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Mermaid Adventures Coloring Book
by Michael H. [Verified Purchaser] Date Added: 03/22/2014 01:51:33
My seven year old really enjoys having the pictures from the game book to color. The art is well suited to coloring. Definitely worth a couple bucks if any coloring book is.

Rating:
[5 of 5 Stars!]
Mermaid Adventures Coloring Book
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Care Package #1 (for Camp Myth: The RPG)
by Jacob W. [Verified Purchaser] Date Added: 11/09/2013 13:55:05
Care Package #1 is an excellent addition to the Camp Myth RPG line-up. It's short, extra sweet, and to the point, and everything contained in the book will make an excellent addition to any Camp Myth game.

This PDF is only 6 pages long, or 5 if you don't include the cover. It doesn't bother with a Table of Contents because it doesn't need to--we're dropped straight into descriptions of the game's three newest races: the Gorgon, Pixie, and Yeti.

Gorgons are younger versions of the mythic sisters from Greek mythology. They haven't grown into their snake-like features yet, but they do have a tendency to accidentally petrify things when they get spooked or upset.

Pixies are "doll-sized delinquents" who are rebellious by nature. They enjoy making clothes and armor out of discarded things, such as armor welded from pennies.

Yetis are big, brutish, and don't understand (or care about) social norms. To a yeti, the direct approach is always the best approach.

Each new race comes with a nicely illustrated picture to give you a feel for what they look like, and the descriptions are up to the super hysterical and pun-tastic standard set by Chris Lewis Carter in the original Camp Myth RPG (and Camp Myth children's books).

After 3 pages for new races, we have two pages for new Charms and Merit Badges. There are 5 of each, and each adds some new item to obtain.

As usual, it's the flavor of the setting that really shines through here. I love the Harpy-Feather Pin, the M.Y.T.H. (Mythic Youth Training Handbook), the Djinn Wish Management merit badge, and the Pegasus Aviation merit badge, among others.

And that's it. Short, simple, to the point, and ultra fun. If you own Camp Myth: the RPG, you definitely need to pick up Care Package #1.

Rating:
[5 of 5 Stars!]
Care Package #1 (for Camp Myth: The RPG)
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API Worldwide: South America
by Thomas B. [Featured Reviewer] Date Added: 09/09/2013 01:08:55
WHAT WORKS: This API Worldwide book does a great job conveying the different “feel” that it has over a US-based game, doing an even better job of illustrating that then Europe or Canada did, and feeling more “complete” than the Europe book. The lack of metaplot means that you don’t have to worry about your group’s decision at the end of the second adventure being overruled by anyone.

WHAT DOESN’T WORK: None of the four new demon species really jumped out at me the way previous Worldwide demon entries did.

CONCLUSION: If you’re not setting a game in South America, even as a temporary detour, I’m not sure there’s going to be enough here to make you NEED this book. That said, if you want a completely different, almost desperate, feel to your API campaign, South America is just what you’re wanting: The API South America branch is outgunned, overpowered and trying to figure out how to make it all balance. Strong recommendation if you like API and want a change of scenery. If you’re just wanting something to boost your existing game, this probably won’t do the job for you.

For my full review, please visit http://mostunreadblogever.blogspot.com/2013/09/tommys-take-o-
n-api-worldwide-south.html

Rating:
[4 of 5 Stars!]
API Worldwide: South America
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Wu Xing: Truth and Lies
by Thomas B. [Featured Reviewer] Date Added: 09/08/2013 02:05:45
WHAT WORKS: The cool new mechanics are a great addition and some of the setting elements are nice. The options for playing the Will of Iron as “not nice” as well as playing an “honest” Strand of Fate is really intriguing as well.

WHAT DOESN’T WORK: The adventure left me a little cold for some reason.

CONCLUSION: If you like Wu Xing, there’s a lot of great setting elements here to play around with (like the Repeating Prison). There are also some swell new rules like the wushu, new styles, new weapons (I do dig the Seven-Branched Sword and Heaven’s Splitter). Unless you’re playing troupe-style, your players won’t need a ton of clan options, but the Veiled Ones or the Sons of Steel could make for great antagonists. Definitely recommended for fans of Wu Xing as there are some cool elements to use even if you don’t have Will of Iron or Hidden Strands PCs in your games.

For my full review, please visit http://mostunreadblogever.blogspot.com/2013/09/tommys-take-o-
n-wu-xing-truth-and-lies.html

Rating:
[5 of 5 Stars!]
Wu Xing: Truth and Lies
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Wu Xing: Truth and Lies
by Aaron H. [Verified Purchaser] Date Added: 03/23/2013 16:34:40
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=33168.

Truth and Lies is another clan-oriented sourcebook for Wu Xing, delving deeper in to a pair of clans and adding new options to go along with that content. Truth and Lies focuses on the Will of Iron and Hidden Strands of Fate clans along with a pair of new clans that coincide with those clans. The source content is presented in narrative fashion as if you, the reader, was having a conversation with the person in the book. Albeit slightly odd at times as the person in the book responds to questions you didn’t actually ask, the source content is an interesting read that strives to keep the reader engaged.

OVERALL

For those who enjoy Wu Xing and want to flesh out more of the background of their ninjas or gain a better understanding of what the clans are like, these clan sourcebooks are exactly what is necessary. As an ongoing series, players and GMs will definitely get a greater sense of what the Wu Xing setting is about as these books focus heavily on the source material and present new mechanics almost as a bonus instead of being the focus of the book. Thus, you get more material to make your ninjas more interesting and give them more purpose within the overall Wu Xing setting.

RATINGS

Publication Quality: 9 out of 10
Truth and Lies is a great looking book. Being funded through Kickstarter helps to produce top-notch artwork and it utilizes the already-established layout and format of other Wu Xing books. I’m not always a fan of how some of the artwork is sized and placed on the page, but they still work and do a great job of representing the content in visual format.

Mechanics: 8 out of 10
Truth and Lies is a solid book for new mechanics in terms of what you get. I would prefer to see more of the source content translated into mechanics to tools regarding some of the people and places being mentioned. There’s a lot of great mechanical content here for players, but not as much mechanical content for GMs. I understand the focus is on the clan, but it would be nice to have further translations of the source content into quick plug-in module type tools for GMs (such as presenting a stat block for an important person, presenting the stats for a particular village presenting frequently in the book, etc.).

Value Add: 10 out of 10
Truth and Lies is an excellent sourcebook to add to your collection, especially players. Not only does it present an in-depth look into a pair of clans, it offers new player character options to better represent what those clans are about. For GMs, you also get another adventure to slot into your campaign.

Overall: 9 out of 10
Truth and Lies is another great clan sourcebook for Wu Xing. This series does a proper job of presenting clan-oriented material and lays out a lot of options for the players and GM to pull from (source content that is). It feels extremely balanced with the core Wu Xing book and presents content that has a certain synergy with the core rulebook, making it feel like an integral part of the overall setting.

Rating:
[5 of 5 Stars!]
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API Worldwide: South America
by Aaron H. [Verified Purchaser] Date Added: 02/15/2013 20:48:10
The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=32063.

Apocalypse Prevention, Inc. is set within the United States in the core rulebook. Third Eye Games expands the game’s options and territories by presenting these API WorldWide sourcebooks. South America does what the title says, presents new options for those wishing to take their game to South America. However, instead of just presenting you with a new location, South America introduces new species and conflicts that further expand the Apocalypse Prevention, Inc. canon. This method of releasing products does two things: Expands the setting of API and introduces uniqueness throughout the world whereas one location doesn’t simply feel like another in terms of how the history of the area, from an API perspective, unfolded.

OVERALL

I really like the API WorldWide sourcebooks, and truly appreciate their uniqueness regarding the overall Apocalypse Prevention, Inc. canon. One thing prevalent throughout is how the fluff and mechanics are flavored to match the setting, in this case South America and the Amazon. If you want to extend your games into South America, this is the best way to do it.

RATINGS

Publication Quality: 8 out of 10
API WorldWide: South America is a good looking book. It is not without editing errors and possible tweaks to illustration sizing, but overall it is a high-quality publication with excellent artwork and a clean layout and format. It follows the standards previously presented in API books and executes that standard appropriately.

Mechanics: 10 out of 10
The mechanics of API WorldWide: South America is where this book truly shines. Not just because they give you new options, but because they take the fluff content and translate them well into in-game mechanics, again all flavored to match the setting. It’s always nice to have new options, but it feels much more cohesive to have those new options completely match the flavor of the setting from which they originate.

Value Add: 9 out of 10
API WorldWide: South America does a fantastic job of extending the game’s setting into South America. This presents a lot more fluff and conflict opportunities. Even without using the new in-game mechanics, much of the source content can be incorporated into games within other continents should the organizations within South America decide to branch out to other areas. It truly is an all-encompassing book.

Overall: 9 out of 10
API WorldWide: South America is a definite value-add to Apocalypse Prevention, Inc. If only for the extension of the game’s canon, you can further flesh out your own campaigns by introducing new elements coming from South America. Otherwise, you can take your came to a completely different location and place the PCs within the heart of the Amazon, for whatever reason. Sourcebooks like this really grow the overall options of the game.

Rating:
[5 of 5 Stars!]
API Worldwide: South America
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Wu Xing: The Ninja Crusade
by Thiago R. [Verified Purchaser] Date Added: 01/13/2013 02:45:09
While the layout is a bit on the weak side and the system is not very original or engaging, Wu Xing is a very honest book with gorgeous art. It felt like a strange mix of White Wolf and D&D in both scope and rules, but it does not try to sell itself as revolutionary or anything like that.
Get it while it's on promotion - while it feels like a good buy at $8.83, I don't think it's worth 15 bucks.

Rating:
[3 of 5 Stars!]
Wu Xing: The Ninja Crusade
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Mermaid Adventures RPG
by Thomas B. [Featured Reviewer] Date Added: 12/03/2012 23:00:03
WHAT WORKS: The system looks like it would do a find job of handling any type of conflict, not just slugfests, and the charts for stats dropping to 0 are inspired. The amount of Merfolk is similarly impressive, and it would be easy to increase the available Qualities based off of the examples given. The bestiary is also pretty big, and the five adventures cover a broad range of stuff, giving you some good ideas as to the range of the game.

WHAT DOESN’T WORK: Despite not being marketed towards girls specifically, Mermaid Adventures has registered exactly zero interest from MY kid, in no small part because of the “Mermaids”.

CONCLUSION: Obviously, I’m a huge fan of Third Eye Games, but I was fairly underwhelmed when I heard the announcement for this game. After reading it, I may put the overall quality of the book ahead of Part-Time Gods and behind API and Wu Xing. The system is simple but has some nice wiggle room, and I’m glad to see it’s living on in another kid-friendly RPG, Camp Myth (which, thematically, may be more up my kid’s speed). Don’t judge the book by its surface…it has some impressive depths to it.

For my full review, please visit http://mostunreadblogever.blogspot.com/2012/12/tommys-take-o-
n-mermaid-adventures.html

Rating:
[5 of 5 Stars!]
Mermaid Adventures RPG
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Apocalypse Prevention, Inc. - Savage Worlds Edition
by Roy P. [Verified Purchaser] Date Added: 10/04/2012 22:44:22
A fine addition to the Savage Worlds family. I was lucky enough to play a API Savage at Gencon 2012. Admittedly I was a little hesitant with how some of the special powers and different races would translate to Savage Worlds. After playing through API Savage I was pleasantly surprised with how smoothly Eloy Lasanta was able to transition API from his own system to Savage Worlds. Cool new races, racial edges, edges and hindrances. Congrats to Third Eye Games.

Rating:
[5 of 5 Stars!]
Apocalypse Prevention, Inc. - Savage Worlds Edition
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Wu Xing: The Ninja Crusade
by Jay S. A. [Featured Reviewer] Date Added: 07/09/2012 00:23:14
I find that Wu Xing is a game that has a lot of open spaces for a GM to fill in on his own. Sure there's a large central conflict with the Izou Empire and the Lotus Coalition, but it's just sort of there. The writing doesn't seem to convey the same kind of urgency that being hunted to extinction is supposed to impart. That said, all the pieces to make it feel urgent are there, the Executioners and Golden Lions are all fearsome opponents, and the Firearms mentioned in the game's blurb is barely given more than a short sidebar, a paragraph saying that they're pretty dangerous and take a while to reload and a single row in the weapons table. It would have been nice to see a unit of empire soldiers that specialize in firearms, like Imperial Snipers or something just to amp up how they can turn the tide against Chi-Manipulating Ninjas.

Speaking of the Empire and the Lotus Coalition, even having a small smattering of NPCs from both sides of the conflict would have been nice to see. Giving a name and a face to the big names of the Empire, such as say, a Spymaster could do a lot to make the setting more interesting. Likewise the Lotus Coalition would be more interesting if we knew who were the Ninjas who were squabbling against each other, and what their agendas were.

I'm also slightly put off by the modern language and concepts used in character dialogue in the fiction parts of the book. One particular vignette for the Blazing Dancers Clan had me strangely bothered when the Ninja offers a fan an autograph. It seemed like a very strange anachronism, and one that kept jarring my suspension of disbelief. Some turns of phrase were also far too informal to match the setting, but I think that's just my expectations clashing with the setting as intended by the author. I think my expectations could have been colored by my experiences and comfort in running Legend of the Five Rings.

That said, the game itself is pretty neat. I mentioned some issues I've had about the organization of the rules, such as putting the basic mechanics in the skills portion of the character creation instructions, but once you actually get a hang of the entire thing, it feels like a very solid system. The options for combat, the strong visuals for the Wushu and various techniques, and the little ways to customize your character are all well done. The artwork and layout are all well done, with the various pieces for the Clans being a highlight. Also the character sheet, while dense (and perhaps riddled with just a little too many shuriken) is very useful, and has a mini-reference for all the little rules for combat to help things move along a little more smoothly.

Wu Xing delivers on the promise of being action-oriented, and provides enough magic and mysticism to pull off the whole superpowered Ninja schtick with aplomb. I would definitely recommend it to anyone interested in playing or running in such a game, but I would also advise them to read the book very carefully just so you don't miss out on any stray rules tucked away in other paragraphs.

Rating:
[4 of 5 Stars!]
Wu Xing: The Ninja Crusade
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Apocalypse Prevention, Inc.
by Daniel M. [Verified Purchaser] Date Added: 06/29/2012 01:13:34
Apocalypse Prevention Inc

What is it?

Apocalypse Prevention Inc, or API, bills itself as an action-horror RPG with a dash of humour. It's a small press affair from Third Eye Games and looks pretty slick. The PDF is in black and white and a little sparse in the art department, but the overall layout is nice.


Players take on the roles of agents working for the titular organization, a kind of privatized version of the Men in Black. These agents spend their days policing the supernatural world. They greet travelers from other dimensions, solve supernatural crimes and deal with dangerous entities. Apocalypse Prevention Inc has access to technology above the modern level, as do demons and other outsiders. This means that future-tech like cybernetics are relatively common place in the game, which at time doesn't mesh well with the intended horror elements. (It comes across a little campy.) That said, cybernetics and future tech are fun, so you won't hear any further complaint from me.


How does it work?


The game begins with players creating their characters. API use a point-buy style system that has players selecting a race and then buying attributes, skills and gifts. There are a good number of races to choose from, everything from fire demons to changelings, but the game makes it clear in the lore that most of the time players should be creating human characters. This feels like a mixed message to me; you don't say that the majority of the organization is filled with humans and then dangle a half dozen alternative choices in front of the players. It doesn't help that there are rules for creating a random demonic race for players to use (Not that I'm complaining, I love random tables.) This all ties back into my feeling that the game doesn't quite match the tone that the author was going for.


Attributes and Skills are exactly what they sound like and there isn't much to say other than there are enough of them to make characters feel diverse, but not so many that they lose their importance. Gifts are where things get interesting. These cover everything from magical ability to cybernetic implants and they are where most players are going to spend the most time agonizing over choices.

One place where the character creation in API veers off from the traditional path is with something called Passions. These passions are an aspect of the character's personality and life that drives them and they are used as an experience mechanic throughout the game. If a player plays their character according to their listed Passion then they earn experience. It's a good mechanic for encouraging players to take on a more active role and it's one that has become relatively common, in one for or another, since API was published four years ago.


The actual game mechanics are really straightforward: roll 1d20 and add relevant attribute and skill. There is an separate combat section which covers things like teamwork and special maneuvers and this is important in a game where players primarily spend their time hunting down demonic creatures. The system reads and plays very much like a lighter version of d20, something closer to Savage Worlds in crunch, maybe a little crunchier. It's a good, simple system and those familiar with d20 and similar systems will catch on very quickly. The game isn't trying to do anything special with the system and, frankly, it doesn't need to.


Final Thoughts


Apocalypse Prevention Inc does what it sets out to do. It provides a great framework for players interested in playing enhanced agents that hunt monsters and any GM that picks up this book is provided with everything they need to start that campaign with minimal effort and planning. The system that runs the game will be familiar to anyone that has played a traditional tabletop rpg and should be easy to pick up for those that haven't, but it doesn't do much that is new or interesting.

The strength of API really lies in the engaging setting that frames the rules. It's fun and should instantly appeal to anyone that loves a good old fashioned monster hunt. It is Men in Black meets Buffy the Vampire Slayer and if that idea grabs you then you will like API. If it doesn't then you aren't going to find much that will hold your attention in this game.

If DriveThruRPG allowed 1/2 stars then I would rate 3.5, but since they do not I will set this at 3.

-Copied from my blog (impossibleboulder.blogspot.ca/2012/06/apocalypse-prevention-
-inc.html)

Rating:
[3 of 5 Stars!]
Apocalypse Prevention, Inc.
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Mermaid Adventures RPG
by Alexander L. [Featured Reviewer] Date Added: 06/28/2012 06:15:25
Originally posted at: http://diehardgamefan.com/2012/06/28/tabletop-review-mermaid-
-adventures/

Mermaid Adventures is a cute little RPG made specifically for bringing young children (and especially young girls) into the tabletop RPG fandom. It came into existence as a Kickstarter campaign. The game was very successful, drawing in nearly two hundred backers and more than doubling its original goal. This allowed Third Eye Games and the game’s creator, Eloy Lasanta, to add four new races and a few more adventures to the game. I wasn’t a backer personally for the game, but I did find it a very cute idea (and god knows we need to really get the younger generation involved in this hobby) so when I was offered a review copy of the game, I leapt at the chance.

Mermaid Adventures contains everything a group of players needs to play the game. The book’s rules are fairly simple, which is a plus for any game geared towards single-digit players, and there is a lot of advice for parents on how to run the game and even help their kids make characters if the point based system is too much for them. You will need a lot of dice though – at least ten of one colour and ten of another (the game suggests black and white), so expect World of Darkness size rolls, especially if you get to have a long running campaign. Rolls are basically contested. A character rolls their die pool, trying to get 4s, 5s, and 6s. Each of those is a success. Depending on the difficulty of the task at hand, they will also have to roll one or more black dice. If the successes on the white dice are greater than the black dice, the character succeeds. If there are more successes on the black dice, the character fails. A tie means a partial success. That’s really all there is to actually rolling in the game. It’s extremely simple and the rolls can be applied to anything from combat to putting together a puzzle. Kids will figure out the rules in no time and really be able to run through the game the same way long time tabletop vets have their favorite core rulebook memorized.

There are eight types of playable merfolk: Eelfolk, Fishfolk, Jellyfolk, Lobsterfolk, Octofolk, Rayfolk, Sharkfolk, and Urchinfolk. Like any RPG, each race has their own strengths and weaknesses although I suspect most kids will gravitate towards fishfolk since that’s what is primarily thought of when they hear the word “mermaid.” I can’t see too many people wanting to be sea urchins or jellyfish. I am glad to see a wide variety of sea creatures as it gives little children, who are prone to gender roles, a chance to play a game where they can be a tough rugged shark or a beautiful fishy princess like Ariel from The Little Mermaid. It’s telling that the biggest question Eloy got from the children who playtested the game was, “Do we have to play as girls?” due to the fact since time immemorial, merfolk have almost always been cast as female to the point of it being part of the unconscious collective.

There are only four attributes for kids to keep track of: Body, Mind, Charm (Charisma), and Luck. Attributes for PCs start with five assigned points based on their starting race. For example, a fishfolk has the following starting stats: Body 1, Mind 1, Charm 2, and Luck 1. Then the player gets five extra points to put into stats however they want, with a maximum of five. So a Fish folk could look like anything from Body 5, Mind 1, Charm 3, and Luck 1 to Body 2, Mind 3, Charm 3, Luck 2. There’s a lot of room for flexability which ensures a kid can have whatever type of character they want, from bookworm shark to an extremely strong Jellyfolk. Each starting race also has a free Quality to help it when rolling dice. A Fishfolk gains the free Quality of “Adventurous,” which lets it get an extra white die to roll when discovering something new while an Octofolk gains the Quality Tentacles, which gives them an extra die when trying to accomplish something quickly and yet correctly. Finally, the player then gets to pick a total of four other Qualities from a massive list of thirty regular and ten magic based Qualities. Magic Qualities can be taken freely, but you can never have more Magical Qualities than you do Luck. That’s all there is to character creation. Again, everything is simple, streamlined, and very easy for kids to learn.

The game contains several pages of NPC stats. You can use some of these as pregenerated characters and others as allies or enemies. There are also stat blocks for various aquatic life forms, both mundane and fantastical in nature.

The book ends with five full adventures for kids to play. It’s probably best that a parent acts as the Keeper (DM/GM/Etc) at first, but once kids know the rules pretty well, they can take turns running an adventure instead. The first adventure is “The Rescue” and has the merfolk trying to save the crew and passengers of a sinking ship, all while keeping their existence a secret. “The Queen’s Pearl” has the players finding well…the Queen’s missing pearl. “Undersea Olympics” has characters competing in several sports and is a nice example of how to do an adventure where characters aren’t fighting anything. It’s just good clean sports & fun. “Lost in Dark Tunnels” is the most mature adventure, giving the PCs the mission of trying to find a lost child. “Being Human” has the players wake up on a beach one morning, all magically transformed into humans. The merfolk must figure out how this happened (and why) and how to change back to their real forms. This last adventure is very open ended and should allow the Keeper to start coming up with a series of adventures to play off this one. It’s a nice selection of easy adventures that younger gamers will quickly learn the ins and outs of the system by playing through.

The art of Mermaid Adventures might be its weakest areas. It’s very cartoony and colourful, which I think kids will appreciate. However, because it’s not the typical art found in RPGs, I can see some adults brushing it aside as amateurish or cheesy. Of course, they are not the target audience in much the same way Archie Comics aren’t really written with a 40 year old male in mind. Although I’m not a child, nor do I have/want any of my own, this is definitely the sort of art that would have appealed to me as a young kid, but also something I’d have brushed off as “lame” when in my teens and fully into D&D, Call of Cthulhu, and other RPGs like that. As an adult now I think my feelings towards the art lie somewhere in the middle. Perhaps either quaint or charming would be proper descriptors.

All in all, Mermaid Adventures is a really cute rules lite system that I think a lot of small children can really have fun with. It’s not really something I can see older gamers or even tweens playing a lot of, as they’ll probably want something a little deeper. Still, it’s a wonderful little game to introduce children to the world of tabletop gaming, even if they don’t stick with it for too long. Do you know a budding young gamer who likes your tabletop miniatures but has no idea what you are doing with all those dice and words like “initiative” or phrases like “free action”? Then you might want to consider starting them off with Mermaid Adventures. As it’s only a ten dollar PDF, it won’t break the bank and it just might be the gateway towards your child developing a lifelong love of rolling dice, casting spells, and earning experience.

Rating:
[4 of 5 Stars!]
Mermaid Adventures RPG
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API Worldwide: Canada
by Aaron H. [Verified Purchaser] Date Added: 04/10/2012 15:12:14
The following review was originally published at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=19996.

Worldwide: Canada is a sourcebook for Apocalypse Prevention, Inc. (API) detailing, of course, Canada. But don’t think of this is a geographical reference book as everything inside is geared toward expanding the API setting to the frigid north (in regards to the US of course). If you think about it, Canada is a natural choice for oddities within the API world with its general size and large areas of wilderness. Demons, as they are called in API, can thrive in a land where humans rarely travel. To add to this natural value, the book is filled with great new options including applicable organizations, locations of interest, new races, and two detailed adventures. Even if you don’t want to run a game in Canada, this book is filled with lots of great content that can be incorporated elsewhere.

OVERALL

If you want to confine your Apocalypse Prevention, Inc. games to the borders of the United States, then Worldwide: Canada won’t do you too much good. However, a crafty GM can easily find a way to pull some of the organizations and adversaries in Canada into the northern fringes of the United States. So what does this mean? It means the book is a must have for adventures in Canada and a should have for those near the border. Everything else and it’s just another great addition to your library.

RATINGS

Publication Quality: 9 out of 10
Worldwide: Canada is a well-put together book with a high quality layout and format. There are many minor editing errors, but none that stand out so much they broke the flow of the content. The book follows the same clean, simple layout as with other Third Eye Games’ books and a smattering of great-looking art supports the content. Third Eye Games has a tendency to stick with simple layouts that are efficient and effective, and look great.

Mechanics: 10 out of 10
Only about 1/3 of the book contains mechanics, but what is there, really adds value to the system (especially the setting). The new mechanics include character races, equipment, adversaries, paths, elite techniques, and mechanics for fighting in the frozen north. These alone are enough to add plenty of value to the sourcebook, but Third Eye Games includes plenty of content to tie all the mechanics to the setting and create a 3-dimensional description of API’s involvement in Canada.

Value Add: 9 out of 10
Worldwide: Canada is a great value for any API Game Master or player. The only drawback, albeit a small one, is that much of the mechanics are tied directly to the Canadian setting making them a little more difficult to adapt elsewhere. Granted, the intent of the publication is to create mechanics that embrace the Canadian setting, but that also means that if you don’t plan on running any adventures in Canada, then much of the content is lost. While this does not make the product less valuable as it is extremely valuable for those running adventures in Canada, it does mean that its use is very specific and not everyone will find it necessary.

Overall: 9 out of 10
Worldwide: Canada is a great addition to anyone’s API library should they want to branch off their adventures into Canada or even just to run adventures that occur within northern regions (or southern regions in the Southern Hemisphere) similar to that of Canada. Players will find new options for creating characters and outfitting them and Game Masters will find a wealth of new organizations and adversaries to throw at those players. It’s an extremely well-rounded product.

Rating:
[5 of 5 Stars!]
API Worldwide: Canada
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Wu Xing: The Ninja Crusade
by David C. [Verified Purchaser] Date Added: 03/28/2012 08:31:20
I love the concept of this ninja rpg and I was enchanted enough to purchase it. I also really like to support small game companies where possible so there is a nice synergy.

However, there are a few glaring problems that keep this product from being a truly great product:

1. There are glaring grammatical errors, that sometimes make it difficult to understand what the writer was even intending to say (sometimes seems as though not written by an English speaker). The designers seriously need spell check and a decent editor on this product. I, for one, find them so glaring it would be worth putting out a revised edition.

2. The dice mechanics are essentially a variation on the OGL that are made overly complex - instead of Reflex, Fortitude, Will we are given specific Fear, Insanity, Flexibility, Balance, etc... checks resulting in a complex series of bonuses. While not specifically a problem, it seems like the needless level of complexity that the OGL was designed to eliminate. Also there is a surplus of bonuses when compared to target numbers that seems to make the dice rolling irrelevant.

3. The rules for Chi (a key mana source in the game) are not sufficiently explained. For example - if your Chi becomes "depleted" it can cause personality changes, yet some Elemental Souls (aka alignment) begin with 0 Yin or Yang Chi. As the rules read, there is no way for these characters to not be depleted. It is also not clear as to exactly how overall Chi level is calculated for purposes of buying Wu Shu (spells). For such an essential (use several times per session/fight) mechanic the writers definitely should have given Chi more elaboration.

4. As with the White Wolf system it is copied from, the Wu Shu system has grievous disparity of power. For example "Way of Heaven's Judgement" provides 4 different overlapping Wu Shu for determining truth, but only 2 Wu Shu that might help in combat, and those might never help the character unless chasing a guilty individual. By contrast "Way of Great Serpents" is filled with 7 different Wu Shu that help a character in combat.

5. There is very little in the way of a money/purchase/resouce system, the system relies on GM decision in "giving appropriate gear" based on Class. Considering how important shuriken, weapons, clothing, costumes, and gadgets are to the ninja this is a poor choice.

6. The world description is nice, but as with most of the "Game master" section there is insufficient adversaries. The only actually intelligent "villain" is the Empire, and they are described vaguely at best - for example there is no description of how the government functions (Does it use Daimyo's, Judges, Samurai, Lords?) and most notably there is no "arch villain" such as a powerful evil ninja or clever Oni. Also it seems that the Empire is surrounded by nations that are either weak or are allied, so there is little to indicate that could/would employ ninja against the empire.

7. Highly complex character creation will involve needing multiple books to create characters as there are 3 different shopping elements in character creation (Skills, Wu Shu, Bonus Points) that will likely involve intense reading. Esimated time for character creation with an experienced group 2-4 hours.

All that being said, I have been having fun contstructing my own variation of the campaign setting and there is alot of originality in this game.

Rating:
[3 of 5 Stars!]
Wu Xing: The Ninja Crusade
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Apocalypse Prevention, Inc.
by Aaron H. [Verified Purchaser] Date Added: 02/17/2012 20:23:00
Apocalypse Prevention, Inc. is a modern fantasy horror setting powered by an action-oriented system designed for interactive combat encounters and flexibility in character creation. It takes place in an alternate version of Earth where a company, called Apocalypse Prevention, Inc. (API), has been thwarting major disasters for centuries, keeping the world safe from that which aims to destroy or enslave it. API uses diplomacy first and combat second, resulting in a world where non-humans (colloquially referred to as demons) live side-by-side with humans. These demons find employment within API to fight against the malevolent demons that wish humanity harm.

API uses a rollover d20 system by utilizing the appropriate attribute and skill combination as a modifier to your d20 roll against a known target number (using the chart for difficulty). Each action has an associated combination dependent upon what is being performed. This dice rolling method is used throughout.

OVERALL

I definitely recommend Apocalypse Prevention, Inc for a multitude of reasons including: cinematic action (via the DGS combat system), flexible character creation and advancement, and a great approach to modern horror that puts the power in the hands of the characters to stop and destroy the horrors that threaten the world. The only thing missing is a pre-designed adventure that gives a glimpse into what the designer was aiming for in the setting’s mechanics and fluff.

RATINGS

Publication Quality: 9 out of 10
Apocalypse Prevention, Inc. is a wonderfully produced book. Its layout and formatting is very simple and extremely effective. There is a good amount of illustrations, mostly character portraits, that look really good and fit the action feel the setting creates. I found a lot of editing mistakes, but nothing of major concern. The PDF is extensively bookmarked which makes navigation a lot easier, especially when using it for quick reference during game-play. Third Eye Games tends to pay a lot of attention to layout and formatting to produce a product that is extremely easy to read.

Mechanics: 8 out of 10
I have previously read and reviewed Wu Xing and Part-Time Gods. Wu Xing uses the same Dynamic Gaming System as Apocalypse Prevention, Inc. while Part-Time Gods uses a lite version. As-is, the Dynamic Gaming System is designed to be extremely cinematic, simulating what real hand-to-hand combat is like. This works perfectly Wu Xing but I can see it getting bogged down a bit during certain encounters in Apocalypse Prevention, Inc. I’d rather see the DGS-Lite version in Apocalypse Prevention, Inc., but that may defeat some of the “action horror” style designed into the setting. DGS fits into the cinematic action possible, but I see most encounters being less hand-to-hand and more ranged and tactical. With that said, all other mechanics for the Dynamic Gaming System fit perfectly in Apocalypse Prevention, Inc. providing a high number of options for creating the different types of agents working for API.

Desire to Play: 10 out of 10
Apocalypse Prevention, Inc. is a modern action horror version of Earth with a twist of fantasy. It’s like taking the non-Godlike mythos from Cthulhu and combining it with Men In Black and throwing in some magic to boot. There aren’t very many action horror games where the characters are not creatures of gothic horror fame (such as vampires or werewolves), putting the power back into the hands of humanity and its allies to fight against the horrors that breach the inter-dimensional portals and step foot upon Earth. The setting’s theme is beautiful and comes through quite clearly within the fluff and the mechanics. But you’re not tied to playing a human, you can also choose from one of humanity’s allied “demons” (a demon is any species living on earth that is not a human) working for API hunting the malevolent beings that don’t belong. If you’re looking for modern fantasy horror with cinematic and possibly humorous action, then Apocalypse Prevention, Inc. really fits the bill!

Overall: 9 out of 10
Apocalypse Prevention, Inc. is a great system and setting, and one that feels familiar. Being placed in an alternate version of modern times allows Game Masters to produce great adventures set in real world locations they can research by simply traveling there, finding pictures, or reading a magazine. One thing I really like about the content of the publication is how the mechanics are tied to the fluff, including the background history of the legal demons. I’m not a big fan of using the term demons as there are good demons, bad demons, legal demons, and illegal demons. To me it can quickly get confusing, but it is just a term (like alien.) I am, however, a big fan of the flexibility with character creation and advancement, alleviating the need for restrictive character classes that stifle your creativity. Essentially, you can truly make an API campaign your game in many different ways.

Rating:
[5 of 5 Stars!]
Apocalypse Prevention, Inc.
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