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Given the number of gamers in my area who are fascinated by the Celts, the Celtic Pantheon was a very welcome addition to Scion. The rules are clear, the roles (and rivalries) of the various gods and goddesses are well done. The additional Enech rules help make the pantheon unique. Gifts and Geasa are also help make the irish pantheon character fun. And they are not something to take lightly!
As usual in a White Wolf game, substance takes second place to artwork and artsy layout. Book length could have been halved by avoiding massive decorative borders. It could have been made easier to read by sticking with plainer pages.
The technical criticism aside, this book is a "must have" for a scion player who is interested in expanding their game from the basic 6 pantheons. The Celtic pantheon is immensely popular with gamers, and this book will expand your game considerably. My only real complaint, aside from the usual layout issues, is the bok would have benefited from more monsters and creatures from the mythos.
| Wertung: | | [4 von 5 Sternen!] |
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Arguably the best of the old-school dungeons. Dark Tower is one of Paul Jacquay's (Griffin Mountain) best.
As with most Jacquays settings, there is a coherent storyline linking the monsters and issues of the Dark Tower. This was designed as an old-school dungeon (kill monsters, take stuff) but a GM willing to put in some effort will find that it works as a heroic saga.
The only real weakness lies in the extremely wide range of encounter levels: The GM will have to be careful that the party does not get ahead of itself, only to be wiped out by a monster that they should have met 'later', or for that matter, that the players will not get too frustrated by numerous interspaced encounters that are so low level that no XP are awarded.
| Wertung: | | [5 von 5 Sternen!] |
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A solid old-school dungeon updated to the d20 system.
The fortress allows players to dungeon crawl, while simultaniously having enough plot hooks to encourage the GM to build some depth of plot into the storyline.
| Wertung: | | [4 von 5 Sternen!] |
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A good, fun, adventure into African mythology. This module can easily be adapted to any game system, for players and GMs who want something different from the usual elves/dwarves&orcs.
The adventure is story-driven; it helps to have players who recognize their character's expectations donot necessarily produce the best adventures.
The only weakness is that the storyline is quite linear, and resolving the story requires the players take certain actions at certain points.
| Wertung: | | [3 von 5 Sternen!] |
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This is a classic dungeon - the original published dungeon.
This edition alters some of the science fiction elements of the storyline, while not diminishing them - allowing GM's who don't want crashed extraterrestrials on their game world.
The adventure is solid, with the area around the temple, and the ramifications of the temples experiments nicely explored, for those of you who want a little horror mixed into your dungeon.
| Wertung: | | [5 von 5 Sternen!] |
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I picked up Savage Worlds when I was looking for a fast to play, simple game system that I could use between "serious" campaign play.
Savage Worlds has given me all I asked of it, and more.
I have been able to teach a group of players how to play, and get them started in an adventure (pregen characters) in 15 minutes.
The rules are logical, flow quickly, and are easy to understand.
At $10 for a copy of the rules, even impovershed gamers can afford a copy. While I have purchased several expansion books, I rarely, if ever refer to them - the core rules are enough for me. (Exception: We're using material from "Realms of Cthulhu" - good stuff!
I am using these rules for a regular campaign now, and still do one-shots.
The system has two weaknesses: First is the weakness of generic systems: It is generic. For example, magic, weird science, and superpowers all fall under one general game mechanic. It makes wizards a little bland, unless your players will exert the effort to make their wizards more interesting.
The second is that the system is a little too abstract, making it very difficult to adapt monsters from other games, or animals and machines from the real world: What is the strength of a gorilla? a crocodile?
The strengths (ease of play and character creation) far outway the weaknesses.
I recommend this game to anyone who wants to run a game which either plays a fast action and hacking game, or which emphasises role-playing over rules (as the rules are simple enough to not get in the way.
Anyone think we can get Goodman Games to convert their modules to SW?
| Wertung: | | [4 von 5 Sternen!] |
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Runequest is back. It's about time.
Writing: The rules are clear, divided logically, and contain enough background explanation for a player to understand the logic behind the rules.
Technical Presentation: The book is not overloaded with artwork, useless fonts, or 4 cm wide decorative borders, keeping the page count down and the rules readable. There is enough art to break up the monotony.
Rules Notes:
The skill list is the same simplified skill list as RGM. This helps keep the game flowing, although it can be frustrating (using the same skill to swim or jump a pit is slightly humerous).
Combat is fast and deadly. Fights can still devolve into a "hack until you hit the same location twice" contest, but the special effects available on successful hits mitigate this. GM's are advised to print out the options on pages 88 and 89 and hand copies to their players.
The magic systems are superbly done. In particular, the completely revised spirit magic system feels 'real' and makes the spirit-working shaman a viable and unique character. Divine magic has recieved another overhaul, and is both appropriate to the nature of the game, and highly playable. Divine magic may be too powerful, but I have not played enough to reach that point. The best thing about the magic system is the recommendations for different worlds. Running a Conan-esq Swords and Sorcery world? Dump Common and Divine magic and restrict your magicians to Shamans and Sorcerers. Running Mythological Hawaii? Stick to common magic... Magic very flexible and very good. The "myth" system is very promising, although I have not used it, yet.
I don't like the "improvement points" system for character advancement. One of the virtues of Chaosium RQ was that a character tended to automatically advance in the skills most often used (i.e. rolled on) in a game. On the other hand, this often left the GM scrambling for ways to give the players a chance to make certain die rolls. I use a combination of experience checks and improvement points.
On the downside, there are only a handful of monsters in the book, and no guidelines for build-your-own. If I did not have years of experience playing and GM'ing RQ, I'd be hurting for monsters. The promised "Monster Colessium" supplament will help this, but it's still pricey. I would have liked some guidelines (a la D&D 3.x) on assigning stats and abilities to build your own monsters, or to modify existing monsters.
All in all, this is a far superior game to Mongoose's first edition RQ. While not as flexible as BRP (Chaosium's current publication) it is simpler to play, and it's strengths greatly outway it's weaknesses.
I'd recommend this game system to anyone looking for a moderately fast to play, simple game system, that focuses on characters which are at a human-like level of power. With minimal adaption it could be used in any fantasy world.
| Wertung: | | [4 von 5 Sternen!] |
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