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The Genius Guide to What's in my Pocket? $2.99
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The Genius Guide to What\'s in my Pocket?
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The Genius Guide to What's in my Pocket?
Publisher: Rogue Genius Games
by Megan R. [Featured Reviewer]
Date Added: 03/08/2012 10:39:33

For me, the real appeal of role-playing is the creation of an alternate reality, a shared 'somewhere' that comes to life in the minds of your gaming group. Often, it's the little things that help you create that 'reality'... and here are some 110 small items that can be scattered throughout your game world to do just that.

Even if you are good at populating your world to the most minute detail, have a look in here - ideas will spawn as you read, scribble them down and keep them somewhere in your files, you never know when the opportunity will arise to bring them into play... even better if an item one of your characters picked up three or four episodes ago suddenly comes into plot-bending significance when it falls out of his pocket or is found during a search by the Watch!

Or imagine the consternation of a character when said item is discovered in his possession and he's faced with a sudden demand to explain exactly why he's carrying a soft leather roll with small achemical silver pins... (item #94). You don't need to know anything about them, just have fun interrogating him about them!

The work ends with some advice to the GM about the best ways to use these in your games, and the delightful suggestion that a character could become fixated on whatever item you've had him find, and the both of you can have fun as he role-plays that fixation, fiddling with it and asking everyone he meets if they have further information about it.

Genius? Quite possibly!

[5 of 5 Stars!]
The Genius Guide to What's in my Pocket?
Publisher: Rogue Genius Games
by Thilo G. [Verified Purchaser]
Date Added: 02/29/2012 06:34:38

This pdf is 8 pages long, 2/3 of a page front cover, 1 page editorial/SRD, leaving 6 1/3 pages of content, so what exactly do we get?

This pdf provides us with 110 different oddities you might put into the loot of your monsters. But why would you do it? Well, because most of the items provided herein have no intrinsic value, but are ODD.

For example, you might find phosphorescent pine splinters. A rattle filled with children's teeth. An acorn carved from a lacquered stair or bed-post and even an empty picture frame that can light itself up. All the items have in common that they can feel rather out of place when used for diverse critters and that they may all inspire an adventure or provide a lead and a bit of detail and intrigue to a fantasy setting.

In addition to the vast amount of cool items herein, we also get a page of advice for the Dm to deal with item fixation and help one use the items presented herein.

Conclusion: Editing and formatting are top-notch, I didn't notice any glitches. The pdf adheres to SGG's classic 3-column layout and features some neat pieces of artworks. The pdf has no bookmarks. Designer Rich Redman provides us with an extremely usable, cool and imaginative array of odd items, strange contents and thus potential hooks that is sufficiently different from e.g. Raging Swan's "So what's..."-line to be useful when used in combination with it. The items herein are cool and feature weird ones along more common items, which also brings me to my only and rather minor gripe with this file - not all of the items are as imaginative as I would have liked - a vial of blood or a brass ring don't constitute interesting items in my book. While the vast majority of items ROCKS, it is these minor hick-ups that make me go a bit lower than I would have liked to - thus, my final verdict will be 4.5 stars, rounded down to 4. I hope for a sequel with more of these wacky seeds!

Endzeitgeist out.

[4 of 5 Stars!]
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