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    Operation Hydra Den: A Terror Network Game Module by Bedrock Games
    by Thomas B. [Featured Reviewer] Date Added: 05/19/2011 01:33:20

    WHAT WORKS: As always, a painstaking amount of research has gone into the module, and again, success or failure is left up to the PCs (ranging from total success to partial successes to utter failure). One of the most common problems with modules (indeed, most written adventures, store bought or homemade) is that they tend to fall apart once the players make contact with them. Hydra Den does its best to avoid that by combining the "Government Agents" approach with the sandbox format and site descriptions that cover what happens when either town is approached first (by necessity, the Mine event should always happen in the middle, regardless).

    WHAT DOESN'T WORK: The editing didn't appear to be quite as tight on this one as it did Operation Hydra. One of the player's maps was mislabeled as a GM's map, and I caught the odd typo in the text.

    CONCLUSION: I couldn't tell you why, exactly, but I didn't like this adventure quite as much as Operation Hydra. Not saying it's a bad product, far from it, I just think something in Hydra worked better. Maybe I'm more partial to the FBI than I am the CIA. Maybe it was the whole "on American soil" thing. I don't think it was the minor editing issues, but who knows? That said, I do think Bedrock Games nailed another great product with this, showing how you can release modules that are ostensibly connected, but can easily be ran separately. I also like the realistic "sense of scale" for this mission: You don't swoop in and wipe out a major terrorist cell in one mission, and that's not what they were trying to accomplish here. In the final analysis, I would say a half a step down from Operation Hydra, but still a great investment for anyone with interest in the modern espionage genre.

    For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/05/tommys-take-on-operation-hydra-den.html



    Rating:
    [5 of 5 Stars!]
    Operation Hydra Den: A Terror Network Game Module by Bedrock Games
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    Operation Hydra by Bedrock Games
    by Thomas B. [Featured Reviewer] Date Added: 05/18/2011 03:39:35

    What Works: I love the Bedrock Games approach to adventures, more often than not just setting up a scenario, usually with a timeline, and letting the PCs work it out for good or for ill. The way this module works, it ties into the sequel (Operation Hydra Den) in which Agents take the fight to Al Mahara on their home soil, regardless of success or failure on the PCs' part (although failure will likely make the players want to take the fight to Al Mahara even more). The module itself allows for the PCs to have plenty to do, from hacking to interrogating, to shoot-outs and chase scenes, and even a bone-chilling encounter with a pitbull (...maybe).

    What Doesn't Work: For better or for worse, Bedrock Games is more Substance than Style (reminding me a lot of Precis Intermedia Games in that regard). None of their stuff looks bad, but I think it tends to get overlooked because they spend their time, energy and money on research and writing, and not on their art budget. Personally, I don't mind that, but it baffles me how every person out there who waxes nostalgic for games like Top Secret hasn't at least given Terror Network a once over.

    Conclusion: Another stellar release by Bedrock Games. While it allows for the very real possibility of a downer ending, said ending (and the existence of its follow up module) is a textbook case in how the PCs can "lose", and the show can go on. Most importantly, the module is written with the flexibility in mind that success or failure - at any step - is up to the PCs, their choices, and their action. With any luck, Hydra Den will fulfill the promise of its predecessor.

    For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/05/tommys-take-on-operation-hydra.html



    Rating:
    [5 of 5 Stars!]
    Operation Hydra by Bedrock Games
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    Infinite Aliens 1
    by Megan R. [Featured Reviewer] Date Added: 05/16/2011 09:08:12

    If you are going to play a science-fiction space faring game, you will need aliens! The IF corebook provided several interesting races, and here is a book not of additional aliens, but providing a toolkit for those who'd prefer to design their own, or of course, create game versions of their favourite aliens from film or fiction. It takes you step-by-step through the process of creating a complete alien race, ready to serve as player-characters or adversaries... or just that odd fellow sitting beside you in the cantina. Drawing on earlier work from ComStar Games, a company intertwined with the Avalon Game Company, it puts a distinct twist on the process, tailoring it to the Infinite Futures ruleset.

    Chapter 1: Character Concept talks about the need to have an overall idea for your new race. Not just physically, although that's a major part of it, but philosophically: what is the racial outlook on life? Are they aggressive war-mongers, scholarly pacifists, do they admire the artistry of a chef or a painter... or a swordsman? Are engineers more valued than lawyers? What sort of environment did they develop in, and how has that influenced them? Lots of questions to help you find the answers you need to begin building your new race. Some of the 'flavour text' you come up with will not impact the game mechanics, but don't lay it aside - a tripedal race that bears live young, has three eyes, is omnivorous, and is covered with short pink fur may or may not have any racial characteristics rules-wise based on these features, but you are already beginning to visualise them.

    If you are desperate to have a fictional species in your game, be aware that there's always a player who knows more about Klingons or whoever than you do! So if the intention is for the race to be antagonists, avoid using something that players, if not characters, already know about - unless the idea is that this race has been known to them for a long time! Scavenge bits from here and there by all means, but always look to making them different and surprising too. These rules are designed for making new races roughly equivalent in strength and capabilities to the standard human, with an eye to game balance. Think carefully before making your aliens too stronger (or too weaker), an invincible race of super-aliens may sound cool... but will get tiresome if the regular joes that make up the character group can never get the upper hand. The rest of the process pays due attention to this by using a point-buy system to ensure that alien races are balanced with those already in your universe (but there are rules for how to tip that balance in an appendix, if you are determined to do so).

    Ideas and concepts beginning to form, we move on to Chapter 2: Species Creation. Now it's time to start putting in some numbers, beginning with the core of the process: ability score adjustments. Once you have decided on the relative strengths and weaknesses of the alien, it will become clear where the adjustments need to be applied. Choices can be significant, especially as far as combat is concerned should Strength and Dexterity be involved. Then you need to decide on specific racial traits. Perhaps your new alien has some ability that comes naturally to them but not to other races. Additional senses, different body type, affinity for certain skills, enhancement to some aspect of combat ability, special attack modes: all are possible and by assigning a point value to each, it becomes relatively simple to track that all-important game balance.

    Next comes Chapter 3: Racial Skills, which allows further fine-tuning of just how your new alien race approaches problems and lives its life... a society in which everyone's telepathic will be quite different from one in which communication is primarily olfactory or visual - and all will be puzzling to those verbal humans! A whole raft of possibilities opens up to a race which can fly, others may find their way around using echolocation or sense vibrations. There are a lot of ideas here, along with the associated game mechanics to make them happen. Picking a few of these, or using them as a template to structure your own ideas, will help you customise your alien.

    This is followed by Chapter 4: Feats and Drawbacks. This is a discussion of 'racial' feats which are inherent to the alien in question, rather than the regular pick'n'mix feats characters take as they advance, but they can go a long way towards defining that alien's capabilities. Drawbacks are things disadvantageous to the species, which add extra points to the pool of points used to ensure game balance.

    Chapter 5: Finishing Touches rounds off the creation process. It is more conceptual in nature, covering things like society, language and other things which are vitally important to making the alien... well, alien; but which are not reflected in game mechanics. There are loads of ideas, just reading through them spawns visions of what is possible and how you might make not just an alien creature but a whole civilisation behind it, and make it come alive within your alternate reality. Game mechanics are important, but the underlying concepts are what make your aliens believeable.

    Then there's a checklist to note down your choices made as you run through the processes outlined above, and a couple of Appendices. The first is a series of alien races outlined in brief, to show you want can be done using this development system; and the second talks about racial levels, how to scale your inventions when you really do want them to be markedly more or less powerful than the majority of races in your universe.

    If you seek aliens, look elsewhere. Here is a masterclass in how to build aliens: thought-provoking and mechanically sound... but you need to do the work to make your aliens come 'alive' to inhabit your alternate reality. Here are the tools to empower you to make it happen.



    Rating:
    [5 of 5 Stars!]
    Infinite Aliens 1
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    Infinite Futures
    by Megan R. [Featured Reviewer] Date Added: 05/14/2011 10:20:48

    This product, an attempt to produce an over-arching set of rules for all manner of science-fiction gaming drawing on the core concepts of the Pathfinder ruleset, opens with a bit of a rambling prologue about how the game got its name, and the usual 'What is a role-playing game' that most corebooks have - after all, any book might be the reader's first RPG.

    Then straight on to Chapter 1: Abilities. Herein the core of a character... how strong, intelligent, tough and so on he is, the innate qualities that make him who he is and a good starting point for defining the person who you are going to play. Here the normal (for D20-rulesets) abilities of Strength, Dexterity, Constitution, Wisdom and Charisma are used, starting with 8 points in each and utilising a point-buy system to tweak them to meet your concept. In a change from many games, Dexterity does not contribute to firearms attacks, and the reasoning behind this is explained: game balance. As most people will fight with firearms, having Dexterity scores contribute both to attacks and to defence scores would mean a lot of high Dexterity characters out there! And within the alternate reality of the game, training and practice count for more than nimble or steady hands or good eyesight when shooting anyway.

    Next is Chapter 2: Races, complete with an apposite quote - "We all know interspecies romance is weird" (Tim Burton) - and a picture of a humanoid, but not human, female in a bizarre costume, shall we just say that her hobbies include leather and fetish clothing and leave it at that (if you like that sort of thing, it's a recurrent theme in the illustrations). This section covers character species, starting off with androids (accompanied by a stunning illustration of one!). Each race grants certain abilities, advantages and disadvantages, as well as a different perspective, world view if you like, and appearance. There are several 'living' races too, such as the ursine and artistic Cancrians... who are the root of legends of sasquatch, yeti and bigfoot - not monsters but stray Cancrians visiting Earth! Even stranger are the Enigma, who are just that - nobody's quite sure about them, and Cyber-sapiens, living brains with cybernetic bodies. Back to those that feature in the collective consciousness, there are Greys, the standby of UFO mythology. Or if you like really weird, the Sokuja have a human-like upper body but from the 'waist' down they are snakes! It's an interesting and varied group of races - and you can, of course, play a human being. Given their backgrounds, different races can be more or less common depending on where you are, the time period and so on, but it is likely that a party will be predominently of one race (probably human) with perhaps one or two others.

    This is followed by Chapter 3: Classes. The chapter begins by abstracting out all the level-based information, so that you can then concentrate on the things that make each class different, rather than on the things appropriate to characters of any class based on their level alone. The core classes are Charmer, Techie, Psychic, Infiltrator, Outlander, Mystic, and Trooper. The Charmer uses their 'people skills' rather than combat to influence the course of events. Infiltrators use stealth and guile to achieve their ends (although they can be effective fighters as well), whilst Outlanders are specialists in living outside of civilisation, exploring the wild frontiers of whatever world upon which they find themselves. The Techie is the one who keeps everything working, although Outlanders are pretty good at that as well, especially when it comes to their own personal equipment. The techie class also provide the route into the medical profession, for those who wish to become healers. The Trooper is the out and out combat specialist, expert with a range of weapons systems or even his bare hands. Each class has an impressive list of custom class abilities, by choosing which ones your character has carefully you can tailor him to perform his role precisely as you envisage. The Psychic and Mystic are not explained here - the Psychic has his own chapter at the end of this book and the Mystic pops up in a later product, Infinite Mysteries.

    On to Chapter 4: Skills. They are acquired during character creation and when you level up in the normal way, the number available being based on your character class and Intelligence, as the smarter you are, the more skills you can learn. The usual range of skills are available, with some interesting additions as well as the ones you'd expect for a science-fiction game. Domestic Science for an example, as well as things like Drive and Engineering and Computer Use. Each skill gets a detailed description about how to use it both in game and in terms of game mechanics, all of course being slanted towards SF - so acrobatics, say, is not just used for balancing and jumping but can also be applied to movement in zero (or micro) gravity. There's an interesting section on languages and linguistics, and suggestions for different ways in which you can handle them - or ignore the problem altogether and say that everyone speaks Galactic Standard!

    Next, Chapter 5: Feats runs through a whole bunch of feats in the same manner, putting a science-fiction spin on familiar ones and introducing new setting-appropriate ones. There's some interesting treatments of martial arts, enabling a character to put together the style of their choice. If you've been intrigued by the 'Stargate' concept of an Ancient gene, you can have something similar... and there are plenty of feats to provide for specialist firearms use and fancy shooting tricks. Medics and mechanics have access to a parallel set of feats that enable them to repair things, be they people or machines. And that vital necessity, Zero-G Training. For those playing androids or other robotic characters, a rather double-edged sword is the Common Model feat... sometimes it's an advantage to look like all the other androids from that production run, but it can be confusing to your friends! Another neat one is Connections, which enables player and GM to build a network of people in a given geographic area or professional field, people the character knows and who know him, who may prove useful contacts or be able to help in some way - as a bonus it also covers the correct etiquette for dealing with members of that community, even when you don't know them personally.

    Chapter 6: Equipment explores the gear, weapons and armour with which your new-minted character can equip himself. It starts, though, with glitches. Every time you are using any piece of technology and roll a 1 on the D20, something bad happens. The battery runs flat, something shorts out, an engine stalls... and the piece of kit has to be repaired before it will work again. Then there is a discussion about how to determine just what items will be available. Some things will not have been invented yet, even though they are 'known' to readers of science fiction, others will be obsolete. Try finding a faster-than-light drive or an engine which needs a starting handle to get it going today, and you get the picture. Whatever you decide exists in your alternate reality has the capacity to have a profound effect, so chose carefully. It is also necessary to decide what you are giving out as 'freebies' both during character creation and through the course of the game. For example, characters who are serving military can expect to be issued much of what they need - but also have to make do with what the quartermaster gives them or complement the issue loadout with private purchases. Other characters will have to provide for themselves, but are limited only by cost, legality (if this is important for them) and availability. Techies and medics on the team can reduce costs considerably, by repairing kit and healing injuries without the need for payment to third parties.

    Having provided plenty to think about, the discussion then moves on to listings of weapons, armour and other items. Firearms are handled generically in a sequence from slug-throwers through to laser and more exotic weapon systems, those who like more detail than a generic 'pistol' or 'rifle' will have to add it for themselves. Archaic or melee weapons also feature, even in technologically-advanced societies there are advantages to weapons that do not malfunction or run out of ammunition or have batteries to go flat! (My pet hate, the use of slug-throwers in pressurised environments, is not mentioned, but it is another valid reason to have such weapons to hand!) The armour section is similar, and includes that science-fiction delight, the 'personal defence shield' as well as more conventional armours that are worn like clothing. Fans of the movie 'Alien' can operate a power lifter suit, whilst those who prefer the novel 'Starship Troopers' have various power armour suits to choose from, and if 'Dune' inspires you, check out the survival suit, inspired by the Arrakis stillsuit. There's plenty of other technological gear to make life easy or entertaining as well.

    Next comes Chapter 7: Cyberware, bodily enhancements that, although mechanical in nature, are fully integrated with the individual's nervous system, becoming an inherent part of them. There's a hidden cost as well as the financial one involved in purchase of parts and surgery however: characters risk their essential 'humanity' if too much meat is replaced by hardware, and the performance of the organic parts that remain can also be degraded. There are some quite complex game mechanics to apply - fortunately in the main, one-off calculations done when cyber-parts are installed - to model this. As well as body part replacements and enhancements, adventurous souls can add parts that people do not normally have - wings or gills, for example - whilst the more violent can have weapons as very parts of their bodies.

    Still on the theme of equipment, Chapter 8: Vehicles follows. The chapter begins by describing the various 'roles' that characters can occupy in the transport of choice - pilot, gunner, etc. - and then covers vehicular combat and chases. This is followed by a catalogue of vehicles from civilian motorcyles and ground cars to military tanks... and then moves on to a discussion of mecha and then to spaceships. It suddenly breaks into a selection of floor plans for use when on several spaceship types - a courier, a pirate raider, a private space yacht, a cargo ship, a 'Star Marshal' patrol craft, and a scout ship. There's also a rather skeletal data sheet for recording details of whatever vessel you have in mind.

    We've already had a bit in the previous chapter relating to vehicular combat, but next is Chapter 9: Combat with the full explanation and rules for combat in this game. Starting with the concept of combat by rounds, all the options and necessary game mechanics are discussed in detail. As usual, it sounds far more complicated that it actually is in play, particularly once the participants are used to the system and do not need to keep checking the rules. This is one chapter in particular which could benefit from editorial attention.

    Next is Chapter 10: Environments. It starts off with a discussion of common hazards, ones that can be encountered in a range of environments such as acids, extreme temperatures, darkness, falling, electrical and radiation dangers, and running out of such essentials as food, water or air. This is followed by a discussion on gravity and the effects of both high and low gravitational fields as well as its complete absence. Naturally, not all planets are going to have an Earth-normal atmosphere, and both the composition and the density of the atmosphere can have adverse effects on unprotected characters who are not naturally adapted to them. The vacuum of space is also covered, with the effects of exposure on unprotected characters as well as decompression of spacecraft being discussed. This is followed by an extensive catalogue of afflictions: poisons and diseases that conspire to make any character's life a misery, if not end it. Next comes, rather strangely, a look at movement and speed, and carrying capacity, then light and vision... and how to attack or break objects. The chapter ends with a discussion of star types - this could have led to more environmental matters such asthe materials necessary to design solar systems and planets for characters to visit, colonise, or fight over, but did not develop beyond the stars themselves. Good to see sound astronomical knowledge about main sequence stars and some of the more unusual things to be found in the universe, though!

    Chapter 11: Creatures looks at those lifeforms that are likely to provide opposition for the characters, beginning with a suggestion that the Pathfinder monsters make a good starting point, followed by a collection of foes ranging from mechanical 'guard snakes' to some quite nightmarish creatures... Interestingly, most are sentient although some are of animal intelligence.

    Finally, there's the massive Chapter 12: Psychic Powers. Deliberately kept separate, although referred to in the character creation sections, as it will colour the whole nature of your game if you decide to allow these (or indeed magic - known as mystic power in this system - which is dealt with in a separate supplement although touched upon here). Psychic characters have access to a range of Powers, which can be cast at will (with certain limits based on character level) until the character has exhausted their psychic powers for the day. This is regained by a period of meditation and reflection, but powers do not have to be selected in advance. Psychic powers come from within, and are powers of the character's mind. Being a psychic is as much a career choice as any other character class, rather than an additional ability that some characters may have, somewhat different from some science-fiction games. There are spheres of power, and as the character rises in level he gains access to more spheres, beginning with the universal sphere and another of his choice. The universal sphere provides basic offensive and defensive capabilities, then there are spheres concerned with energy, ESP, mechanical effects, telepathy, time, even the ability to affect computers, and so on. Then follows a massive 'spell list' of available powers to choose from. Many are based on the Pathfinder SRD, with additions and variations to deal with the more science-fiction aspects such as powers that influence androids or computers.

    This is an exhaustive and massive remaking of the core Pathfinder system into a science-fiction game. It provides you with a good rules toolkit, but as far as setting is concerned you will have to write your own, or adapt one written under a different ruleset. It is a good start, but needs more work - including proofreading and editing - before it will be THE science-fiction D20 game... It certainly starts spawning ideas of settings and adventures in which these rules can be used, and shows some touches of genius particularly in the way in which some iconic items and beings from SF novels and movies have been adapted.



    Rating:
    [4 of 5 Stars!]
    Infinite Futures
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    How to be a Great GM
    by Johnn F. [Featured Reviewer] Date Added: 04/18/2011 20:38:42

    Overall, the book seems geared more towards the beginner GM and written in such a way one can readily grasp the concepts after a single read through, with the added bonus of being short enough most people can get through it in a single sitting. (It took me less then an hour to read from start to finish.)

    If you’re a new GM or haven’t had the pleasure of GMing for a while and feel a bit rusty, give this book a try.

    Full review at http://www.roleplayingtips.com/tools/how-to-be-a-great-gm/



    Rating:
    [3 of 5 Stars!]
    How to be a Great GM
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    Lightspeed: Alien Contact
    by Tim L. [Verified Purchaser] Date Added: 04/18/2011 07:38:27

    Note that although this is for Lightspeed, a Fuzion system, the book is more geared to d20 alien creation. A very good product with at least 2-3 pages for one alien race and about 17 alien races. Usable in any system with a little work, as some of their personalities seem to be a bit similar at times (several enemy races, for example). Would a small sample adventure showing how they interact be too much?



    Rating:
    [4 of 5 Stars!]
    Lightspeed: Alien Contact
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    Far Avalon
    by Tim L. [Verified Purchaser] Date Added: 04/18/2011 07:34:10

    This is exceptional. A systemless setting that provides all the detail (and I'm still going through it weeks later to absorb it all) you may need. I'm just not sure if all that detail was necessary because I think some of it could be put in a separate book (all the starships, for example) and instead include a quick-start adventure. That is a small complaint an incredible job. Although systemless, I also think it would be easy to provide some sample characters with word-based statistics (an Great Mechanic or an Excellent Mechanic both would imply high skill as opposed to a Poor Mechanic or an Average one) or an internal number system (1 to 10). And an adventure or two.



    Rating:
    [4 of 5 Stars!]
    Far Avalon
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    Lightspeed: Alien Contact
    by Curt M. [Verified Purchaser] Date Added: 03/23/2011 09:10:42

    First of all, I'm slighty miffed that I bought this PDF at full price before seeing the half off discount on the Lightspeed yahoo group. If I had paid $3.50, this would be a four star review. I was pleased to see this product. Lightspeed was one of the first PDFs I bought on rpgnow around a deCade ago. I'm partial to the setting, and though Fuzion isn't ICONS or Savage Worlds, at least it"s not d20. This PDF is well-written, and a scifi game can never have too many aliens. My problem is that the alien writeups don't take advantage of the setting Christian Concle has developed in previous PDFs. There are no tie-ins to any of the Lightspeed setting plot points. Also, the layout lacks the signature Lightspeed style.



    Rating:
    [3 of 5 Stars!]
    Lightspeed: Alien Contact
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    Agency Resource Guide, a Terror Network Guide Book
    by Thomas B. [Featured Reviewer] Date Added: 03/01/2011 04:24:05

    The Good:

    • Wonderful new expansions to the Equipment Chapter.
    • Just a ton of research, and conveyed without boring you with the details.
    • Great section on the Global Hotspots.

    The Bad:

    • There was an (apparently) missing sidebar early on in the book.

    Pretty much an essential purchase for Terror Network GMs, incredibly useful. For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/03/tommys-take-on-agency-resource-guide.html



    Rating:
    [5 of 5 Stars!]
    Agency Resource Guide, a Terror Network Guide Book
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    Terror Network: A Counter Terrorism RPG by Bedrock Games
    by Thomas B. [Featured Reviewer] Date Added: 02/28/2011 07:06:48

    The Good:

    • Incredibly comprehensive, well researched.
    • Writing is to the point, doesn't beat you over the head with said research.
    • Very even handed treatment of the subject matter, and not just US vs Muslims.

    The Bad:

    • No real treatment of torture, which is rather important for the genre, in my view.
    • As with Crime Network, the system probably isn't quite as lethal as it is implied.

    For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-on-terror-network.html



    Rating:
    [5 of 5 Stars!]
    Terror Network: A Counter Terrorism RPG by Bedrock Games
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    Infinite Futures
    by David R. [Verified Purchaser] Date Added: 02/27/2011 19:23:30

    I wanted to like this, i really did, but between the bad art, the poor editing (the classes chapter stuck out in this reguard) and the boring races (i understand your trying to be generic, and that they released an aliens book shortly after, but a little more effort would've been nice) i just can't recomend this book. If i had paid more than a dollar for it, i would be upset. As is, maybe i can mine it for some interesting bits for my HARP SciFi game.



    Rating:
    [2 of 5 Stars!]
    Infinite Futures
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    Crime Network: Cosa Nostra by Bedrock Games
    by Thomas B. [Featured Reviewer] Date Added: 02/07/2011 04:46:09

    The Good:

    • Great amount of detail and ideas on using the Mafia in an RPG.
    • Complete, fictionalized city to drop you in, ready to play.
    • Some humorously great options for Shortcomings, like Mama's Boy.
    • Just about every page is packed with information.

    The Bad:

    • The system doesn't come across as gritty as advertised.
    • It can veer into Player vs Player pretty easily, and that can be disruptive to some groups.

    For my full review, please read: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-on-crime-network-cosa.html



    Rating:
    [5 of 5 Stars!]
    Crime Network: Cosa Nostra by Bedrock Games
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    Lightspeed
    by matthew o. [Verified Purchaser] Date Added: 02/01/2011 07:50:00

    I like the idea in general. However, I was under the impression that it was a d20 system as well as fusion. this is probably because it ws listed under d20 rule systems. I don't know if this is a drivethru rpg error or Comstar games. None of the free downloads showed any rules so I could not tell. Next to the game it says:

    Rule System d20/OGL 3rd Edition _ d20 System/OGL 3rd Ed. Fuzion

    I'm not really that interested in learning a new system so I am pretty disappointed with the purchase.



    Rating:
    [2 of 5 Stars!]
    Lightspeed
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    Infinite Futures
    by Chris F. [Verified Purchaser] Date Added: 01/08/2011 00:12:29

    Infinite Futures is an ambitious product, an attempt to convert D20 Future to make them fully compatible with the Pathfinder RPG. It's a decent attempt, and will be useful for gamers wanting new feats, futuristic and modern weapons, cybernetics and alien races to add to their PFRPG campaigns or who want to update an old D20 Future campaign.

    At over 450 pages, the sourcebook is a decent bargain. However, I really wish the Avalon Game Company had gone a bit farther in their changes. Pathfinder felt like a really ambitious and innovative new take on D&D 3.5. By contrast, Infinite Futures felt somewhat tame. Aside from some minor mechanical changes, large portions of the text seemed like a straight translation of old D20 Modern SRDs. Character concepts in this converted system aren't quite as customizable as a Pathfinder Rogue or a Sorcerer and the dozen or so bloodline options available to that class.

    Avalon Game Company illustrated Infinite Futures with stock art by Sade and other CGI artists, many of whose images I've used myself. However, I did feel that some of the art was badly chosen and just tossed into the manuscript to color a page without concern for the text on that page.

    Finally, there are a few elements brought over from the Pathfinder RPG to this system and imported with no translation. Look in the section on diseases and curses? Why are there curses in a sci-fi game? Your guess is as good as mine. Also, why are all the diseases fantasy standards like 'devil chills' or 'cackle fever'. Where's AIDs, ebola and weaponized nanotech?

    These complaints aside, Infinite Futures is a strong and ambitious release from a fairly young company. I definitely want to see more products in this line, and want to see some more support for a sci-fi / fantasy rule set that seems to have a lot of potential.



    Rating:
    [3 of 5 Stars!]
    Infinite Futures
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    Arcana Journal #1
    by Ward M. [Verified Purchaser] Date Added: 01/02/2011 19:10:45

    This is a brilliant idea for a camaign setting book. Instead of releasing one socking huge book worth a fortune, it is being released in the form of a monthly digest. Each issue includes details on one hex of the regional map. Most issues also include an article on one of the kingdoms in the setting, and part of the "Encyclopedia Arcana".

    Dislikes: spelling and grammar continue to be an issue with this series of products. (Manner house? Really?)

    Also of note: Say you want to adventure in the Kingdom of Mulithor. You would need the journals that cover hexes 2, 9, and 10. (Not a complaint, but it is something you should be aware of.)



    Rating:
    [4 of 5 Stars!]
    Arcana Journal #1
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