Wild Talents: The Kerberos Club
$39.99 $19.99
Publisher: Arc Dream Publishing
by Sean D. [Verified Purchaser] Date Added: 10/19/2012 03:57:08
Tremendously entertaining mixture of Victorian steampunk and superheroes. One can set the level of weirdness (or "Strangeness", to use the parlance of the book) at whatever level works best for you and your players. This is cleverly accomplished by setting your campaign in the early, middle, or late period of Victoria's reign.

Issues one may encounter with the text include the wholesale blending of history with the fiction. Be prepared to Google several items. The setting material does touch on the world at large, but the game's focus is squarely on London. Some heavy lifting will be required of GM's whose players plan to spend more time abroad than at home.

If you haven't already done so, check out the Introduction (which should be in the full preview). From the first paragraph, one is promised a strange, evocative world of wonder to play with. The rest of the book follows up on that promise.

[5 of 5 Stars!]
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Wild Talents: The Kerberos Club
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