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Fuzion Core Rules
by Jeffrey D.
Publisher: R. Talsorian Games Inc.
Date Added: 07/22/2016 12:22:37
Fuzion Core Rules I love the fuzion system. I have worked with it since its inception. I give this only 4 and not a 5 because it is too open ended. You will have to put in some work to make it function in your world but it is very workable. It is a merging of the Hero system used for Champion game and Cyberpunk's Interlock system. The system itself is very well done but it has the shortcomings of the hero system which is how do you deal with purchasing and upgrading equipment. With superheros, purchasing them with experience points makes sense but not in a fantasy or modern genre. Money usually works best unless it is something big. With that said, I have worked with the system in a modern genre and a fantasy realm. It is simple and the play pace is fast and as detailed as you want to make it. These rules are like the foundation for the rules you will you for your campaign. It would be nice if R. Talsorian Games would produce another game using this system like Bubblegum Crisis. Where the r...

Rating:
[4 of 5 Stars!]
Shadowrun: Splintered State
by Customer Name Withheld
Publisher: Catalyst Game Labs
Date Added: 07/22/2016 12:19:34
Shadowrun: Splintered State This an awesome set of missions for a starting Shadowrun crew. Get it!!!!!

Rating:
[5 of 5 Stars!]
Made Men - Welcome to the Family
by Customer Name Withheld
Publisher: Mad Moon Rackets
Date Added: 07/22/2016 12:10:59
Made Men - Welcome to the Family Totally worth the money. It's funny I was working on making a game just like this, but I could do no better than Made Men . Thanks to the author and his friends for making such an enjoyable product. Glad the first review I've ever written is on such a great game. Fantastically done , humorous and fun.

Rating:
[5 of 5 Stars!]
Dungeon World
by Tomer G.
Publisher: Sage Kobold Productions
Date Added: 07/22/2016 11:43:34
Dungeon World If I have to run any sort of game that feels anything like Dungeons and Dragons, it's going to be Dungeon World. This is the perfect RPG that has all the elements of classic D&D lore and feeling, and for whatever reason just *exudes* the flavor I felt playing D&D as a kid 30 years ago. Additionally, it's a great starter system for anyone familiar with classic RPGs, but looking to get into the Apocalypse World style of GMing and games. The book reads partly as a how-to for the system itself, but *so much of it* actually reads as a how-to for GM-ing in general. The advice here is great for running almost *any* role playing game. Absolutely fantastic game....

Rating:
[5 of 5 Stars!]
Protocol Primer, A Guide to GMless Gaming
by Tomer G.
Publisher: post world games
Date Added: 07/22/2016 11:27:18
Protocol Primer, A Guide to GMless Gaming I just finished reading this book. Well written, and as always in Jim Pinto's very entertaining style. There is much good advice for GMing and playing RPGs *in general*, in here. However, the real reason you will likely purchase this is to better understand how to run Protocol games. This is exactly the type of "how do you run Protocol" information that is perfect in demonstrating (with great examples) how a protocol game is put together, facilitated, and run. This is exactly what I've needed to get over the hump and actually run some of these myself (instead of just waiting until Jim is running it at a convention I'm attending). It makes his system *very* accessible to me. It also comes with its own Protocol game, which looks like a good thematic introduction to the style. I now also have a better appreciation for the work Jim has done in creating each of these thematic Protocol scenarios, and look forward to a day when perhaps I create one of my own. Who is to say? If you play or...

Rating:
[5 of 5 Stars!]
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!]
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