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Servants of the Blood Moon
by Megan R. [Featured Reviewer] Date Added: 05/07/2017 13:08:33

Fancy creating a new legend about heroes protecting an ancient elven forest? Things have gone terribly wrong in the forest of Myereth, where the ancient rowan trees are dying since an evil sorcerer slew a unicorn and the elven defenders of their sylvan realm. This is explained on the back cover of the pamphlet, that doubles as the Player Introduction. Inside, the DM Background explains a bit more about what has been going on in a forest that was legendary for being a safe haven of good and peace, somewhere evil cannot go and the trees weep healing tears... some think the whole place is a myth, but elves know better and some may even have been taken there as children. Now refugees are turning up with dreadful tales of death and destruction, even the immortal unicorn that protected the forest. These refugees need someone to restore their homeland...

Assuming the party respond to the call, they'll hear quite a few rumours on their way there. Some of them are even true. On the fringes of the forest, there is a large refugee camp full of displaced (and distraught) elves, led by a prince. He's glad of their help, claiming that he'd do something himself but feels he needs to stay with the refugees and take care of them. However he can explain a bit more of what has been going on - the forest and unicorn were placed there to imprison a demon which is now loose again and growing in strength. The party must then venture into the forest with little idea of how to deal with the demon.

Braving the forest, the party will come to the elven city of Myr where there are some buildings to explore, chiefly a library and a palace. Both are described and mapped, although there is no plan of the city as a whole. The sacred grove, where the rowan tress are and where the unicorn was slain, lies behind the palace, however. A couple of epic brawls later the party - if victorious - can triumph in their quest with a bit of divine aid.

If you want a quick high-level quest this is quite good, but if I was going to use it in a campaign I'd use this as an outline for a more comprehensive adventure. It all seems a bit prefunctory given the subject matter... but as an outline to build an adventure on, it's very good.



Rating:
[4 of 5 Stars!]
Servants of the Blood Moon
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Garadon Manor
by Megan R. [Featured Reviewer] Date Added: 05/06/2017 09:55:25

Billed as a sequel to Out of Body, Out of Mind, this adventure returns to the realm of Tirna'cel with the party having been summoned to the headquarters of the Paladins of Garadon. Although it states that it's not necessary to have played Out of Body, Out of Mind it is advisable to have done so, as reference is made to that adventure - the party is assumed to have undertaken it - and although there's enough material to be able to give your players the necessary background, it works better if they have that knowledge for themselves - as the adventure begins with them being asked to explain what they did!

The DM Background explains what has been going on with these Paladins and sets the scene nicely for what is to follow. The party needs to make its way to the Manor, deep in swampland, and find it quite luxurious even if most of the Paladins are out. Several options are provided for coping with a party that hasn't played Out of Body, Out of Mind, at least one of which is quite tempting as a concept on its own! However it's handled, the interview doesn't go too well and a brawl breaks out. Survivors can then explore the Manor and try to find out what is going on there.

The Manor has two floors plus a basement and sub-basement. All are mapped and supplied with brief but clear descriptions - you may wish to elaborate but the bare bones of what you need are there. The sub-basement is underwater, and poses the most dangerous part of the adventure. A new monster and a magic weapon are to be found here, and both are fully-detailed.

This is an excellent example of a sequel adventure, and ought to prove entertaining for characters who have played the first adventure (or who haven't - it's handled well enough for you to be able to cope with that eventuality). It is quite challenging in places, but capable of successful completion, and provides a good air of continuity. Actions do have consequences, even in a series of one-off adventures!



Rating:
[4 of 5 Stars!]
Garadon Manor
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Dead Man's Cove
by Megan R. [Featured Reviewer] Date Added: 05/01/2017 10:27:41

One Baldrick Mornstar, a merchant, has got fed up with his ships being raided by pirates so he has hatched a cunning plan: to raid the pirates in their base! Naturally he is in search for some brave adventurers to take on the challenge. Will your party step up?

The DM Background explains what Mornstar has done so far in his vendetta against the pirates, then the adventure itself opens with a job offer, a generous one at that. Then it's down to the party to head out on an arduous overland trek to the location of the pirate lair, for which Mornstar has apparently managed to acquire a map. This trip will take a couple of weeks, and whilst it is suggested that this ought not to be event-free, you are left to supply appropriate encounters if you want any. A copy of the plan to the pirate lair is provided, but this is the DM's map, you will have to put something together based upon it for a player handout.

The pirate lair is quite a nice set-up and is explained well, with plenty of options for the pirates' reactions depending on what the party decides to do. An added twist is that a pirate ship is due to arrive, so the party will have to figure out how they deal with that as well. There's a new maritime monster and a new magio item.

This is a neat little one-session adventure which can be slotted in whenever the party is somewhere that sea-borne trade is carried out. The pirate lair is well-constructed and gives the impression that life is going on there no matter who might come around, a nice touch that makes it come to life. The matter of the arriving ship is handled less well, although again there are several options open depending on what the party decides to do about it. There are no suggestions for follow-up adventures, although it ought not to be too hard to come up with some. It makes for an unusual take on a pirate theme, and makes for an enjoyable caper!



Rating:
[4 of 5 Stars!]
Dead Man's Cove
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Bring Him Back Alive!
by Megan R. [Featured Reviewer] Date Added: 04/17/2017 08:30:28

Typical, isn't it? The party has just had a really good dinner in a peaceful inn when someone staggers in needing their help and right now. The Player Background sets the scene, with a comfortable 'gastropub' inn in an unnamed settlement (so it's easy to slot it in to an appropriate place in your campaign world) and a badly-beaten fellow pleading for the party to rescue his son from whoever's got him.

The DM Background explains what led up to this situation, and then its straight in to the adventure as the party gets an opportunity to begin their investigations (assuming they accept the challenge... if they don't, find some new adventurers!). This should take them out of towm to some ruins beside the road where there's plenty of unfriendly wildlife to deal with before they even get near the villains of the piece. There's a basic plan of their lair under the ruins, descriptions of what is to be found and an interesting opportunity to talk the situation through rather than resolve it with combat.

Oddly, it's not until the end that we find out that there's a dangerous untamed wilderness between the inn and the ruins, and are provided with an encounter table - this really ought to have been provided earlier in the adventure. It pays to read through the entire thing before you play it! A new monster and a quite intriguing new magic item complete this offering.

This makes for a nice adventure which is both financially and emotionally rewarding for the party. The alternative ways of dealing with the situation give the players different options. There isn't much in the way of follow-up adventures, although the grateful father could be a useful patron in the future. You might want to reuse the inn as well, especially if the party is into good food! A nice little interlude.



Rating:
[5 of 5 Stars!]
Bring Him Back Alive!
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Kurishan's Garden
by Megan R. [Featured Reviewer] Date Added: 04/16/2017 12:36:19

A city is having supply problems, and asks the party to find out why deliveries from the village of Darbin have failed to arrive for a couple of months - Darbin hitherto having been the city's main source of produce. The citizens are getting hungry and the price of food is soaring. With the Player Introduction on the back cover of the adventure, a more detailed DM Introduction explains what the problem is... but it will be up to the party to discover a way to deal with it.

The adventure text begins with the characters arriving in the village of Darbin. This makes it easy for you to drop the adventure in to an existing campaign, using a suitable city and either building up to the adventure with the growing dearth of food in the city, or just reading the Player Introduction to them if you are eager to get on with the scenario. There's plenty of potential to turn this into a horror story, as the villagers do not seem to be... quite themselves. There is a map of the village, with associated notes on what is to be found there, and one of Kurishan's Garden itself... Kurishan being a botanically-inclined wizard who retired to the village.

This adventure focusses on rather creepy investigation and combat - most everyone the party meets will engage in combat at first sight, although there may be some opportunities to interact in other ways. A new plant monster and a variant magic item are introduced during the course of the adventure, and are written up in full at the end. The adventure will end when the party kills off the main antagonist (or dies trying), there are no notes for follow-up adventures although to be fair apart from helping the villagers rebuild I cannot think of anything much! It's quite unusual and played right could be quite spooky, an interesting evening's entertainment to drop in to your campaign at an appropriate moment.



Rating:
[4 of 5 Stars!]
Kurishan's Garden
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The Crypt of St Bethesda
by Megan R. [Featured Reviewer] Date Added: 04/15/2017 13:15:29

This is an adventure to drop on your party when they think they are safe relaxing and drinking the profits of their latest exploits in a city somewhere in your campaign world (it needs only be large enough to have reasonably powerful law enforcement!). The Player Introduction, printed on the cover of the module, sets the scene: after a good evening carousing, the party is making their way home taking a short cut through or near a cemetary. Probably a bit tipsy they fall over a corpse... just as a patrol comes upon them and promptly accuses them of murder!

The DM Introduction continues setting the scene and explains what is really going on. There is also advice on what to do if the party does not immediately leap into action to investigate with the hope of clearing their names. Basically whatever they do, their only options are to get killed on the spot, to rot in gaol until executed or to investigate a slime trail from the body leading somewhere in the bowels of a nearby abandoned cathedral. Assuming that they are true adventurers and choose the latter option, the adventure text begins as they enter the cathedral cellars.

Put it this way, worshippers may have abandoned the cathedral but there is plenty of wildlife down here, and most of it is hostile. A nice clear plan is provided along with concise notes about what is down there, including read-aloud text and appropriate monster stat blocks. Most of the encounters will result in combat, but there are a few limited opportunities to talk rather than fight. A new monster and a new magic item are presented during the adventure, and have complete write-ups at the end should you wish to use them elsewhere.

The scenario ends with a few suggestions for further adventure which could prove interesting, but as it is this should provide an entertaining session just when the party thought that they were not going to be doing any adventuring... rather neat, really!



Rating:
[5 of 5 Stars!]
The Crypt of St Bethesda
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Out of Body, Out of Mind
by Megan R. [Featured Reviewer] Date Added: 04/13/2017 08:24:26

Cunningly, the background information is divided into two parts - the knowledge characters would have is printed on the back of the booklet, and there's more 'DM only' information inside. Indeed it's suggested that you read the text on the back to the players before you start the game! It all concerns a now-peaceful realm with a turbulent history full of warlords and battling mages, the pacification being the work of a member of the nobility who turned on everyone else, beat them into submission then imposed peace on the land some 600 years ago. It was thought that his impressive exploits were due at least in part to his magic items, which were buried with him... only it seems that someone or something is now attempting to retrieve them, no mean feat as the tomb is placed over a lava pit! Oh, and is guarded by an order of paladins for good measure.

The DM Background explains what was really going on and the lengths the paladins have taken to secure the site. It's not quite clear who is trying to break in, though. Anyway, the party is asked by the current ruler of the realm to go investigate and deal with anyone trying to steal the items. Getting to the location is left up to you, the scenario starts with the party faced with their first task: getting in to a tomb that is suspended over a lava pit by massive chains. Unless they can fly, they'll have to climb across. From then on in, it's a prowl through an extremely well-trapped tomb with the potential of unleashing a dreadful evil upon the world... although there is a friendly ghost to help. Apart from him, everything else they encounter is only interested in combat.

There is a new magic item (quite tasty) and a new and quite nasty monster which is at the heart of the problem. The map is clear, and all the traps are explained clearly however the ways to survive or even disarm them depend mostly on die-rolling rather than figuring them out. This is an adventure you could drop into any remote part of your world that has a suitable volcano, just change any names as necessary. Some suggestions for further adventures are included, or of course it could be run as a one-off if preferred. It is quite deadly given the traps and the fact that nothing there (apart from that ghost) want to do anything other than fight. The layout is good, and the traps ingenious, however, and if the party realises what is in there and manages to prevent its release to the world there's a good feeling of satisfaction to be had. Best take your bard along, the party will want - and indeed deserve - to have their exploits sung about!



Rating:
[4 of 5 Stars!]
Out of Body, Out of Mind
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Jerimond's Orb
by Megan R. [Featured Reviewer] Date Added: 04/11/2017 07:49:09

This is a neat little scenario to drop in and use as a side adventure for a beginning party seeking to grow a reputation of being good fellows to go to when you have problems. A once-prosperous village is having difficulties, and it's up to them to find out what's amiss and sort it.

There's very little background for the DM, indeed there isn't really any for the party either - first they know about it all is getting attacked by a hitherto-unknown monster (a new one, introduced in this adventure). It apparently comes on them whilst they are camping at night, this is not clearly explained. From then on, they need to go to a nearby village where they will need to interact with the locals to find out what is going on. Apart from the initial monster attack (and a potentially-puzzling aftermath), the first part of the adventure is pure role-play although there are plenty of opportunities for combat later on... even if all with the same monster! (As in, several of them appearing rather than just one specimen.)

The village is well-described and set up in such a way that it's easy both to locate it wherever you want in your campaign world and expand and reuse it later on. There are various locations to visit and it is clearly laid out which clues to the mystery can be found where. There's also a nearby tower, which used to belong to one Jerimond, a mage who befriended the village during his later years before he died, which they can visit. There are no plans for either village or tower, however, and you will likely feel the need to sketch something out. As well as a new monster, the pivotal magic item (Jerimond's orb, of course) is described at the end.

With a nice balance of investigation and combat this should provide an enjoyable evening's play, although this is not quite a pick-up-and-run scenario: you will find that studying who knows/thinks/is doing what will repay the effort and as mentioned above you may wish to draw or find suitable plans for the village and tower. The scope for making it fit into both your world and your ongoing campaign is excellent though. There's also potential to run it as a quite scary adventure with unknown monsters plauging terrified villagers...



Rating:
[4 of 5 Stars!]
Jerimond's Orb
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Against the Barrow King
by Megan R. [Featured Reviewer] Date Added: 04/10/2017 07:14:05

This neat adventure is just the sort of thing for a party of low-level adventurers to enjoy as they build their reputations as people to turn to in times of trouble. The people of a remote settlement called Glenn Hollow fear they have upset the 'Barrow King', a supernatural being they believe lives in ancient burial mounds not too far from the settlement - and they hail a bunch of adventurers as a welcome source of aid.

The work opens with a DM Background which lays out what is actually going on and a brief Adventure Summary which boils down to 'Go and fix the problem'. Notes for finding a suitable location for Glenn Hollow in your own campaign world are provided, and then it's on with the adventure itself.

It's assumed that the party is on the road one autumnal evening when they arrive at Glenn Hollow. Just why they are in that area is left to you to determine. The village elder lays out the problem and asks for help, and it's off to find the burial mounds next morning. There's very little description of Glenn Hollow, so if the party wants to hang around and talk to folk you will need to invent something. The area of the burial mounds isn't mapped either, although there is a good map of the Barrow King's tomb and what lies beyond... the associated descriptions are clear, and brief details of the denizens and how they'll fight are provided. Everyone that the party encounters wants to fight to the death, there is no scope for any kind of interactive save a dialogue of steel and spell.

There is a new creature, a construct called a chirurgeon, and a new magic item - a greataxe called Fiend infused with chaos - introduced here, and there's a little bit of mundane treasure to be found if the party has time to go rummaging, but the real reward is the virtuous glow of having got rid of something quite evil, and of having rescued some villagers too. A few notes are provided on directions further adventures might take.

Overall this is a simple but neat 'delve' adventure which shouldn't take more than a single session, best used as a sidetrek in your campaign or a standalone adventure when the group is in the mood for some hack and slay adventuring.



Rating:
[4 of 5 Stars!]
Against the Barrow King
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The Illusionist's Daughter
by Raymond H. [Verified Purchaser] Date Added: 09/16/2016 13:11:38

A fun simple to run module that leaves a lot of room for roleplay. The location is well fleshed out with enough details to draw from on the fly but not so much as to make it hard to customize. Not a combat heavy module in any way but with good challenge at the end.



Rating:
[4 of 5 Stars!]
The Illusionist's Daughter
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Stargate SG-1: Roleplaying Game
by Customer Name Withheld [Verified Purchaser] Date Added: 07/24/2016 06:23:48

DO NOT WASTE YOUR MONEY !

I am 100% very unhappy. This is a terrible scanned copy of the paper book. There is artifacts on every page, the text is blurred and it is not OCR. This low quality is not what I expect from DriveThru RPG.



Rating:
[1 of 5 Stars!]
Stargate SG-1: Roleplaying Game
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Brave New World
by Jason C. [Featured Reviewer] Date Added: 05/07/2016 18:35:45

Because of its recent inclusion in a Bundle of Holding, it seems an apropos time to talk about Brave New World, perhaps the first RPG ever to be unfairly scuttled by the Internet.

BNW eschewed the "everything and the kitchen sink" approach of prior superhero RPGs, most of which were aping the bizarre, unplanned conglomerations called the Marvel and DC universes. Just thinking through how the Marvel and DC universes happened (mergers! soft reboots! hard reboots! office coups! lawsuits!) should have been a huge warning sign to RPGs that maybe this was not the needle we wanted to try to thread. But okay, we wanted to know whether Superman or the Hulk was the strongest, and hadn't noticed that the answer to that question depended on the dramatic needs of the comic book creators instead of a beep boop computer analysis of how many pascals are exerted by a Hulk punch. The result was Champions and its successors, which I regard with the kind of reverence reserved only for the accomplishments of mad geniuses.

But even the independent superhero RPGs, for the most part, didn't pursue an independent setting capable of standing on their own two feet. Instead, they leaned on existing comics and tried to pursue their aesthetics instead of their own. The exceptions started to hit at the end of the late 90s. In 1999 we got two big ones: Aberrant, White Wolf's deconstruction of superheroes, starring superpowered wrestlers, religious figures, and superspies, all with lovingly detailed haircuts and sunglasses, and Brave New World. I'll defend White Wolf stuff all day and all night but in this matchup, Brave New World wins walking away.

The premise of Brave New World, as implied by its literary-reference name, is that America (and much of the rest of the world) exists in an alternate 1999 as a totalitarian police state. A great deal of effort is put into grounding this in reality; how do people live in such circumstances? How do they accommodate themselves mentally to it? How do people come to support a police state in large or small ways? And how do they resist, in large or small ways? The need for the police state, naturally, is the emergence of superpowered beings, extremely powerful in the WW2 generation, and somewhat less so by 1999. Some of these beings are more or less leashed thugs working for the government; others are rebels trying to expose the truth and tear it down. Propaganda urges non-powered people to hate and fear powered people, and they do. The X-Men rarely gave us this kind of detail even when they remembered that humans hated mutants (which they often forgot).

There were two elements of the game that the Internet (at the time, primarily Usenet), responded to negatively. Bizarrely, they identified two of the best elements of the game as deal-breaking flaws.

First, in Brave New World, you can't just be any sort of superhero you want. Character - both player characters and non-player characters - powers fit into established categories. The super-strong person, the super-fast person, the psychic, and so on. This has numerous advantages: it makes character creation faster and easier, it makes tactical decisionmaking in fights faster and more reliable ("that guy's super strong, therefore I don't have to worry that he's going to take over my mind") and it encourages players to come up with new cool ways to use an established power versus ceding the field to someone who happened to toss a few points into the right ability, or feeling that because they didn't, they can't. The fact that the system smoothly utilizes power stunts within the options for using these limited powers multiplies this advantage - you can see how to make a power stunt and what they should be like.

The Internet absolutely freaked about this. After so many years of being told "you can do whateeeeever you waaaaant" without noticing that this produced a ton of shitty, boring character building before you got good at it, and impeded quickly getting into play, the idea that you couldn't be Dr. Strange with Weirdly Undefined Abilities was just beyond their comprehension. "Incomplete" was a word thrown around. Ugh.

The second thing that BNW did well that the Internet freaked about was not say anything about the "origins" of the superpowers that spread across the world. There was some implication they would be handled in later supplements. but of course by 1999 we had all forgotten what the word "supplement" meant and assumed that if something was bad in a supplement that it would be bad in all games around the world forever. In practice, BNW's decision to withhold this information worked because everyone assumed the evil government had it in a computer somewhere, or that they were undertaking evil experiments to GET it in a computer that had to be stopped. It became actionable primarily in response to villainous undertakings, which of course, is what superheroism actually is.

It seems like when we talk about our RPGs, we often measure them by what we already think a RPG should be, instead of what the RPG actually is. We take our prior experience as the center of RPG play and regard games that don't support that experience as deviations from the norm. Perhaps the better way to handle ourselves is to try to take each RPG from zero. Brave New World can't "do" the X-Men - christ, about 73 percent of the time, Marvel Comics can't. But that's not what Brave New World is. It's not a comic book, nor a simulator of a comic book world - it's a superhero RPG, and a damn good one.

All in all, Brave New World was a tremendous experience. The high stakes of being a superpowered rebel and trying to keep your identity secret created a heightened environment for throwing a car at a guy shooting lasers. It is one of my all time favorite superhero RPGs and I'm psyched that the Bundle of Holding might bring it to a new audience. I definitely encourage picking it up!



Rating:
[5 of 5 Stars!]
Brave New World
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Adventure I
by Lee S. [Verified Purchaser] Date Added: 07/08/2015 17:05:41

Got this and the #2 for side line stuff for my game.

I run a VTT game so being able to copy in the txt is a great way of cutting prep time down.

You can copy all txt on these EXCEPT the blocks on what the PC's See. The main ones you need to be able to copy.

So if your getting them for a VTT, know that you can not copy the txt you have the most need to do so.



Rating:
[1 of 5 Stars!]
Adventure I
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Empire
by Andy P. [Verified Purchaser] Date Added: 01/09/2015 20:55:30

Empire had some interesting ideas but in my opinion failed to deliver them adequately. The rules as-is can't create a believable, medieval world. They need some work from the DM. As an example, the population growth is so high that easily beats the modern world. You easily get 5% per year, doubling your population in 14 years. Another example is the small size of domains that also needs to be tweaked.

There are three scales: Barony, kingdom, empire, each with a different "population unit", "area unit" and "resource unit" size. That idea is innovating, it's good and it's useful. But the way the book uses this idea, the numbers that go along with the scale, the way you create and develop fiefdoms for the characters to control need work.

There is not enough versatility in "Empire" in my opinion. Whether your campaign is low magic, high magic, set in a the early medieval or renaissance, the rules are the same. There are very few random events with little imagination behind them. There is a lack of rules for your liege and your vassals. No info on what you pay them or what they pay you. There is a lack of rules for changing from one scale to another. If you want to go from barony scale to kingdom scale, you have to improvise.

For those interested in such things (I'm not personally), the art in the book isn't very good.

What is good in my opinion is the chapter on the "Empire campaign", that offers useful information. The chapter on character classes in a campaign of barons and kings also has some interesting rules. The rules of mass combat are solid, but I have seen similar in different products.

If you don't have a book with solid mass combat rules, want a few ideas and pointers on how to run a campaign where the PCs are rulers and you can easily afford this book, then buy it. If not, then look elsewhere.



Rating:
[2 of 5 Stars!]
Empire
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Glory Days
by Megan R. [Featured Reviewer] Date Added: 11/10/2014 08:55:00

This, the last sourcebook published for Brave New World, takes the story back to the Second World War, a time when deltas fought proudly for their nation and were hailed as heroes. It provides a spring-board for running adventures in such exciting times.

Starting, as usual, with an extensive in-character section, there's a change here... presentation is in the style of a news magazine as of course there was no World Wide Web to provide the webpage format of earlier volumes. It's written - as is the entire game - from an American standpoint, and describes the development of the Delta Squadron into which the reader is assumed to have enlisted (or been drafted), being set in 1942 after America has entered the war.

At this time the Delta Squadron is active in three places - the UK, North Africa and the Pacific. There's plenty of material about who is where and what is going on, and - apart from the presence of deltas - it all sticks pretty closely to the real-world version of WW2. They also have a spectacular main base, a flying aircraft carrier.

While the mores of the time meant that female deltas were restricted in the roles they could occupy in Delta Squadron (although they were at least allowed to enlist in it), others preferred to take on other roles such as the Ladies of Liberty - a group of female deltas who maintained law and order on the home front whilst others who'd been vigilantes were away at war. They seem adept at catching spies, too.

Amongst the discourse on what is going on home and abroad, the astute Guide can spot plenty of potential adventures to weave into a campaign wherever it is based. Naturally, the Axis forces have also cottoned on to the concept of recruiting deltas to their cause and so there is some information here about them and what they have been doing. Likewise, the Allies have their own delta organisations - people that the party may wish to work alongside or (especially if your players are not Americans) they may prefer to join.

The out-of-character section begins by detailing how to create deltas suitable for military service, including ten new power packages designed with warfare in mind - although they could equally well be used by contemporary deltas. Each comes with a ready-to-use archetype, who can be played as is or used as inspiration for your own character with that particular power package. Availability and cost of equipment and the military life are covered here as well.

Next comes a chapter on gadgets. There's an almost steam-punk element here, melding 1940s technology with fantastical ideas. The gadgets described range from aerial carriers to communications gear, jetbikes and the 'tank suit' (think mecha), all with a focus on warfare, of course.

Then Chapter 3 looks at new combat rules, designed to accommodate all-out war rather than the one-on-one or small group brawls previously covered in the rules. Vehicle combat (taking the term 'vehicle' loosely - anything from tanks to planes to submarines is included), chases, anti-aircraft fire, torpedoes, and a range of new weapons familiar to the battlefield but less common amongst superheroes are to be found here.

Then the Guide's Handbook section starts with a lot of advice on running a Glory Days campaign. It's quite different from the standard Brave New World one although there are plenty of similarities too. There's scope for a wide range of adventure types and plenty of information to help you make the most of them. There is also some good advice on taking your game forwards from 1942, which bits of real-world history to include, and how to weave in the superpowered elements to form a coherent whole. There are a lot of profiles of regular and superpowered individuals from both sides, and a complete adventure to get you started. It's set in North Africa and would work well as a one-off adventure if you are unsure of whether or not you want to play a full-blown World War Two campaign, or of course it could be used as an exciting start to one...

The Author's Afterword concentrates on two points, his admitted lack of specialist knowledge about WW2 and the need to understand how awful war really is, however much fun it can be to game. This latter point is one your own group needs to be clear on, should you decide to run Glory Days - and some groups may find it a subject not to their liking.

Overall, this is a skillful and exciting blend of fact and fantasy which, provided you don't mind meddling with history and don't think it belittles the true sacrifices made by those who have fought in real wars, should make for a memorable campaign.



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[5 of 5 Stars!]
Glory Days
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