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Jeremy Hart Designs: Armored Assassin
Jeremy Hart Designs: Armored Assassin
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Spirit of the Century
par Scott F. [Acheteur vérifié] Date Ajoutée: 05/10/2013 13:28:08
This has to be Pulp gaming at it's finest. The mystery and intrigue and gung-ho fights that this oft glossed over genre, shines through in this unique approach to the FATE 3 system. The authors put a lot of thought (and most likely reading) into getting just the proper "pulp" feel. I'll have no problem with giant robots, mad scientists and "Doc Savage" type mysteries again!

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Spirit of the Century
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Storm of the Century: A Spirit of the Century Adventure
par Sean F. [Featured Reviewer] Date Ajoutée: 05/02/2013 16:25:33
SEAN'S PICK OF THE DAY: Return to the chilling days of yesteryear with Storm of the Century, which just happens to be the latest piece of awesome for Spirit of the Century.

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Storm of the Century: A Spirit of the Century Adventure
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Dresden Files RPG Casefile: Neutral Grounds
par Mark D. [Acheteur vérifié] Date Ajoutée: 02/11/2013 13:53:14
Great casefile. There is a lot of room for personalizing this casefile to fit your group and to make the experience vary dramatically.

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Dresden Files RPG Casefile: Neutral Grounds
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Don't Rest Your Head: The Bad Man
par Keir A. [Acheteur vérifié] Date Ajoutée: 12/15/2012 05:57:09
This product is pretty good overall, I particularly enjoyed the alternative character sheets and the idea of each player describing one thing about the villain that disturbs their character so. However, I feel like given this product seems to be intended for introducing people to the game, I'd say the idea of alternative rules is flawed, because I generally like to stick to the standard rules when I'm starting out a game with people, and only come up with alternatives once everyone is familiar with it. I'm also not comfortable with the fact there's basically no suggestion for what to do once in mad city, which really doesn't fit with the fact this was kind of pitched as an intro storyline.

It's ultimately free though, and considering that I think it's definitely pretty cool, and worth at least looking at if you like don't rest your head.

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Don't Rest Your Head: The Bad Man
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Don't Rest Your Head
par Thomas B. [Featured Reviewer] Date Ajoutée: 10/09/2012 00:04:18
The book suffers from some bizarre organizational issues, not unlike someone who was working on little sleep suddenly remembering to discuss something a few pages after he had mentioned it. However, this is easily forgiven as the book includes oodles of page references, a functional table of contents and a very useful index. The art is, apparently, largely clipart and photoshopped, and very evocative of the setting, though its still a larger strain on my printer than I really wanted in the Printer Friendly version. Fred took great pains at various points to explain why things were important, how they impacted the game mechanically, and how they influenced other factors. This was some of the clearest RPG writing I have personally read in a while, and if this is the quality found in Spirit of the Century, then I’m sold.

On the downside, all the extra dice, two bowls, and a bunch of pocket change is kind of an inconvenience, but the gameplay seems like it could be well worth it. This is one of the best, if not THE best “taint” systems I have ever seen…tempting PCs to dip a little into the dark side, as it were, and then fighting like Hell to get out. I could see using this system to run a scenario not unlike the Suffering video game, and I certainly wouldn’t mind if more taint systems played out this way. That said, the system is designed to do one thing very well…if you’re not buying into the concept, there’s not much for you here. However, Fred Hicks and Evil Hat have, at no point, tried to claim otherwise, but I felt it worth mentioning.

If you like horror RPGs, unique systems and indy RPGs, its definitely worth picking up. It has a great hook and a unique system that feeds the flavor of the setting, making the sense of desperation a very real thing as you fight and explore the Mad City. Highly recommended.

For my full review, please visit http://mostunreadblogever.blogspot.com/2012/10/tommys-take-o
n-dont-rest-your-head.html

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Don't Rest Your Head
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Dresden Files RPG: Your Story
par Angel L. [Acheteur vérifié] Date Ajoutée: 08/03/2012 15:06:00
Good layout, fun sidebars, great feel for the world, OK game system explanations.

Having gone through the first session of setting up for a campaign, I get where a lot of the explanations were trying to take us, but it was seriously good to have had one of the people who worked on the RPG in the group to help explain things.

That said, the process for building the city and characters can bring a really great sense of camaraderie and be a lot of fun. It is NOT a good system for starting a campaign with people who are new to a city and each other, as that goes against the purpose of the system. Just things to keep in mind when designing your campaign.

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Dresden Files RPG: Your Story
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Dresden Files RPG: Your Story, Our World [BUNDLE]
par Angel L. [Acheteur vérifié] Date Ajoutée: 08/03/2012 14:58:18
good deal on a good system. It's a bit confusing out of the box, so try to include at least one person who's gone through the process before to help it all make sense.

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Dresden Files RPG: Your Story, Our World [BUNDLE]
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Diaspora - Kindle & Nook Editions
par Nenad R. [Featured Reviewer] Date Ajoutée: 07/24/2012 01:58:55
I have always been a fan of hard science fiction, and Diaspora fits the bill. There is a very light setting, with no faster-than-light travel, although there are slip-points connecting the various system in a cluster.

A big part of the game allows the players to define their own cluster, giving a nicely built structure to do so, allowing them to define the setting for the game.

The system itself is fairly standard FATE, as found in Spirit of the Century and Dresden Files, with some minor variations. The characters are designed to be created cooperatively, and the character design process ensures that they are all well-connected to each other.
There are four detailed combat systems (or mini-games, since each one is actually playable as a wargame on its own). They include personal, platoon, starship and social combat.

The first three are fairly standard, and well executed. I was really surprised by the quality of the social combat chapter, and I honestly feel it is the best implementation of social combat that I have seen in any system, since it uses zones not to model the physical space, but rather levels of intimacy and points of view. Even if you use nothing else in the book, the social combat is worth the price of admission.

The book is then rounded out with an equipment generation chapter, allowing the players to create the various technologies to round out the setting.

Overall, Diaspora is a brilliant game, and perfect for lovers of science fiction and FATE. Diaspora is an excellent hard-science space opera game.

The Kindle edition itself suffers from some problems, and the tables in the book are a bit hard to read on a Kindle, so I would recommend getting the PDF version if you really want the game.

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Diaspora - Kindle & Nook Editions
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Spirit of the Century Presents: Dinocalypse Now
par Oliver G. [Acheteur vérifié] Date Ajoutée: 06/10/2012 05:58:07
A fantastic start for a promising trilogy!

The book is a light read and feels like a ride on a roller-coaster, just I expected it to be. You get pulp heroes fighting apes and dinosaurs and more in non-stop action. I really enjoyed it and I'm looking forward to the sequels and the other four books (see Kickstarter campaign) that will focus on certain members of the Century Club.

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Spirit of the Century Presents: Dinocalypse Now
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Spirit of the Century Presents: Dinocalypse Now
par Myron B. [Acheteur vérifié] Date Ajoutée: 05/28/2012 01:04:34
A fun read, full of action and adventure in the best pulp style. Aside from a few anachronisms - things which I doubt most people will notice or care about - its a wonderful book.

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Spirit of the Century
par Matthew B. [Acheteur vérifié] Date Ajoutée: 05/18/2012 14:47:36
Awesome use of the ruleset!

I am quite enamored of the setting and the assumptions about the larger than life aspects of the characters.

I love a big freewheeling game and this is easily one of the best for that style of pley.

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Spirit of the Century
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Spirit of the Century Presents: Dinocalypse Now
par Arthur S. [Acheteur vérifié] Date Ajoutée: 05/11/2012 12:37:13
A fun read in a pulpy style. it has everything: New York, sirplanes, dinosaurs, and bigger than life heroes!

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Spirit of the Century Presents: Dinocalypse Now
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Spirit of the Century Presents: Dinocalypse Now
par Erik J. [Acheteur vérifié] Date Ajoutée: 05/02/2012 19:07:17
An amazingly fun thrill ride that channels everything that was fun about those old pulp novels from the 30s. Bigger than life heroes and heroines, dastardly villains at which you can hiss, all jumbled together in an adventure that spans the globe. I found Dinocalypse Now to be over the top in all the right ways. Chuck Wendig packed this first entry into the series with enough twists and turns to keep me guessing most of the way through. The next book can't come soon enough.

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Don't Rest Your Head
par Aaron H. [Acheteur vérifié] Date Ajoutée: 03/23/2012 15:09:26
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=19581.

Don’t Rest Your Head is a psychological, player focused mind trip of a game that incorporates aspects and ideas from some of today’s most innovative writers and film makers into a unique game setting that will keep you up all night.

OVERALL

Don’t Rest Your Head isn’t new, it’s been around for 6 years and during that 6 years it has helped to change the way designers and players look at RPGs. Don’t Rest Your Head is a high concept advanced RPG that is player centric and player focused. Character creation is mechanically simple, but intellectually challenging. The game focuses on the players who are suffering from insomnia in such a way that they are now known as the awakened. The player’s lack of sleep has opened up an existence that inhabits a place called the Mad City. The Mad City plays host to diverse denizens like the Wax King, the Blind Knights, the Roof Rats, the Paper Boys and the Ladies In Hating to name a few. In the Mad City there is a 13th hour and it is dangerous. All of these elements combine to create an RPG that easily gets into your head and is as far from the normal hack-and-slash dungeon crawl as can be.

RATINGS

Publication Quality: 10 out of 10
Don’t Rest Your Head was produced before the concept of crowd sourced funding was around. Even without the benefit of public support Evil Hat Productions managed to produce a solid product that is minimalistic, well-thought out and useable. 99.95% of this rulebook is in black and white; the only color present is some red shading and a touch of blue on the face and in the hair of the person depicted on the cover. When color is done right it blows my mind, when black and white is done right it holds this eldritch power that is hard to explain.

Fred Hicks showed sheer genius in his use of black and white to create the mood and feel for Don’t Rest Your Head. At first glance, the page borders create the feeling of ripped pages, but as I delved into the book I got more of a feeling that the black around the edges of the pages represented the darkness creeping into the reader’s soul as they become immersed in the world of Don’t Rest Your Head. The fonts used in this rulebook resemble old newsprint typeface. You could easily picture this being done on an old school typewriter or printed in an even older school newspaper. This book sets the standard for the use of stock photos. All of the photos are in synch with the text and the skilled use of Photoshop makes some stock photos that many people will recognize feel fresh and in some cases imposing. Some of the art has been altered just enough to look like the old plates that were inked then pressed on paper in the early days of printing. Nothing in this rulebook is overdone or overwrought in this book.

Mechanics: 10 out of 10
Don’t Rest Your Head does not have a crunchy rules system. For the type of game that Don’t Rest Your Head is, the rules are just right. When there is a conflict the player rolls three dice then can add additional dice based on the possible addition talents and madness dice. A roll of 1,2 or 3 is a success, the total number of successes is called a degree and the person who has the highest degree wins the conflict. Conflicts can occur between players, between players and the GM or between players and the environment. Tie goes to the player. There are other factors that come into play but this is the basics. If you want to get all of the details, buy the book. This is a game of simple dice pools and easy to learn rules. The rules are easy to learn and not complicated, they are flexible and simple enough to cover most situations and the entire feel of the game follows the rule of cool. The rule of cool states: If it is cool and not covered by the rules always go for cool, or strange or odd or just plain freaky. (Please note that the rule of cool is a subset of the Bro Code, unisex version 2.5.)

Desire to Play: 10 out of 10
This game is not for everyone. If you are the type of player who likes to name your character Fightor and the only time you speak at the table is to let the GM know your roll results, avoid this game like the monster under the bed. If you enjoy role-playing games that focus on the player, this is for you. At the more than fair price of $15.00 USD for the hard copy and $5.00 USD for the PDF there is no way you can go wrong with this book. This is a great convention game and perfect as a short term game. There are mechanics that allow you to run an extended adventure, but I think it works best in the short role. Because of its’ outstanding price point it is an affordable game to introduce to most gaming groups. This game is worth your time and money.

Overall: 10 out of 10
Don’t Rest Your Head was, and in some way still is, ahead of its time. This game embraces a player centric focus that many games forget. For many GMs, especially the ones who normally railroad their players, this game will be a huge change for you, in the best possible way. In this review I used the word players but throughout the entire Don’t Rest Your Head rulebook, the player characters are call protagonists. While this might not seem important it really is. This lets us know that this game is a storytelling game that is focused on the players, not the GM. There is no room in this game for NPCs in god mode. There are points in the game where the players actually take the game over. For some players who have never run a game or are table flowers this could be a deal breaker. This game is truly a team effort and if you have the right team or even mostly the right team you will enjoy it. This is a game that delves into human emotions, feelings and, most of all, fears. Don’t rest your head opens that closet door that kept you awake at night. It crawls under the bed where that unseen, but well-known, creature lurks. Don’t Rest Your Head looks down between its’ legs to see the potty hands before they grab you!

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Don't Rest Your Head
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Dresden Files RPG Preview: Nevermore
par Adrian S. [Featured Reviewer] Date Ajoutée: 02/28/2012 04:25:16
I've been a fan of the Harry Dresden novels for a few years and Evil Hat's RPG has piqued my curiousity. After reading the free taster, I'll be investing in the whole game. Whilst other reviews I've read have pointed to the system being extraordinary, I'll focus on the section available for download here.
This is part of the RPG book, and provides an overview of Baltimore. At 39 pages, it contains an awful lot of informatio including an overview of Baltimore, the mundane community, the source of supernatural conflict in the city (a Ley Line of great power), and an indepth look at the supernaturals. The White and Black Courts are covered as are renegade wizards (proving that not all wizards need conform to the White Council), the Fae, a mortal secret society (dedicated to the supernatural knowledge of Edgar Allen Poe) and the White Council.

As well as a host of NPCs with full stats, the authors have included three potential PCs which could be played straight from the page. They are well-developed enough to build some in game relationships and attention has been paid to forging some links that will keep them together.

However, what truly shines is the reparte between the fictional authors of the section. There are side notes which poke fun at NPC names, reveal that Thomas (Harry's brother) is a goth LARPer (whilst also ridiculing some stereotypes of LARPers), running supernatural political commentary, Star Wars references and some other insights which make reading this a very pleasant experience, and cementing it as pure Dresden.

The last section is a more comprehensive narrative of the locations in Baltimore likely to create interest and tension in your chronicle. There are clear links back to the NPCs in the previous section showing that the authors have invested time in planning the chapter. The linkages are logical and interesting, and could be transferred to almost any other supernatural-themed game.

As I said, I'm going out and buying the RPG as soon as possible, and I'll look forward to collecting (and hopefully playing) the entire Dresden product line. Even if you don't intend to get involved in RPGs, this is worth getting just to read.

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Dresden Files RPG Preview: Nevermore
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Evil Hat Productions, LLC
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Storm of the Century: A Spirit of the Century Adventure

01.Storm of the Century: A Spirit of the Century Adventure
02.Spirit of the Century
03.Dresden Files RPG: Your Story
04.Dresden Files RPG: Our World
05.Dresden Files RPG: Your Story KINDLE/NOOK Editions
06.Don't Rest Your Head
07.Do: Pilgrims of the Flying Temple
08.Swashbucklers of the 7 Skies
09.Dresden Files RPG: Our World KINDLE/NOOK Editions
10.Don't Lose Your Mind
11.Happy Birthday, Robot!
12.Do: The Book of Letters
13.Spirit of the Season
14.Diaspora - Kindle & Nook Editions
15.A Penny For My Thoughts
 
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