A respectable attempt towards something few might ever consider. I have to admit that this is a completely usable, even enjoyable little introductory packet for kids. However, with that said, I must also concede that - to me - it seems a bit skewed. For example damage is greatly simplified to the point of everything being single point wounds, while other elements seem woefully complex for a 6 year old.
The plot is easily basic and fun enough to entice a child, and the thought behind the product is spot on. There needs to be more bare bones releases like this to introduce or even maintain a young player-to-be in such a enjoyable hobby....
A simple and fast-paced wargame, basically platoon sized.
The combat mechanics are not completely new, but they are blended in a very fluid and dynamic way. It's perfect for a not too intensive use and maybe campaign, and they look highly customizable too.
The unit creation tool is simply awesome, allows you to create an enormous variety of different archetipes and vehicles. The point system is sometimes buggy though, and you should use some mind to avoid overpowered results. However, it's the best creation tool i've seen around so far.
There's a free version online here: http://www.gruntomatic.com/...
Recently purchaced this and was not disapointed. The history of the minor clans realy needed to be told and this did it nicely. Was not expecting to much in game mechanics but I was pleasently suprised with the Ronin/Bushi School and the Minor Clan Heritage Table (This was needed). With the new school the Minor Clans that have no listed Bushi School, like the Moshi, can have clan Samurai without having to take different school.
Fate of the Norns: Ragnarok (not to be confused with the previous product of the same author, just plain "Fate of the Norms", a much earlier release) is obviously a work of love. The author is clearly proficient and interested in the matter and it shows.
The mechanics are clear, interesting and innovative, the setting well-written. I strongly recommend it.
Love this book. Like all of AEG's books it is beautiful and PDFs are so nice to read on a tablet or large phone. The art, layout, and even filler fiction is as always excellent.
This book fills in so many holes in the material relased thus far. It makes playing Minor Clans, Ronin, and Monks a much more rewarding experience.
The whole section at the end about the Realms opens up alot avenues to creative GMs. If you are playing/GMing a Kitsune or a Kitsu this section is a must.
Given the poor binding quality of Alderac's physical books, these PDFs have been a life saver. I hope the publisher continues to release the PDF books so quickly after the physical book release....
Venger does it again! Totally digging this class, and the history behind it. I haven't had an opportunity to run it yet, but I plan to incorporate the idea into a cult I've created in a game. These Baleful sorcerer's willl be the leaders of the cult.
Publisher: White Wolf
Date Added: 12/20/2013 12:08:27
So many reasons to love this book!
1) It doesn't 'reboot' the series. But it does UPDATE it... like D&D 3 to 3.5. Not a perfect comparison, but similar.
2) It touches upon almost all the previous Requiem releases in its rules. The Covenant and Clanbooks, the fun little splats like Blood & Sorcery and all the rest.
3) Instead of flooding us with a billion disciplines, the core disciplines got some great updates and changes. Even sweeter, though, is the inclusion of tons of merits that allow for customization without powergaming.
4) The update to the theme and the mood. No longer are Vampires the apex predator. There are things that go bump in the night that everyone from elders to neonates are scared of... and with good reason.
5) All-in-one: So, you can buy just this book and start a campaign. Yes the mortal book, the GM update and some other source books add depth and clarity but are not essential.
6) The Strix.
7) So many story teases- wonderful gems li...
Publisher: White Wolf
Date Added: 12/20/2013 11:48:33
I can't imagine someone who likes Vampire: the Requiem not liking this. In many ways, it's a more faithful realization of the original premise, which is still more or less the same. The rules do a good job of matching the fiction and facilitating the kinds of play that are suggested in the text. There are even several optional variants for people who like to customize their experience, and the basic dice-system modifiers and Conditions are modular enough that an experienced Storyteller can use the ones here as a starting point for coming up with anything they need on the fly. In fact, stylistic preferences aside, I'd say the rules are just objectively better than before, more coherent, and more evocative of the right kind of creepiness.
The main difference between Blood & Smoke and the original core Requiem book is that B&S presents a much more vivid setting and makes it clear that vampires have a lot of things to do with their time, as do their enemies. There's a real sense of urge...
A neat adventure that could be run stand-alone but which is well-embedded into the area with lots going on - much of which could lead to further adventure - so works well as part of a campaign. If your adventures are not in Filbar, you may wish to amend a few names but it ought to be relatively easy to find a suitable location in your campaign world.
A plot hook is given - a spot of bounty-hunting - to get the party heading in the right direction, up into the mountains towards the remote settlement of Fargone. Whether they take that bait or have some other reason for going there, once they arrive there are good thumb-nail pen portraits of some notable inhabitants - plus, of course, plenty of notes for the DM about what is really going on!
As well as wandering monster encounters suitable to the mountain terrain, there are a tomb and a cave system to explore and some bandits to fight as well as resolving either the bounty hunting job (or at least, getting clues as to where next to ...