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The Good:
- Incredibly comprehensive, well researched.
- Writing is to the point, doesn't beat you over the head with said research.
- Very even handed treatment of the subject matter, and not just US vs Muslims.
The Bad:
- No real treatment of torture, which is rather important for the genre, in my view.
- As with Crime Network, the system probably isn't quite as lethal as it is implied.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-o n-terror-network.html
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The Good:
- Setting and system, complete in one book.
- Compatible with other genreDiversion games.
- Extensive collection of vehicle stats.
- Great, short in-character snippets from NPCs around the world set up the setting.
The Bad:
- The art doesn't really convey the seriousness or other worldliness of the invasion.
- Some minor organizational issues are present.
- Some unfortunate font choices hamper the book.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-o n-stormrift.html
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The Good:
- Very nice alternate Powers system.
- Very good options for Edges and Hindrances as well.
- Some nice new equipment options.
The Bad:
- Doesn't quite live up to the promise of the Interface Zero book.
- Zeeks feel more "essential" to me than some of the alternate races in the main IZ book, to the point that I think I would have largely preferred this material (the mechanics, especially) being in there instead.
- The Occupations section opens up some new options that make the occupations from the main book feel a bit lacking in comparison.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-o n-zeeks-psionics-in-2088.html
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The Good:
- I still love the trademark layout.
- Written clearly enough that even someone who isn't a baseball fanatic figured most of it out without doing any outside research.
- I love the random charts for "life events".
- Simple enough system with nice options for some extra oomph.
- Rules for playing through games, or simulating them with one roll.
The Bad:
- Not "bad" per se, but you do need to know at least a fair bit about baseball.
- There were some editing issues at the time of the review, but the author has since fixed those.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-o n-tools-of-ignorance.html
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The Good:
- Brimming with plot hooks.
- Interesting new options, all based around Spectrals.
- Full of information on Spectrals and how they interact with the API Mythology.
The Bad:
- An odd break or two in the flow of the text by full page fiction.
Pretty much a must have purchase for fans of API. For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-o n-api-demon-codex.html
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The Good:
- Very nice supers universe with actual time progression, rather than Marvel/DC "floating time".
- An extensive history built to a jumping off point for your own campaign.
- As usual, the characters manage to feel inspired by existing comic characters without ever feeling like rip-offs.
The Bad:
- Some key players are still left undefined.
- The editing could have used much closer attention, as there appears to be two pictures that were swapped, at least one missing picture and noticeable typos.
- No table of contents or index.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-o n-usher-dossiers.html
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The Good:
- Great amount of detail and ideas on using the Mafia in an RPG.
- Complete, fictionalized city to drop you in, ready to play.
- Some humorously great options for Shortcomings, like Mama's Boy.
- Just about every page is packed with information.
The Bad:
- The system doesn't come across as gritty as advertised.
- It can veer into Player vs Player pretty easily, and that can be disruptive to some groups.
For my full review, please read: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-o n-crime-network-cosa.html
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The Good:
- Some great new options for genreDiversion games, such as Cliches and some cool new gimmicks.
- Incredibly useful chapters on Mob structures, as well as crime and punishment, including step by step breakdowns of trials.
- Three complete adventures, plus eleven nearly complete adventures and 21 sample characters, ready to be used as PCs.
The Bad:
- Lacks the same "punch" as other genreDiversion games, like Ghostories and Bold & Brave.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-o n-mean-streets-expanded.html
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The Good:
- Options packed on top of options
- A ton of useful material, including 9 complete adventures and 21 sample characters
- An implied setting, but nothing hardwired, so you can pick and choose as you like
- A large number of sample monsters, as well as the tools to devise your own
- Great price, especially for the content
The Bad:
- Some of the naming conventions on the monsters are perhaps confusing
- The title is fairly misleading as to the sheer depth of play available in this book
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-o n-ghostories-expanded-rpg.html
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THE GOOD:
- The MasterDeck is pretty cool.
- The MasterDeck is included as a PDF, and available to order in print.
- I dig the Advantages/Compensations system.
- A comprehensive, step by step checklist (with worksheet) for making Special Effects.
THE BAD:
- No character sheet.
- An odd attribute scale.
- No setting material, and no real examples of NPCs, monsters, etc.
For my full review, please read: http://mostunreadblogever.blogspot.com/2011/01/tommys-take-o n-masterbook.html
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Publisher Reply: |
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Thanks for the review. Just a correction: the character sheet is on PDF pages 24 and 25, plus you can download a remastered sheet from the Precis Intermedia web site. |
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The Good
- Very focused concept brings the feel of certain westerns alive.
- Some great reference material on westerns, both cinematically and historically.
The Bad
- $10 for the main game, which only takes up 50 pages of a book that's only 70.
- None of the alternate settings feel anywhere near as good, or as appropriate, as the primary setting.
- For those who hate such things, it's full of "fiddly bits" like poker chips and playing cards.
For my full review, please read: http://mostunreadblogever.blogspot.com/2011/01/tommys-take-o n-dust-devils.html
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The Good
- I love the concept of warriors from all cultures chosen after their deaths to fend off Ragnarok.
- Very elegant mechanic in which one roll determines speed and success.
- Interesting grounding in Norse mythology to provide enemies, powers, etc.
- GM section shows a surprising amount of diversity in adventure types.
The Bad
- The in-character fluff is overdone. There are points where there is a page of flavor text to set up a paragraph of information.
- The first two chapters needed a more brutal editor to trim them down.
- Some organizational issues, especially in the early part of the book.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/01/tommys-take-o n-valherjar-chosen-slain.html
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The Good:
- Unique setting.
- Easy to learn system.
- Complete campaign included that takes the PCs across most of the setting.
- Released under a Creative Commons license.
The Bad:
- Lacks a "human" element.
- Just enough new terminology to be off-putting.
- Much of the interior art is significantly weaker than the cover piece.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/01/tommys-take-o n-squawk-role-playing-game.html
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The Good:
- A rip-roaring Depression era pulp setting that manages to avoid re-treading well-beaten paths.
- Some great new Edges and Hindrances.
- Very interesting, supernatural twists on existing historical events.
- A setting section filled with plot seeds above and beyond the Plot Point Campaign.
The Bad:
- Unfortunately, it doesn't feel very "noir".
- The cover art falls shy compared other Savage Mojo releases.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2010/12/tommys-take-o n-noir-knights.html
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The Good:
- Proof that there is "Life After Legendary"
- A TON of character options including some great Edges.
- Just a gorgeous book.
- The best Savage Worlds Hindrance ever.
The Bad:
- Some may be put off by some changes in common terminology.
- Out of the "comfort zone" of PDF pricing, though the print is MORE than reasonable.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2010/12/tommys-take-o n-savage-suzerain.html
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