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Weird Adventures $10.98
Average Rating:4.8 / 5
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Weird Adventures
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Weird Adventures
Publisher: Armchair Planet
by Timothy B. [Featured Reviewer]
Date Added: 02/12/2012 13:54:35
Weird adventures is, in my mind, a mix of things that usually do not work with me. Pulp era heroics with Fantasy adventure and a sorta-semi-Earth like world. Usually this is enough to turn me off of a game. But here it seems to work well. Very well.

So WA is a Pulp era game. Though not really OUR pulp era, but one on a world very similar to our own. Not WoD similar-but-darker or even D&D world like but not alike. This is our world with some odd distortions. Sorta like the world of a pulp era comic.
We know that the creators of D&D and FRPGs were heavily influenced by the pulps. What if that influence was more heavily felt than say the fantasy ones or the the Tolkien ones. We might end up with some similar to Weird Adventures.

Now this book is designed as a fantasy campaign world. So it is not by itself a playable game, you need other rules in order to play it. The book is written as system neutral, but obviously the prime influence here is older D&D. Both Ascending and Descending ACs are given in the handful of monsters.

What I like about the book is that these different elements mix and merge so well. Fantasy Adventure and Pulp Adventure seem to be two sides of the same coin. I love the layout and look of this book too. They made to remind the reader of a pulp era magazine and it works well.

The art is fantastic really. The piece with the adventurers in a tomb with a beholder is fantastic.
The monsters were all great. I loved the Hill-billy Giant.

There are somethings though I didn't care for.
While I can see why they did it, I don't like some near-Earths. This is not a deal breaker. I like it for example in most Supers games. I think I would have rather have used it with a real earth.
While it is designed for any game, I would have liked some more crunch. At the very least give me some rules for guns.

I think it would a solid addition to any older D&D or the clones, and even a solid addition to any Pulp Era game.

[4 of 5 Stars!]
Weird Adventures
Publisher: Armchair Planet
by Tim S. [Verified Purchaser]
Date Added: 02/04/2012 21:41:25
...blues man scribing the perfect murder ballad in the jaundice hue of a street light. I want to be a smuggler running bootleg alchemicals in a forest infested with shotgun wielding ogres and they are the least of my worries. I want to be a photographer who captured a picture of oil para-elementals tearing apart a rigging crew and is now running from big oil. Rumor is they hired a hit fiend to get to me before the pictures could be released. I want to be a scholar who's discovered the gargoyles have collect treasures through every history and store them in a sacred mountain. I want to play Weird Adventures in black and white, wear a hat and pretend I smoke.

Weird Adventures is a world setting that takes very interesting twists on our real world. Set in a world where weird is not weird, but the normal. Where Ripley's Believe It or Not mixes with Film Noir and pulp magazines. It's a world where you need to big...huge or no one will notice you. It's a place for big adventures and big ideas.

Trey has developed a world of some depth. If you have every read his blog, From the Sorcerer'sSkull you know most of his posts are dedicated to the City and the surrounding world. Nothing is out of bounds. You can run this setting with pretty much any elements you can come up with. The City is a playground to be explored and the wonders enjoyed.

I bought both the PDF and hardcover (actually two of them). The books are gorgeous. The artwork really enhances the content and you can tell they had a lot of fun. Trey set up the book for easy reference, but I guarantee the first time you pick it up you'll read it cover to cover because it is a great read. Then Trey added some great touches by adding mock advertisements.

I think Weird Adventures hits all the right notes. If I did a rating system I would give it a 5 out of 5. But I think the true test of a good gaming book is after you read it you want to play it. And I want to play in The City. I want to be...

[5 of 5 Stars!]
Weird Adventures
Publisher: Armchair Planet
by michael G. [Verified Purchaser]
Date Added: 01/25/2012 12:53:11
This system neutral supplement is pure magic. it takes a look at the Americas, especially North America through a fantasy lens. the time period the book is mainly concerned with is something roughly analogous to the 1930's, although the game uses a different dating convention. Fantasy North America or Septentrion as it is called here is a land of danger and adventure, with hillbilly giants, dust bowl zombies, infernal gangsters, goblin hobos and much much more.
The book provides a wealth of detail on both the northern and southern continents of the new world, with a particular focus on the Union, a nation which is similar, but hardly identical to the US. The star of the book, though is Empire City. Located in the north east of the union the City (as it is most often referred to in the text) and situated over primeval ruins and subterranean complexes left behind by the ancients, is a richly detailed setting all in and of itself worthy of several years worth of gaming.
anyway, I'm not big on published setting, but I'd run this one in a heartbeat.
Buy it.

[5 of 5 Stars!]
Weird Adventures
Publisher: Armchair Planet
by Alexander O. [Featured Reviewer]
Date Added: 12/28/2011 06:08:09
Weird Adventures is a sourcebook for a game setting that is a mixture of traditional fantasy elements and a mad infusion of weird pulp fiction (mostly) set in a strangely familiar nation and city.

The sheer density of setting texture and detail alone makes this sourcebook a must-buy, but it's tied together by a weird conglomeration of almost-recognizable elements taken from history, period culture, myth, movies, fiction, comics, and pulp novel arcana that works as a setting. There is some lacuna left for the tastes of the DM -- but those spaces are easily filled by nabbing from both traditional fantasy and 1920s Americana.

It is a bit light on the game mechanics for a sourcebook, but the new monsters have stats that can be extrapolated to any D&D ruleset, and the DM is open to establishing how prevalent and powerful guns and transport might be in his/her campaign. I do recommend allowing yourself to be inspired by both magic and mad science in answering these questions, as the setting seems to excel at keeping players and GMs on their mental toes in anticipating secrets and twists to the adventure hooks. I'd love to give examples, but to do justice I'd have to give an entire entry away!

The art truly evokes both the feeling of the source material and the conceit of being a travel guide of sorts into this strange realm, and -- while I only have the PDF version -- I think that the printed copy will make a handsome, conversation-starting addition to any gaming collection.

Just make sure your friends don't borrow it without you knowing!

[5 of 5 Stars!]
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