The art style is interesting, but the lines are so faint that it's difficult to print off effectively, or to work with in a paint program. I am using them at the moment and going over the lines again in GIMP2 so I can edit them for my needs. I hope the next sets are a bit more defined and easier to use. If so, I'll be getting them as well.
A very simple Freeform with a surprising amount of character.
The game is carefully designed to explore the interactions between characters as they try to progress their own personal agendas. Designed to be played as a Live Action game, it doesn't take much to make appropriate props, and to drop the temperature down in a room enough to make it convincing.
All in all, without giving away too much, I feel that this scenario captures the spirit of Freeform quite well, and the use of Walky-Talkies is quite genius and really adds to the suspense and drama. I'm interested in seeing other offerings from this writer....
I may be reviewer tilting this one a little high, but Street Legends does something very unusual that a lot of other NPC collections don't: they situate the NPCs within relationships with other characters. At its strongest, this creates characters that will evoke strong reactions in your players. But it doesn't quite hit the mark every time. Let's break it down.
Street Legends is a collection of 2-4 page descriptions of figures in the Shadowrun universe. Having checked out of Shadowrun early in second edition and only now coming back, I don't have a huge amount of knowledge of the Shadowrun universe or whether any of these people were important in the various novels, computer games, comic books or modules that have come about in the intervening 15-20 years. This makes me the ideal audience for an NPC book. The only fascination I can feel for these characters is strictly based on their utility at the table.
First, there's a nice variety of stat levels. There are characters who...
'The Assassin's Primer' is a good document to have at the table for anyone wanting to take this Archetype. At only seventeen pages (including cover), you get
- an overview of the life of the assassin,
- and explanation of assassin stereotypes (from the Desperate, the Psycho, and the Idealist)
- 'Knowledge is Power' which describes the sorts of skills that are necessary and how to use them creatively
- a short section on gear and magic
- general advice and Qualities (and a Negative Quality).
All is told from the viewpoint of an assassin who realises that he has a very short time to live and wants to pass along his knowledge. Interestingly, this is the second SR product I've reviewed this week with a White Wolf connection (the other be 'The Vladivostok Gauntlet'). In this product, the handle of the assassin is Quietus (the signature Discipline of the vampire assassins in Vampire: the Masquerade). Interesting.
So, is it worth it?
The book reads like a long magazine art...
Really pleased with this model.
Found it very easy to build but as with all the kits with supports for overhanging parts I am making the supports out of wood.
The range of buildings are gradually being collected to build a town for my narrow gauge railway
Like most early RPGs, Runequest was originally developed because someone was unhappy with parts of D&D. Originally it was pretty closely tied to Glorantha, but this edition has decoupled itself and is a more generic fantasy system, though a lot of Glorantha's setting assumptions still carry forth into the end product.
In contrast to most fantasy RPGs, which take place in a kind of nebulous Renn Faire-esque medieval/early Renaissance period, Runequest is designed to evoke more a Bronze Age or early Iron Age feel (though it doesn't have to, as the free firearms rules available indicate), and all the examples of rules or concepts in the text are illustrated using a Greek city-state expy called Meeros.
I actually really liked the stories about Meeros and the world around it, and I found it far more interesting than most examples of game fiction usually are. Cynically, rulebooks tend to be fanfic followed by stereo instructions--that was why I found Alternity so hard to read--but Rune...
Evil Hat has done an amazing job with the FATE system. My group and I have greatly enjoyed the Spirit of the Century It is a great blend of science, magic, and technology that allows for fantastic adventures. By no means is this a one shot deal either, it has many threads that can lead adventurers in many different directions, definately a must have!!
A wonderful introductory supplement.
Characters: Any permutation of the characters given should be able to navigate the scenario, and while the characters are complete in themselves, they also leave enough room for a player to make it their own.
Setting: The spooky old Cranston house can fit in any setting, so you can easily drop it in to an existing game, or use it as a foundation for beginning a new campaign.
GM Tools: As part of the casefile, the GM also receives a set of questions that helps place the players in the mindset of their characters as well as firmly setting the state. I wanted to highlight that the structure of these questions served to inspire me for this campaign, as well as several others.
Solid work from the Hat!...
I'm a big fan of Don't Rest Your Head, and when I saw this little scenario I thought 'sure, why not?' But I ended up really digging the alternate system. I like the idea of kids drawn in to the Mad City by a Nightmare, and it adds a new level of tension to the role-playing. And on top of everything else, it's free! I mean, what's not to like?
Even though these are "optional" rules, I think the FST is essential reading for anyone who wants to GM Fate. It gives great guidelines and shows just how flexible the system is. There is a large section on magic systems that could be hacked into almost any game as well as ideas for using classic fantasy races and classes in a game of Fate. I particularly liked the mass combat rules and am looking for a chance to try them out.
The one thing I would have liked a little more attention to is super powers: handling some of the more outlandish ideas players come up with can be difficult mechanics-wise, even though narrative is the focus of Fate.
Overall, this book is a great addition to the other recent Core books....
If you are new to the Warhammer 40K this book in it's current state gives you a limited view of the setting. All the setting stuff is taken out, but there is a lot of fluff text in the system sections that teaches you something about the setting. From this limited view I like the setting.
This book is mostly about the rules. The rules are presented in a dare I say American way, that is it is super verbose. It spends a lot of pages explaining the rules. Having example for a lot of the rules taking up even more lines, some of the examples have flaws in the math making them more confusing then helpful, but I guess that will be fixed in the final version.
The system hold promise, but I'm disappointed with the amount of choices. I made six characters in order to run the scenario in the back of the book, and I really felt that it was difficult to make all six unique. Some of them ended up a bit too similar for my taste. This might be that the character creation process leaves very li...
Once again, Finger and Toe releases a cool model, that is easy to build, and looks GREAT on the game table. This high-quality model features many options so you can make it as simple of complex as you choose.
Great for the new modeler, or for the avid collector, this model delivers. With fun options like landing gear, belly-mounted mini-gun, and interior cargo bay, this can be a transport vessel or fast gunship.
Another great addition to the F&T line.