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I think I like this version of Trek better than where they took it over at Paramount. The book is a great intro into the setting and makes me rather eager to delve into the games attached.
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It is always good to have a nice character sheet for your game. This one has the most basic moves right on it, as well as the xp requirements to gain new powers for experienced Michtim. As Michtim can only carry three items of equipment, there are places for them on the sheet. Graphically strong. Even pretty.
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I simple and easy way to have the callings at your paws' ends. No more forgetting your powers.
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Is there any possible way to refresh the oldest idea in role playing games, the dungeon crawl? Move it to Space! In this excellent mix of Old School Mechanics and science fiction space opera, the characters are a salvage team with a Claim to a sector of space who seek out the remnants of the great galactic civilization destroyed by a plague of destruction and mutation when mankind were figuring out how to chip rocks.
The mechanics are a straightforward use of the d20, rolling low is good. Very clearly written and certainly as flexible as most OSR games. A well populated bestiary of space horrors to people the derelict space stations and colonies of the old ones, all laid out with special powers and stats sufficient without being overwhelming. Lots of good advice for DMs new and old. Robust tables and tools for creating systems, worlds and all such kind of necessities.
For most folks, it would be a good buy.
The only lack is that there is no interior art. But then it is the "Basic Black" edition, so no bells and whistles to be expected or missed.
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I was rather surprised to find how good this game seems to come together. I was also expecting some kind of goofy cutesy little furballs in trouble sort of thing. What I did not expect was that it could be all that and also really well thought out and intriguing. I am sure I just have to give this a try at the table.
The writing is really good and clear, especially if it has been translated from the German. An audio pronunciation guide for some of the Michtim language terms would be even more awesome, but so long as there are no native German speakers in earshot to offend, I should be fine.
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My initial response to the game was "Wow!"
The fluff is compelling to read in itself, and the setting is thereby very well illustrated. It is set in 1924, in the hopeful turmoil between the world wars. The world was not yet all mapped out and there were many places and things to discover. Add in the fictional element of z-ray inspired super powers and you have a lot of fun pulpiness.
The art is good, and really gets the feel.
The game's mechanics are familiar to anyone who has played anything else with the dot system, as we called it back in the day. Very good for story and roleplay. Players can spend inspiration points to alter or help the narration, adding their take to the ongoing chronicle.
In brief. Get it!
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A nice expansion or replacement for the mechs in the original game set. Several way to put together components to make the mechs more diverse and interesting. Good selection of colors, but no uncolored pages for custom coloring effects.
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Old School Hack is an amazingly simplified roleplaying game that has all the feel and flavor a guy could want, with none of the periphery stuff.
Probably my favorite RPG in the last year.
My favorite part of the game is the way experience works. Fun play gets you Awesome Points, and you only get the xp when you use the awesome in some way. And then you level up only when everyone does.
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Entirely too tempting!
I don't even play anything Roman (Though I like a couple of Naval simulation games of some kinds).
The catalog has loads of good pictures of the models available, and really does its job in explaining the products and making me want to play.
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This product is precisely as advertized.
Just the thing for a secter map or a rough overland map or the like.
And free is an awesome price for something so useful.
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A good value!
The armor grid game is fast and fun and was rather easy to learn.
The added value of the terrain and camo repaints are really very good. There is enough to the terrain pack to add a lot of dimension to your games and make them about more than just walk up and slug it out.
The free products are very good.
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I was holding off on writing a review till I actually played the game. Well, now I have, and it was a lot of fun.
Instead of doing anything particularly sensible, we just took large mechs and packed them with destruction. His had one of each large weapon, so Heavy Missile, Heavy Cannon, Twin Linked HMG and TwinLinked Heavy Laser. Mine had all but the missile, swapped out for another cannon (because that is what I could find in the bag of weapons.) As with most battles with my nine year old son, there was no tactics. We just walked up and shot it out. In the end I had four columns of armor gone and he had one gone. I just happened to roll a mech destroyed crit first.
The rules are simple and easy to understand. The layout is logical and quick to grok. The font is not my favorite, but that really is my only gripe about the book.
The miniatures are really neat, whether your looking at the troops, vehicles or mechs, and they go together pretty well. The only problems I had were due to my own arthritic hands. Getting into the game only took me so long because I set myself too large a task of getting all of two armies done.
This game is very much what you are looking for if you want a fun alternative to a much more rules heavy giant stompy robot game.
Mike Heywood =_ Chugosh on the various forums.
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Printed on three pages, the parts are really nice looking and go together very well. I got mine together in about an hour, and it looks pretty good.
Easy to size to your needs, I printed mine at 90% and it is just right for my paper miniatures. Just remember to print all three pages at the same scale.
A definite must buy for the paper craft modeller, and pretty good for anyone else. Makes for a great set piece.
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A very nice refinement and slight expansion of the Savage Worlds rule system. The deluxe edition has a number of additions that are fun, but the improvement in layout and art is very good. Of the rules improvements, the Chase rules stand out as being rather streamlined and improved.
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A very interesting idea, but not entirely accessable to the tired minded GM (oracle?) trying to grok the idea for the first time. Does not work just like your average tiles, as there is built into the idea a good amount of player input. I reckon this is not the nial version of the product (says preview right there, doesn't it) and given that I could see where this could be a lot of fun.
I'm intrigued to see where this is going. For two bucks, it is a fun product, but takes a goodish bit of work to make up to form.
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