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Forget Me Not, GMZero RPG 3, Card Deck
by Tomer G.
Publisher: post world games
Date Added: 07/22/2016 11:20:40
Forget Me Not, GMZero RPG 3, Card Deck I've written my review of this game here: http://www.drivethrurpg.com/product/131081/Forget-Me-Not-GMZ-
ero-RPG-3 The card deck itself is great. Yes, you could get away with just doing the print-and-play from the original game, but if you plan on playing this many times with many people (as I have begun doing; about half-a-dozen games so far), then having a real deck is a nice perk. The deck comes with only the cards, but it is useful to have little cubes (similar to those used as resource markers in many games) to mark the cards during the game... personally I found little Lego 1x1 bricks fit and work *perfectly*. The only thing left to be desired is to have some sort of token that you can use to illustrate who is playing which role at any given time, since you can't move the cards from their center position during the game (to do so breaks the bond connections that are purposefully built on 2 sides of the cards). This would really helps with newbs, and prevents the issue of ac...

Rating:
[5 of 5 Stars!]
George's Children, GMZero RPG 1
by Tomer G.
Publisher: post world games
Date Added: 07/22/2016 11:12:40
George's Children, GMZero RPG 1 This was the very first game I played with Jim, ever. It was at some Strategicon back in 2013. We had 5 players, and despite the fact that this was about 5 little children, it was a **brutal** game. The mechanics are simple, and yet enhances the ability to quickly create little cliques by helping (and perhaps more importantly) hindering other players. The names of the mechanical constructs (such as Worry and Glory) are few, but very flavored, and the game helps you build a very unique and interesting narrative. You just have to bring yourself to that table, and just participate and be present. This particular game by postworldgames always has a special place in my heart. Highly recommend it....

Rating:
[5 of 5 Stars!]
Ship Lanterns, Protocol Game Series 22
by Tomer G.
Publisher: post world games
Date Added: 07/22/2016 11:09:11
Ship Lanterns, Protocol Game Series 22 I've played in Protocol games about half a dozen times with Jim (the designer) at various game conventions. If you plan to run these games, yourself, I highly recommend checking out the Protocol Primer: A Guide to GMless Gaming, which is GREAT (review on that over there): http://www.drivethrurpg.com/product/180167/Protocol-Primer-A-
-Guide-to-GMless-Gaming. Of the games that were pitched to me at GoPlayNW, where I played this with Jim and about 4 others, this was one of the ones I was least excited about. This was also one of the best and most memorable of the games I played at that convention. I love how elegantly simple this game system is, and also how quickly you can spiral into drama, mayhem, and just great role playing goodness, with such a simple framework, and a premise that seems relatively "harmless" (a bunch of kids in a southeast asian village... what can *possibly* go wrong?) I highly recommend this protocol game....

Rating:
[5 of 5 Stars!]
Le Carnival, Protocol Game Series 20
by Tomer G.
Publisher: post world games
Date Added: 07/22/2016 11:05:11
Le Carnival, Protocol Game Series 20 I've played in Protocol games about half a dozen times with Jim (the designer) at various game conventions. I have to admit I didn't then feel qualified to run such games because I didn't feel like I grokked the system, in reading the short description of how to run it, from the Protocol book. That said, it's a pretty simple, and loose system, but relies so much more on wanting to play a great story game, and so much less on traditional mechanics. Jim has recently put out the Protocol Primer: A Guide to GMless Gaming, which is GREAT (review on that over there): http://www.drivethrurpg.com/product/180167/Protocol-Primer-A-
-Guide-to-GMless-Gaming Of the protocol games I've played, this one was very dark, but still good fun. The material deals with playing "freaks" at an old carnival (great depression era), and it allows for all depth and drama that you'll bring to the table....

Rating:
[5 of 5 Stars!]
Emerson Class Starship General Plans
by Stuart Y.
Publisher: Universe of Action, LLC
Date Added: 07/22/2016 10:53:09
Emerson Class Starship General Plans Great freebie! Layout is well constructed, clearly labelled and easy to read. Universal language makes it adaptable for any sci-fi setting! And again, for the price, you can't go wrong!

Rating:
[5 of 5 Stars!]
Sisters of the Aquarian Order
by Justin I.
Publisher: The Other Side Publishing
Date Added: 07/22/2016 10:35:25
Sisters of the Aquarian Order Originally posted here: http://punverse.blogspot.com/2016/02/sisters-of-aquarian-ord-
er-for-white-star.html The Sisters are an ancient order of mystics that have guided humanity since ancient times. These mystics train there minds and have psychic powers that seem almost magical. The book is divided into six chapters. Chapter one presents the sister of the Aquarian Order class. The class gets a few psychic powers and rituals. I don't know if this has been corrected in the pdf or for later printings, but the introduction has a few repeated paragraphs. The second chapter describes the rituals of the order. These psychic rituals essentially work like spells and are very "witch-y" in nature (not surprising considering this is one of Tim's books). Chapter three gives stats for a new weapon, includes a few pieces of equipment, and includes two new starships. Chapter four discusses using the Sisters in your game and chapter five extends that by taking about the history, present...

Rating:
[5 of 5 Stars!]
The Anime Hack
by Customer Name Withheld
Publisher: Okumarts Games
Date Added: 07/22/2016 09:55:33
The Anime Hack A nice Black Hat setting book, it really gives off what I would expect for a cliche anime vibe (and that's a good thing in my opinion). That being said, it could still use some polishing here and there. For example, there is an error in the Monster Collector class. The first special feature is a duplicate of the Mecha Jockey's special feature, meaning the first special feature of the Monster Collector does not currently exist.

Rating:
[4 of 5 Stars!]
Kineticists of Porphyra III
by Thilo G. [Featured Reviewer]
Publisher: Purple Duck Games
Date Added: 07/22/2016 06:43:27
Kineticists of Porphyra III An Endzeitgeist.com review The third of the kineticist-supplements in the ...of Porphyra-line clocks in at 66 pages, 1 page front cover, 1 page editorial, 2 pages of content, leaving us with 62 pages, though these are in the digest-like A5 (9'' by 6'')-format, but if the previous two books were any indications, this will be chock full with hard crunch...so let's not waste any time and dive right in! In case you were wondering - this review is based on V.4 of the file. After a brief discussion on kineticists and their interaction with the overall world, we are introduced to the selection of the archetypes herein - let's start with the racial one: The Elemental Brethren, for the suli-races (Still hurts me physically to write "Ifrit, Oread, Sylph, Undine" -the mythology nomenclature fail's so brutal...in this review, I'll refer to them just as "suli") must select the elemental focus associated with the element of the respective race, with non-suli at 1st level gaining the ene...

Rating:
[5 of 5 Stars!]
Bevy of Blades (PFRPG)
by Thilo G. [Featured Reviewer]
Publisher: Amora Game
Date Added: 07/22/2016 06:40:32
Bevy of Blades (PFRPG) An Endzeitgeist.com review This pdf clocks in at 21 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 17 pages of content, so let's take a look! After a page of introduction to the subject matter, we are introduced to the first of the base classes in this book, the aether blade, who gets d10 HD, 2+Int skills per level, proficiency with simple weapons, aether blade, light armor and bucklers. The class has good Fort- and Will-saves and full BAB-progression. At 1st level, the class gets its defining aether weapon and chooses the shape, which is retained forever after - either light (1d6 base damage), one-handed (1d8 base damage) or two-handed (2d6 base damage) - the blade can be formed as a move action. Aether blades may choose damage type (piercing, slashing, bludgeoning) when they call forth the blade. There is something odd in the rules-language for changing damage-types: "The aether blade can change the damage type of an existing blade, or ma...

Rating:
[3 of 5 Stars!]
7th Sea Core Rulebook (Second Edition)
by Peter S.
Publisher: John Wick Presents
Date Added: 07/22/2016 00:06:06
7th Sea Core Rulebook (Second Edition) I'm giving this 4 Stars.... for now... Based on the test session I ran (which was admittidly off the cuff) the set up of the rules felt very odd. Fights felt strange, performing actions felt strange etc. I feel like this strangeness/weirdness came from a few places., the first being that I'm more used too/like the random chance inherent in most systems and the "complete control" over scenes in 7th Sea 2nd Edition kind of threw me for a loop. The second place I feel the weirdnes comes from is that I may have "run it wrong" in a sense as I'm used to using the results of chance to aid in telling the story, here I need to base it around resource management... which is something new to me, so if I run it a few more times I may like it more. Other than that though, the book is beautiful, the lay out is great and the rules are easy to understand. Also my group found Character Creation to be fun and evocative without being too time consuming....

Rating:
[4 of 5 Stars!]
Ryuutama : Natural Fantasy Roleplay
by Customer Name Withheld
Publisher: KOTODAMA HEAVY INDUSTRIES
Date Added: 07/21/2016 19:49:59
Ryuutama : Natural Fantasy Roleplay Beautiful and solid book. Paints a great world, gives everything you need to start adventuring. Uses a class system, but it's easy to figure out. The DM PC is actually a character in the story, and gives the DM mechanics by which to manipulate the story. I thought this was a pretty cool idea, and it fits the setting. There are two things about this book that I did not like. The first was that while the mechanics are clean and simple, some optional sub-systems would have been nice. The second was that while I loved everything the book game me to work with, I wasn't really sure what I should be doing with it. There's some sample arcs, but they're a bit weak. Fact is though, I can always find sub systems to add in and re-watch some old anime to steal ideas. My complaints aren't huge, this book is a must have for any whole like a rules lite version of D&D with a strong anime/JRPG bent to it....

Rating:
[4 of 5 Stars!]
The Paladin - A Dungeon World Playbook
by Andrea P.
Publisher: Awful Good Games
Date Added: 07/21/2016 17:04:01
The Paladin - A Dungeon World Playbook Disclaimer: I got this class for free, from David, 'cause I partecipated in the beta stage during the class creation. I liked this class. You can play a paladin driven by his virtues, and getting advanced moves for the chosen virtues. Also, in the file you'll find a Compendium Class to "upgrade" your paladin to a Cavalier, and play along your (powerful, detailed) steed :D Also, as usual, you'll find some extra equip, with added notes. Side note: ok, I like he gives us historical notes about the weapons, however it can create "confusion" with the base equip, because here you'll find armed sword (they are the historical version of the "standard" long sword) and long swords (the historical version of the 2handed sword). While interesting, maybe I'd have kept the "wrong" version, and put a separate note for GM about "renaming the weapon in your campaign"....

Rating:
[5 of 5 Stars!]
Affiliation Guide: Seekers of Enlightenment (for AMP: Year Two)
by Karl L.
Publisher: Third Eye Games
Date Added: 07/21/2016 13:55:57
Affiliation Guide: Seekers of Enlightenment (for AMP: Year Two) While AMP has plenty of factions to chose from, the Seekers have always felt like the default one. They are good guys, and their goals of finding, helping and training AMPs, as well as understanding the condition, seems to hit the game's theme spot on. This supplement details the organization and their operation, and in doing that also details what it is like for the emerging AMP population. The practical consequences of getting powers, and how to handle that personally, are heavy concepts that are expertly handled. Thoughtful and well written throughout. There are also some new powers. Martial arts is one, and also an intriguing one called Kinship, which is about the relationship between AMPs. Finally there is a scenario. The concept is very exciting. It goes right into why some might not want powers; the pain and rejection it can all bring. It is a murder mystery, and lets the PCs explore such a heinous crime in the milieu of the Seeker's training program. Sadly, the scenario ...

Rating:
[5 of 5 Stars!]
The Rad-Hack
by Richard S.
Publisher: Karl Stjernberg
Date Added: 07/21/2016 13:30:29
The Rad-Hack Great fun. Minimalist rule set. Excellent illustrations. I hope it gets expanded just a bit! Too much would ruin it's "less is more" approach.

Rating:
[5 of 5 Stars!]
DRAGONSHIRE: Water Mill
by Forest B.
Publisher: Fat Dragon Games
Date Added: 07/21/2016 11:10:02
DRAGONSHIRE: Water Mill Extremely simple to build. Great texturing, with a few items from City Interiors, would look even better! For ease of alignment of the peaked ends, would recommend cutting the ends out fully and glueing rather than score/fold/glue/cut off excess that the instructions indicate. Would also recommend glueing the tiles to posterboard and the mill to the tiles as they are very light and move out of alignnment quite easily while placing figures.

Rating:
[5 of 5 Stars!]
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