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The combination of Horror and Westerns does take a little getting used to. The Foreword to this volume, written by Joe Lansdale, explains the appeal of both genres and how they might work when mixed together. Deadlands explores these themes, mixing elements from TV shows, movies and comic books in a bizarre, but workable, adventure. The fiction in this volume explores the living and the dead, good and evil, drama and humor.
There is a nice two-page introduction to Deadlands just before the stories begin. It offers up information on the arrival of the Manitous and the points at which the supernatural invaded the West. This primer is invaluable for those unfamiliar with the backstory of the Deadlands and makes reading the stories much easier.
The short stories that make up this volume are fitting to the world of Deadlands, and range in quality from very entertaining to pointless. Obviously part two of a three-part series of anthologies, some of the tales in this volume are continui...
Rating: [3 of 5 Stars!] |
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This game is almost exactly what I was looking for. And I didn't even know it. It's a ruleset that was designed to play the way I had been hacking other versions of D&D to play for decades. I've said in the past, Castles & Crusades is the best version of D&D ever written. Well, this game is probably the best non-D&D iteration I've seen. Unlike C&C that looks feels and smells like classic AD&D, but with all the pointy bits filed smooth, this game plays just like you remember D&D playing when you were 10 years old, because, well you had no idea what the heck you were doing. Other reviewers have done a great job of explaining just how the rules work, how they're unique and why they're fun. So go read those reviews. Then buy this book. (or, avoid the mistake I made, and buy the hardback first, because at the time of this review, it comes with the PDF for free and I think you're going to want a hardcopy if you're like me)....
Rating: [5 of 5 Stars!] |
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One Night Stand - Curse of Shadowhold is a Pathfinder RPG adventure for 10th level characters. In this adventure the PCs are requested to assist an elven village in breaking an ancient curse that holds sway in the forest surrounding their village. In doing so, the PCs get to uncover an even more sinister secret, that will change the lives of the elves forever. This very neatly presented adventure is set in a generic frontier wilderness, and should be adaptable to any campaign setting.
Frog God Games have long been one of my favourite adventure publishers, and the reasons are quite simple - they present professional products, with excellent attention to detail, and good background stories with solid adventure material. If there's a sidetrek that the PCs can go on, it's mentioned, for example, or if there is a contingency in the adventure that can come about, they provide advice on how to deal with it. Sometimes this comes across as forcing the PCs on a given path, but the illusion of...
Rating: [4 of 5 Stars!] |
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Quality work, guys! Just enough wit to keep the crunch interesting, and there's definitely a very-appreciated new emphasis on clarity (in, for example, the difference between spending and burning Edge, which I'm ashamed to admit I apparently had been misunderstanding for several years now). Lots of production values, too-- the art's good, and the aesthetic of the book is just glorious. Love the chart and sidebar borders.
Not sure I'm crazy about the new test notation, which seems kind of verbose... I'm probably going to end up shortening it to something like Mechanic + LOG [M, 18, 1h] instead of Mechanic + Logic [Mental] (18, 1 hour), but I can understand not wanting to scare off new players with a bunch of really complicated acronyms and notation.
Overall? If the rest of the book is half this good, I'm gonna be a happy GM.
(Also, found two typos you might want to fix:
p 49, sidebar, last sentence: "primer runner"
p 55, Contacts, third paragraph, last sentence: "BThe Loyalty...
Rating: [5 of 5 Stars!] |
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OK, heavy weapons are not the first things that spring to mind when you think of superheroes (most of them are more lethal than that with their powers!), however when the likes of Godzilla or a supervillain is on the rampage local law enforcement or the military are liable to reach for anything from machine guns to missiles and beyond to nuclear weapons and even planet busting bombs..
We start off with rules for targeting and effect before looking at some more specific weapons: machine guns, artillery, missiles, nuclear weapons and a wonderful catch-all, super-science weapons. For each weapon type there is a fair bit of specific detail to enable you to adjudicate and describe their effects when used.
A lot of this is quite over-the-top, verging on weapons of mass destruction, and may have no place in your game. In a way, it's not really what superheroes are all about. However, it is easy to imagine how panicked governments - particularly if they are unaware of the capabilities o...
Rating: [4 of 5 Stars!] |
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Probably the cream of the Permes fantasy figure range so far, this set shows off both the scope of what can be achieved with paper miniatures, and the quality of the Permes artwork and design. That artwork alone is superb, with clarity and precision in line and colour, the forms all anatomically correct and nicely animated, with complete front and rear views. Armaments for the troops are roughly half bows, including both command figures, half a wide range of melee weapons. While billed as Elves, aside from their pointed ears, not visible through hoods and helmets on many, these figures could equally pass for fantasy humans. Perhaps most interestingly, except for ten too heavily-robed and hooded to tell, the Elves are female, so could be used for mythological Amazon-type troops as well. No two are quite the same, thanks to variations in posture, colour scheme, weaponry or kit, while if you need more options, there are spare shields and shield fronts to add as desired, plus one figure wh...
Rating: [5 of 5 Stars!] |
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