits or warp pads that move you randomly around!
Th ... [read full review]
Rating: [2 of 5 Stars!] |
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