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    Dungeon Walls
    by Ricardo N. [Verified Purchaser] Date Added: 05/20/2012 16:00:21

    This is a set of modular walls and floor tiles. The walls are 2" tall and the tiles are 2"x2", therefore the whole set is particularly useful for creating corridors of various lengths. By grouping more tiles together it's possible to create rooms. The textures are good for both the dungeon and the village versions.

    I find it odd that the dungeon door shown in the picture in the product's instructions is different from the one in the printable walls. The instructions also mention a page with the tile and tab templates to be glued to foamboard, but I couldn't find it.



    Rating:
    [3 of 5 Stars!]
    Dungeon Walls
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    Avalon Counters, Steam Punk
    by Chuck C. [Verified Purchaser] Date Added: 05/20/2012 15:40:51

    I was looking for standups, and these are not them. But if you need flat markers for some kind of a steampunk game, these would do just fine. The artwork is clean and the characters look spunky.



    Rating:
    [3 of 5 Stars!]
    Avalon Counters, Steam Punk
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    Astral Empires, Starship Design Components Book
    by Ricardo N. [Verified Purchaser] Date Added: 05/18/2012 12:22:46

    I really like this set, since I love modular products. What you get are 76 ship components -- cannons, missiles, cockpits, wings and more, each one in a page. The pieces are 3D rendered models. The fact that they are mostly grey means tinting them with other colors with an image editor is really easy. I can see this being used to design ships for sci-fi RPGs, or to create flat models for starship combat games.



    Rating:
    [5 of 5 Stars!]
    Astral Empires, Starship Design Components Book
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    How to be a Great GM
    by Michael H. [Featured Reviewer] Date Added: 05/10/2012 13:45:21

    How to be a Great GM might be of interest to those brand new to GMing, but experienced GMs will find little in the book of use. That isn't to say that the book is bad: it's simply not something that anyone with a decent amount of experience under their belt will likely find very interesting. For novice GMs, the book does offer some solid advice to put the reader on the right path, though it tends more towards traditional advice which appears in many "GM guides."



    Rating:
    [3 of 5 Stars!]
    How to be a Great GM
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    How to Use Religion in Your Game
    by Christopher H. [Featured Reviewer] Date Added: 04/04/2012 21:28:08

    The content of this “how to” guide is rather helpful. The book starts with a discussion of various ways a GM might populate the divine realm—if any—in his or her game world, followed immediately by judicious consideration of approaches to divine intervention. The author, Michele Armellini, is careful to help GMs see the implications of their decisions for various character types, especially clerics, paladins, and the like in fantasy settings. Armellini also gives plenty of attention to the structure of institutional churches, their social roles, and the implications for using them in-game. Several examples and plot hooks round out the guide. Unfortunately, the production values don’t match the quality of the content. The writing isn’t bad at all, but does need some grammatical and stylistic polishing; the typesetting lacks imagination and skill; the stylistic inconsistency of the artwork—commercial clip art that you can buy right here on DriveThruRPG/RPGNow—creates dissonance. The content is worthy of four stars, but the production values bring that down a bit.



    Rating:
    [3 of 5 Stars!]
    How to Use Religion in Your Game
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    Infinite Futures
    by Stephen Y. [Verified Purchaser] Date Added: 04/04/2012 09:56:16

    Infinite Futures seems a better 'effort' than World of Wonders. But, it still has some flaws. Typing errors (someone really should have proof-read it before releasing it).

    The artwork (CGI), seems rather good in some sections, but not so good in others. In some sections, the artwork seems to have been 'attached' rather roughly, giving it a rough outline.

    It's not a bad attempt at a D20 future theme. I'm going to be generous, and give it 4/5.



    Rating:
    [4 of 5 Stars!]
    Infinite Futures
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    Worlds of Wonder
    by Stephen Y. [Verified Purchaser] Date Added: 04/04/2012 09:04:51

    What looks like a rather good RPG at 328 pages, appears to be ok, rather than good or very good. Why? Every page is coloured a pale olive green (background), with various shades of green, purple, etc; in other words: print heavy (by the truck load). Don't get me wrong, it looks colourful, but it's guaranteed to use up a LOT of ink. I tried printing a few character sheets, and the ink levels dropped noticeably. The task numbers don't appear to have been play-tested, as Near Impossible is only a 20, which seems rather easy. EVERYTHING is bought with gold (Gp). Some items are 0.5Gp or 0.25Gp? What about using silver, might be a good idea.

    The usual typos here and there throughout the PDF. A full copy of the core rules set in a print friendly format? Where? I tried the Avalon website as well, but no luck finding the print friendly version. It seems to be a mixture of D20 & Chaosiums Call of Cthulhu & Basic Roleplaying (resistance table).

    Some will like it, some won't. I'm more 50/50. It's ok, it's not bad. I'll have a look at Infinite Futures soon, hopefully it'll have a better impact than Worlds of Wonder.



    Rating:
    [3 of 5 Stars!]
    Worlds of Wonder
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    Nova Blast Core
    by Megan R. [Featured Reviewer] Date Added: 04/02/2012 11:39:02

    Indeed there is, as the Introduction says, nothing new under the sun. People have been mixing wargames/miniature skirmish with traditional character-based role-playing from the very beginning of the hobby, whether it is deliberate (such as role-playing extensions to BattleTech) or coincidental (like D&D 4e combat being far easier to run as a miniature skirmish), or as an adjunct to bring the wider sweep of battlefield events to bear on your role-playing (as has been attempted in Exalted 2e). Even the concept of a shared setting for tabletop combat and role-playing has been done before, for example in Iron Kingdoms from Privateer Press.

    In your download, you get three books (well, 6 if you count the printer-friendly versions): Core Rules, The Fringe and Game Components. The Core Rules contains the basis for a solid miniatures skirmish game set in a science-fiction universe (the Fringe, of which more later). It is based around Units, which can be anything from a squad of, well, squaddies to a main battle tank or something more exotic (mecha, monsters or ???). Once you have sorted out scenario, terrain and starting positions, gameplay proceeds with turn-based combat. You begin each turn by placing Order Markers by each unit you intend to do something. These are placed face-down, simulating the real-world situation of having to issue orders without knowing what the enemy is up to, and it means that all players can get on with issuing orders without having to wait for each other. Then you roll initiative, and whoever wins decides which of his units will act first. Thereafter, in each phase of the turn, it is one of his units that will act first. As well as move and fire orders, there is a neat Reaction Order mechanism, which allows a unit a pre-emptive ranged attack if a certain event occurs. Throughout there are loads of examples of play and good diagrams to illustrate each rule as it is introduced. There are conversion notes for Infinite Futures RPG characters, so that if the occasion arises they can mix it in your skirmishes. The book ends with rather an excessive amount of advertising for other Avalon Game Company product - 11 pages in a 41-page PDF.

    Next is The Fringe. This book introduces a far future star-faring setting, which is due to be to be released later this year (at the time of writing this review) for the Infinite Futures RPG and which provides a solid context for skirmish games. The Fringe is a wild border or frontier area where there is a wealth of scope for exploration, colonisation, trade, conquest or pretty much whatever you want to get up to, with a range of different factions and races all set to squabble over resources and anything else. It's a kind of meeting place of spheres of influence, several alien races as well as human beings are adjacent. You have Terran Marines, Star Marshals, pirates and all manner of mercenary and 'security company' forces scampering around... and that's just the humans. Chuck the aliens in and there is ample scope for all the conflict you can handle. This rounds out with detailed discussion of the Terran Marines and an alien race called the Too-Nia (but not exhaustive, further source books are planned), because...

    ... these are featured in the third book, Game Components. This contains all you need to actually play Nova Blast. A selection of basic scenarios, paper miniatures, terrain pieces, unit information cards (complete with fancy backs if you like that standard of presentation and are good at the fiddly bits of printing, cutting out and pasting onto card to make it work) and the all important Order Markers that are core to the system.

    Overall it's a neat skirmish system firmly rooted in its setting, with the scope for future expansion to link it more firmly with the role-playing aspects. Get it if you think your Infinite Futures RPG characters are likely to get down and dirty with military-style skirmishes or if you wonder what Terran Marines do in their downtime and fancy role-playing it!



    Rating:
    [5 of 5 Stars!]
    Nova Blast Core
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    Avalon Models, Heroes & Villains 3
    by David W. [Verified Purchaser] Date Added: 03/21/2012 14:56:12

    This set wasn't quite as good as their other sets. There are a couple nice-looking figures in this set, but overall, there are some scale and proportion problems.

    The set DOES offer a dozen figures, and they are good quality, but things like a figures head being too large or too small takes away from a "professional" set.

    The characters are original, and they are well represented. It wasn't a "bad" set, just not up to par with other sets offered by this and other publishers.

    A little refining next time can raise your rating substantially.



    Rating:
    [3 of 5 Stars!]
    Avalon Models, Heroes & Villains 3
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    Mystic Item Cards [BUNDLE]
    by Tremon T. [Verified Purchaser] Date Added: 03/04/2012 10:15:23

    As one of the previous reviewers says, the pictures are decent. The descriptions are brief, touching on the description of the item itself, and not its properties. It should be noted that the cards do not list magical properties. It is up to the GM to write the information on the cards. The cards are little more than "ideas" for what the item could be. If you are looking for a card with detailed magical properties and suggestions for use, look elsewhere.



    Rating:
    [3 of 5 Stars!]
    Mystic Item Cards [BUNDLE]
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    Infinite Horizons Issue #3
    by William W. [Featured Reviewer] Date Added: 02/16/2012 11:30:19

    A nice little sci-fi magazine that reminds me of the classic print RPG fanzines of days gone by. This one includes a bit of material for d20 sci-fi games, a mini game called Space Armada, and a mini sci-fi RPG campaign for 4e called Altered Earth. A pretty good package, and the price is certainly right.



    Rating:
    [4 of 5 Stars!]
    Infinite Horizons Issue #3
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    Infinite Mechas
    by James C. [Verified Purchaser] Date Added: 02/03/2012 16:39:30

    If you're interested in rules for constructing mecha or incorporating them into a game using the Pathfinder / 3.5 rules sets then you'll not find it in this product. While I shouldn't have expected much from a six dollar PDF I was still sorely dissapointed at the content within. If you already own a copy of D20 Future then you actually already have more than what this book contains. Furthermore the artwork used for the mechs matches neither the description nor the artwork in at least two cases.

    All it contains is a new class called mecha pilot, a odd AI race who uses a mech for its body, some feats, a half dozen designs, and some optional equipment for the mechs . Which I suppose is all it claimed to contain, but I was hoping for more.

    Again if you have D20 future and or a few of the other mech PDFs from eslewhere on this site then there's absolutely no reason to pick this up.



    Rating:
    [2 of 5 Stars!]
    Infinite Mechas
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    S&G Free Rules
    by Roy D. [Verified Purchaser] Date Added: 01/27/2012 13:32:58

    unable to review the item failed to download, so hae not seen it yet



    Rating:
    [3 of 5 Stars!]
    S&G Free Rules
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    Battle Axe, Free Rules and Starter Kit
    by Roy D. [Verified Purchaser] Date Added: 01/27/2012 13:32:14

    unable to review item failed to down load, so i have not seen it yet



    Rating:
    [3 of 5 Stars!]
    Battle Axe, Free Rules and Starter Kit
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    Average Joes
    by Thomas B. [Featured Reviewer] Date Added: 01/18/2012 23:53:20

    WHAT WORKS: A great idea for Terror Network, putting normal schmoes up against the terrorists...and Bedrock Games should be commended again, for showing that terrorism comes in multiple forms. As usual, the adventure is well done, setting up a situation that will play out eepending on the PCs actions.

    WHAT DOESN'T WORK: The layout isn't anything splashy (but then, the price is only $5) and playing an Average Joe alongside standard Terror Network characters isn't terribly balanced.

    CONCLUSION: Another great expansion of the Terror Network series, hitting on normal folks having to stand up to terror themselves. A slew of campaign and scenario examples are there to help you out, as well as a fine full-fledged adventure. There are even a couple of option to tweak it to a more cineamtic style, for that Die Hard feel. Is it a complete blow-away, MUST HAVE product? No...but it is a swell, well-written spin on Terror Network without only minor gripes on my end.

    For my full review, please visit: http://mostunreadblogever.blogspot.com/2012/01/tommys-take-on-average-joes.html



    Rating:
    [5 of 5 Stars!]
    Average Joes
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