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Ryuutama : Natural Fantasy Roleplay
Editorial: KOTODAMA HEAVY INDUSTRIES
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 08/21/15 10:41:14
Ryuutama brings to life a different kind of game from the tired fantasy tropes that have been the norm in RPGs for years now. With the focus on the romance of traveling and the merry adventures that the adventurers encounter, Ryuutama delivers a refreshingly new experience to the table.

I will admit that I did have early difficulty with the presentation of some of the information, especially early on, with some Traveler Classes and Ryuujin Types thrown at me up front without any context, but it’s a minor quibble. The artwork is gorgeous, and I wish there were more of it somehow.

Combat looks tactical, without being bogged in the ammo-counting, hit-location identifying drudgery that detracts from the experience.

Ryuutama is a Fantasy game, but it occupies its own niche, and does what it chooses to do very, very well. I would definitely recommend this to groups looking for something different, lighthearted and yet capable of being much more.

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Titansgrave: The Ashes of Valkana
Editorial: Green Ronin
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 07/30/15 23:07:02
TitansGrave: The Ashes of Valkana is a splendid setting that gets the whole Thundarr: The Barbarian vibe across in a consistent world. The setting is very cool, especially for an 80’s kid like me, and the artwork is an absolute joy.

The additional mechanics are very sparse but definitely useful for branching the AGE system into sci-fi stuff, without adding too much complexity.

The adventure is the key component of this product and it is perhaps one of the most fun-looking I’ve read up on in a while. At this point I’m already tempted to call up my gaming group to ask them if we could run this right away.

My only nitpick about it is that I wish it covered more ground in the setting. Still you could have more than enough fun romping around the regions detailed in the book so far.

I’m definitely looking forward to seeing where this line might develop into and how they plan to expand it. Bottomline? Buy it. It might just be your new favorite science-fantasy setting.

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Fantaji Universal Role-Playing Game
Editorial: Anthropos Games
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 07/30/15 04:11:32
Fantaji reminds me of Early Dark in the sense that both of them are clearly works of people who had a single, powerful vision. Fantaji's approach to gaming takes narrative elements and gamifys them, using Drama as a currency to push characters (or obstacles) further. The "Playing To" mechanic insures that all actions serve the hidden bounds of a story's themes and it all comes together like clockwork.

That said, the elegance of the mechanics also makes it a little difficult to grasp. I've read through it and I understand it, but it wasn't easy. YOu will need to discard quite a bit of your old habits as far as RPG rules go. I definitely see spending more than a few practice sessions of work from all players to finally get it up and running smoothly, but once everyone gets it, Fantaji should run very well.

In addition, Fantaji is very well illustrated and the layout is clean. The language used is pretty accessible, though there are a few parts which make me flinch just the slightest bit, such as when it uses marketing language inside the product (it's "crazy versatile!" being the most memorable phrase that comes to mind.)

Overall, Fantaji is an unique entry to the lineup of universal RPGs that has a LOT of new ideas. If you like generic RPGs but are tired of point buy options, you might want to give Fantaji a go. It's not quite FATE, but it certainly feels like a fork of the idea of gamifying a narrative. Definitely a worthy addition to an RPG shelf.

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Cypher System Rulebook
Editorial: Monte Cook Games
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 07/23/15 20:51:22
Thanks to the generosity of Monte Cook Games, I was given an opportunity to take a peek at a pre-production copy of the CSR! Needless to say, I was pretty stoked about it, which explains this First Impressions review.

What is it, and what is it for?

The Cypher System is the name of the rules that power Numenera and The Strange. Designed to put story at the forefront of gameplay, it kills a few interesting sacred cows to promote a much more dynamic style of play.

This makes it a prime candidate to be the baseline for a generic rpg product that people can use to spin off their own games. And now, Monte Cook Games makes it possible with the Cypher System Rulebook.

The Basic Mechanics

I’ve gone over the basic mechanics before in my Let’s Study articles for Numenera and the Strange, but I’ll try to give a quick summary here.

Basic mechanic is a 1d20 roll against a set target difficulty that ranges from 3 to 30. This difficulty is set by the Level of the obstacle or opponent. This allows the game to function without the GM having to roll, resulting in a much faster game.

Other fiddly bits involve the expenditure of a finite pool of Effort to reduce the difficulty of the task, and the use of set damage to further streamline play.

Rolling a 1 is always bad, while rolling a 19 or 20 results in getting a minor or major effect that further improves your success.

I’ve gone and said it before, but it’s fast, elegant. Furthermore, the focus on speed and offloading rolls from the GM’s duties allows for a much more interesting game as the GM can focus on the story.

Character Types

Previous games using the Cypher system featured three types with different names appropriate to their settings. The CSR gives them much more generic-sounding names for the sake of clarity: Warrior, Adept and Explorer.

However, the CSR also adds a fourth Type in the form of the Speaker. The Speaker fills the niche of the social character. While this has been folded into the other types in the previous games, I’m very happy to see them get their recognition with the CSR ruleset, as it is meant to cover more than the usual Action-Adventure genre, which is something we’ll come back to later.

The Types section also introduces Flavors, which are separate sub-packages of new abilities that can be traded into an existing type on a 1:1 basis. Meaning you can give up an ability pick from the Type in exchange for an ability from a Flavor. I’m all for customization, so I’m very happy to see this.

Character Descriptors

I’m glad to see that there’s a hefty serving of fifty different character descriptors in the CSR, all of which are geared towards being generic enough to fit any genre.

There’s something for everyone here, from Dishonorable to Perceptive, Vengeful to Noble. Negative-sounding Descriptors are particularly interesting as they give benefits while placing a great amount of personality to your character.

Character Foci

The third building block of characters is the Character Foci. Again, there’s a ton of different foci in the CSR, but what really stands out for me is the fact that they took the time to provide several tables of suggested Foci that work in the context of different genres. They have a list for fantasy, Modern / Horror, Sci-Fi and Superheroes.

Genres

Here’s probably the most exciting part for me. As a fan of the HERO system, I’m always delighted when I read through rules that twist an existing ruleset to work with a given genre.

As mentioned before, the CSR provides chapter for each of the following genres: Fantasy, Modern, Sci-Fi, Horror and Supers.

Each of the chapters goes into a quick summary of the genre, and how the GM can run it. To further assist, they include charts on which Types (and Flavors), Foci and even Creatures are appropriate for a game. In addition, genre-approriate equipment and artifacts are also covered here.

Some of the Genres also add further Racial Descriptors to denote non-human creatures. Further modifications for genres include special optional rules such as Shock for Horror, and my personal favorite: Power Shifts for Superheroes. I don’t want to spoil too much for this, but the rules for Power Shifts is a suprisingly elegant means to simulate the incredible ability superheroes without becoming needlessly complex.

Game Mastering Advice and Running the Game

The last section of the CSR is devoted to helping GMs run the game. From a collection of varied monsters that could fit various genres to the Cyphers that provide one-shot powers, the books gives all the toys that a GM would need, and the advice necessary to use them properly.

It’s not often that you get to say that a Generic Ruleset would be suited to a new GM, but the Cypher System Rulebook is definitely an exception. There’s enough here to give even fledgeling GMs the confidence to get started.



Overall, the Cypher System Rulebook is a master-class product that manages to become one of the most accessible generic rules I’ve had a chance to see. While I wish there was more pagecount dedicated to providing even more options for the various genres, I think that’s a holdover from my expectations as a HERO system GM.

As is it’s a brilliant product and one that is definitely worth having in your library.

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Fantasy AGE Basic Rulebook
Editorial: Green Ronin
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 07/23/15 03:16:04
Fantasy AGE is technically a generic fantasy RPG that will let you play the heroic characters in the well-known adventure fantasy style of play made popular by D&D. If you're familiar with the 3.X era of rules of D&D, some of the concepts and ideas used in Fantasy AGE will be familiar to you, as the AGE System draws much of it's inspiration from True20, which in turn was an offshoot of D20.

The book itself is beautifully illustrated, and well laid out in an easy to read fashion. As a generic fantasy ruleset, it doesn't come with a setting, so those looking for a new game with a complete world might be a bit disappointed.

That said, what IS here is a complete ruleset for running fantasy, with a few innovations that break away from the norm, while sticking to a few sacred cows that could use a bit of simplification.

Basic Mechanics

The Resolution system for the AGE system is a 3d6 + Ability roll against a set difficulty. The twist here is that one of the three dice you roll should be a different color, as it serves as the "Stunt Die" which serves several different purposes.

If a player rolls doubles, then the value of the Stunt Die determines how many Stunt Points is made available for the character for that action. The Character may then execute any number of Stunts that they can pay for with that pool of Stunt Points.

It's a neat mechanic, and the addition of Stunts certainly adds a bit of dynamism to an encounter.

Character Creation

Making a character in Fantasy Age is pretty straightforward, and might trigger some deja vu from D&D players. The first step is to determine a character's Abilities. These are:

Accuracy
Communication
Constitution
Dexterity
Fighting
Intelligence
Perception
Strength
Willpower

Unlike D&D, there's no need to derive further stats from these, as the values in your Ability are the ones you'll add to your 3d6 roll. I appreciate how this cuts out an unnecessary step and just keeps the useful bits.

Abilities can be rolled and assigned in order, rolled and assigned by preference or bought in a point-buy system.

Ability Focuses are an area of expertise within an Ability. This is the "skill" system of Fantasy Age, and each of the Abilities has at least 4 different Focuses in them. For example, Strength Focuses include Climbing, Driving, Intimidation, Jumping, Might and Smithing.

There are six races to choose from in Fantasy AGE: dwarf, elf, gnome, halfling, human and orc. Each one has it's own package of Modifiers to the character, as well as a small table of randomly determined additional Benefits. It's a nice touch as it makes certain that two characters of the same race will still have something to make them different from one another.

Once you have your Abilities and Race squared away, you move on to Backgrounds. This trend of adding backgrounds with mechanical impact is a good one, and I'm glad to see it here.

Backgrounds are determined by making a couple of rolls and a lookup in a table. Backgrounds are sorted by Social Class, which ranges from Outsider to Upper Class, and each of those has a smaller list of Backgrounds to come from. Each Background bestows an Ability Focus to the Character.

Finally we get to Classes. There are only three Classes in Fantasy AGE: Warrior, Rogue and Mage. Each of these Classes has a package of traits, including recommendations for primary and secondary Abilities, starting Health and Weapon groups that the character can wield. Each Class also has a large list of powers, that expand with every additional level up to the cap of level 20.

Each level either bestows new abilities or gives opportunities to learn Talents, which are like D20 Feats, though each having a 3 tier progression from Novice, to Journeyman and Master levels.

The only derived stat I could see in the entire character creation process would be the calculation for the character's Defense value, which is done by adding up 10 + Dexterity + Shield Bonus (if applicable.)

Character Specializations

Here's the fun part. I know I said that there are only 3 classes in Fantasy AGE, but they get to add back a lot of variation by adding Character Specializations. These are micropackages that are tacked onto an existing character, bestowing benefits at certain levels. Again these benefits are ranked as Novice, Journeyman and Master and have certain requirements for a character to obtain.

Equipment

The Equipment chapter of Fantasy AGE feels surprisingly... old. There's a lot of bean counting, with perhaps only the absence of encumbrance and weight as the only improvement from the classic D20 stuff.

That said there's an audience for this kind of stuff, so if you'd like listings for mundane tools, services, goods, food and lodging, the game has those too.

Magic

The Magic system for Fantasy AGE works on the basis of 12 Magic Talents, each covering a different Arcana. Mages begin with 2 of these (each one granting 2 spells each), and they advance in rank as they level up.

Spells require Magic Points to cast, which are calculated by a simple formula: 10 + Willpower + 1d6. This value goes up every time the Mage levels up as well.

Mages learn multiple Arcana, making them surprisingly flexible.

Stunts

Perhaps the biggest mechanical highlight in Fantasy AGE would be the Stunts System. It's neat and easy to remember, and when used outside of just combat, it lends to some unpredictability that can be a lot of fun. The book also includes tables for Exploration and Roleplaying related stunts, which should help jog the imaginations of the players as they go through their adventures.

The GM section

The rest of the chapters goes into some very thorough GMing advice, and covers all the important bits from running the game, to coming up with your own setting, to a chapter on monsters and a sample adventure. It's a great template to follow and the kind of content that I'd love to see in more games of this kind.

Conclusion

The Fantasy AGE Basic Rulebook is beautiful, well-laid out, accessible and sits on the lighter side of rules complexity. There's a lot to like here, much like in 13th Age, as it improves on an existing ruleset but doesn't innovate where it doesn't need to just to be different. Each innovation in this book has a purpose and it comes together perfectly.

It feels solid, and the Stunts are a nice touch. I can certainly see introducing this game to new players and getting them started with little trouble. With new Settings coming out soon, it's definitely worth your time and attention.

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Atomic Robo RPG
Editorial: Evil Hat Productions, LLC
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 06/17/14 21:10:10
Atomic Robo is probably the most impressive RPG I have ever read that works with a licensed IP. It manages to hit all three most important factors in licensed RPGs: it’s fun, the rules reflect the fiction of the setting, and it manages to make me interested in the comic. Likewise fans of the comic might find themselves interested in the game.

The Fate Core rules fits Atomic Robo like a glove, and the custom mechanics for this game enrich the basic Fate Core system while highlighting the strengths of the setting. It’s relatively easy to learn, and there are enough examples to facilitate the learning process.

GMs and players alike are given freedom to make pretty much any character they want, thanks to Weird Modes, and the Brainstorm and Invention rules makes certain that Action Science is still the key theme of the game.

There’s plenty that other games can learn from checking out how Atomic Robo manages to provide a lot of freedom of choice, while adding a structure for guided fun in a game. The mechanics are elegant and each rule exists to further the theme and activities of pulpy fun.

Atomic Robo is a great game for those new to the hobby, and those looking to get into Fate Core. Old hands at Fate will find plenty to like here as well as Brainstorming and Invention Rules can work in any setting that needs it.

Definitely a must buy for any RPG gamer looking for pulpy action-adventure fun.

---

If you're looking for a more in-depth coverage, check out my 6 part Let's Study articles for Atomic Robo over at my blog:
http://philgamer.wordpress.com/category/roleplaying-game-
s/atomic-robo/

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Tianxia: Blood, Silk & Jade
Editorial: Vigilance Press
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 06/05/14 20:09:14
Tianxia is a rules-light to rules-medium Wuxia game that introduces the genre in a friendly, easy-to-learn fashion. The book is written well, with a clear language devoid of unnecessary flourish that could distract of obscure the information needed to run the game, something that I certainly find to be very helpful.

The game itself applies minor rules adjustments and a fully formed Martial Arts system on top of the FATE Core rules in a relatively seamless manner, and feels like a system that was intended to work with FATE from the get go rather than being welded on forcibly. Fans of the FATE Core system will find this to be very easy to learn.

Fans of the genre will find that Tianxia covers all the bases when it comes to Wuxia. There’s a little lack of emphasis on the tone and themes of Wuxia in the book, but that’s a minor nitpick on my end as I wish it was brought up a bit in the start of the book rather than at the end with the GM chapters.

There’s an awful lot of mechanical support for GMs, from a campaign creation worksheet, to an adventure menu and pre-generated characters and antagonists to work with.

As a relatively new person to FATE, I feel that I’ll need to get a couple of test sessions to really get comfortable with the combat system to find out the true extent of the various Techniques in the Kung Fu system of Tianxia, but from what I’ve seen they’re certainly formidable.

Overall, Tianxia is a great start to a Wuxia RPG. There’s enough to run a campaign, but plenty of white space around for GMs and the authors to add on new elements. If you’re a fan of Wuxia, you’d be doing yourself a disservice if you didn’t pick this up for your collection.

---

If you're interested in checking out an in-depth 5 part study of Tianxia, check out my blog:
http://philgamer.wordpress.com/category/roleplaying-game-
s/tianxia/

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Mindjammer - The Roleplaying Game
Editorial: Modiphius
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 06/03/14 23:43:52
Mindjammer is both a complete game, and a universal toolkit for running science fiction games. As a FATE Core game, I feel that Mindjammer delivers the full FATE experience while adding no small amount of additional mechanics to simulate the special cases that matter in sci-fi. While the core mechanic is very simple, the game does run the risk of becoming very complicated very quickly and may take some FATE Core enthusiasts by surprise.

Character creation isn’t as quick as I’d imagined, but that’s offset by the benefits of having a large number of options for your character. The resulting experience resembles that of more mechanics-heavy games that may require a session devoted completely to making characters and hammering out the group.

The main draw of Mindjammer for me however, would be the concepts and ideas presented, all with significantly robust mechanics to follow through. Elements like Transhumanism, cybernetics, diverging evolution, cultural conflict are all heady ideas, but every single one is represented in the rules somehow. Mindjammer doesn’t just drop these concepts on you either, but introduces each one with the care and patience of a schoolteacher, ensuring that any GM who picks up the book and takes the time to study it will have the confidence necessary to run a game in any kind of modern sci-fi setting.

The layout of the book is well done, with proper sidebars and tables to help parse information, and non-distracting layout elements to facilitate easy reading. The artwork is universally good, but I’m afraid no one particular piece of work has stood out as truly breathtaking for me, a shame given the potential of the setting for being really open to high weirdness.

When I started this series, I was wondering just how much detail you could cram into a FATE Core game, and I’m pleasantly surprised by what Mindjammer has done. I would have no hesitation in recommending Mindjammer as a must buy for anyone interested in running a sci-fi game especially given what you get for the price.

---

For a massive 10-part review of Mindjammer, check out the Let's Study series on my blog:
http://philgamer.wordpress.com/category/roleplaying-game-
s/mindjammer/

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Pirates & Dragons Core Rulebook
Editorial: Cakebread & Walton
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 05/07/14 23:28:05
Pirates & Dragons is perhaps one of the most honestly named RPGs I know of.

In a nutshell, it's a rather well-written game with fairly extensive mechanics that will appeal to those that enjoy more substantial games rather than narrative ones. The Artwork is pretty good and evocative of the setting, which is more realistic than it is fantastic. There's plenty of opportunities to get in trouble in the game, and there are hefty swashbuckling rules to mirror dynamic combat and more than it's fair share of fumbles.

I would recommend Pirates & Dragons to those looking for a pirate game that has a stronger adherence to "realism" as opposed to fantasy, despite the presence of dragons. That said, those looking for lighter games might find themselves looking at a ruleset that is perhaps a little too crunchy for their tastes.

Overall, would definitely recommend this to those looking for something new in the Pirate genre of gaming.

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Scarlet Heroes
Editorial: Sine Nomine Publishing
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 05/07/14 02:07:27
Kevin Crawford has yet to come out with a product that disappoints me.

Scarlet Heroes is an easy-to-learn old-school game with an elegant set of mechanics that are both easy to implement and a joy to run. With an intriguing setting which mashes up different cultures and races against a mysterious threat, there's plenty of adventuring to do, even with just one or two players! Definitely a strong contender for a weekly game, and works wonderfully for times when you don't have a full party to work with.

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Prowlers & Paragons Core Rules
Editorial: LakeSide Games
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 05/01/14 07:06:45
Prowlers & Paragons is a neat little Supers game with eye-catching artwork, easy-to-read layout and sensible mechanics that are relatively easy to learn. The rules themselves aren't "new" or innovative, but they work, and with the sheer number of supers games out there, having one that has mechanics that are easy to run with without getting into too much detail is a good thing.

The game itself has a strong handle on what supers games it can run, and it admittedly broad enough to be able to run games of a more Pulp persuasion, as well as a few anime-inspired stories as well. Easy to learn, written in a friendly and approachable manner, the game makes for a great entry-level game for new GMs eager to run supers but are intimidated by complex mechanics.

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Demon: The Descent
Editorial: Onyx Path Publishing
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 03/24/14 20:56:10
Among the recent releases for the new World of Darkness, Demon is perhaps unique in the sense that you play a supernatural creature that was never human at any point of their history. The Unchained were formerly Angels, agents of the God-Machine, an ancient and unknowable entity whose true scope, nature and motivations are alien to everyone, even the Angels that serve it.

At a crucial point in their time as Angels, the player characters chose to disobey the God-Machine. Whether from pride, anger, love or pity, these Angels fell from the God-Machine, severing their connection in their first act of true independence. This act of free will is what defines the Unchained, and their new fallen state is something that they bear with pride or shame, and how they react to their new existence forms the basis of their Agenda.

The resulting game is an intriguing game of espionage, as the Demons find ways to subvert or destroy the Infrastructure of the God Machine in order to keep their hard-earned independence, while investigating what makes the God-Machine tick in order to keep one step ahead… or to gain an advantage. The player characters have a host of interesting abilities, from being perfect liars to being able to Spoof detection as being anything but a normal person in the presence of supernatural scrutiny. Demons also have access to a remarkable number of Embeds and Exploits, powers that take advantage of loopholes in reality, allowing them to perform specific tricks that can upstage even Mages, but lack the same kind of flexibility.

Interestingly enough, my experience with Demon has been less about horror and more about supernatural espionage. The Demons excel at being able to get into where they’re not allowed, and their ability to shift Cover makes for intriguing roleplaying opportunities, but I can’t help but feel that the players themselves are somewhat divorced from the horror of their actions. Don’t get me wrong, my players were well aware that their characters were involved in some very monstrous activities, but maybe it was the idea that their characters were never human that dulled the sense of shock at the atrocities that they were committing.

Overall, Demon: the Descent is a great game, featuring a protagonist that is truly capable of being an outright monster while fighting opponents that are far more alien and malevolent than they. The powers and abilities of the game are imaginative and interesting, and there’s a whole slew of antagonists that the Demons can contend with. There’s plenty of opportunities to play up espionage tropes, including stories of trying to maintain dual lives, making deals with the enemy and the possibility of double-agents and betrayal within the team. Demon: the Descent is a worthy addition to the new World of Darkness.

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Yggdrasill - The Nine Worlds
Editorial: Cubicle 7 Entertainment Ltd.
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 03/03/14 03:05:16
Yggdrasill is perhaps the best Viking rpg that I know of. Focused on bringing both historical and fantasy elements of the culture to life, the game has earned nothing but praise from me in my earlier review of the corebook.

The Nine Worlds is the first supplement to the game, and expands the setting in a way that many fans have been waiting for. The Nine Worlds contains information on the more magical realms of the Norse setting, discussing each one in turn and giving information on the creatures and challenges that the player characters may encounter there.

The book goes into detail into all of the Nine Worlds: Asgard, Alfheim, Vanaheim, Jotunheim, Nidavellir, Svartalfheim, Muspelheim and Niflheim. The worlds receives a description of it's geography, the dangers found in the world, the occasional important location, and plot hooks and artifacts that the GM could use to spice up their Yggdrasill campaigns.

The book also has new options for player characters, the most compelling of which would have to be the option to play Half-Breeds, those born from inhuman parents. The range from the Half-Jotun, to Half-Alfar. They also special traits that influence their starting abilities.

Special powers are also covered in the book, and can cover the various powers and abilities that can be bestowed to the players via magic items.

The book also contains 3 adventures, Winter's Fall, The Hunter and The Forgotten Oath, all of which can be used as part of an ongoing campaign.

---

Overall The Nine Worlds is a good follow up to Yggdrasill. The book expands the setting but doesn't lose it's touch with the historical feel. Fantasy elements are sufficiently fantastic, but also well grounded in the cultural context of the setting.

If you're looking for more ways to make Yggdrasill even more compelling, then you should definitely pick up a copy of The Nine Worlds.

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Warbirds Role Playing Game
Editorial: Outrider Studios
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 02/10/14 23:45:40
Warbirds is a splendid piece of work. Outrider Studios comes up with an RPG that does more than emulate Crimson Skies, but stands alongside it with an interesting setting of it’s own. The rules are simple, but very functional, delivering the most fun without the pain of slowing down.

With an imaginative setting, fun mechanics, excellent layout and neat artwork, Warbirds is definitely a must by for me.

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The Ninth World Bestiary
Editorial: Monte Cook Games
por Jay S. A. [Cr�tico destacado]
Fecha en que fue añadido: 02/06/14 22:42:25
Beautifully illustrated and full of imaginative creatures, The Ninth World Bestiary is an excellent companion product to Numenera, bringing to life the kind of techno-fantastical weirdness that the player characters will be encountering in the setting. Each creature is given a full treatment, including motivations and their basic behavior, notes that are useful to any GM hoping to present players with a unique encounter.

Definitely a must-buy

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The Ninth World Bestiary
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