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I just learned about Atomic Ninja, but this oneshot has me wanting to play the all! The best pregens and a hilarious setting. Give this one a try you won't regret it.
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I’m having a hard time reviewing this title, because I was so excited to run my players through it, but then toward the end, things fell apart—and I’m not sure whether it’s the fault of our ignorance, or of product writing. I am a huge fan of heroic pulp adventure. I even have an actual-play podcast called Monkeys Took My Jetpack. So as soon as I saw the title, I *knew I’d be running this for my players. And I love the adventure itself; I love the pre-gens given for the job. But things got choppy in the climax, which uses the Mass Batle rules from SWADE. My group is fairly new to Savage Worlds, and had never used these Mass Battle rules before. From reading them, they looked pretty hand-wavy when it came to PCs’ actions within the battle; basically, describe what they’re doing, make a roll, consult a table, modify battle results accordingly. Same for the villains, as far as we could tell. But all the villains are fully statted in the adventure. There’s even a point where a group of bad guys goes after our heroes while the battle is going on. But at this point, our heroes were (as far as we understood from the adventure text) the only opposing people in the battle so far. So were we supposed to handle this as part of the MB, or as a separate, standard, combat? We got through it with a lot of shrugging and improv, and we had fun, and I suppose that’s all that really matters. Still, I felt like this should’ve been a much more satisfying experience. I’m just not sure whether it wasn’t so due to our ignorance of how mass battles work, or due to unclear writing, or some combination. I favor taking responsibility for my own GMing, which is why I only docked a star from my rating. I just wish I knew what I missed, to prevent similar unsatisfying experiences in the future. Still, great adventure ideas, and great pre-gens—which may find their way into other adventures of ours. So for those things, I do highly recommend this product. I just give a slight caveat, in the form of our group experience playing through it.
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The Good
Character rules, edges etc are good and add value and the setting rules cleverly change the type of game you will be playing, less hack and slash and more scrounge and scrounge.
The Bad
Nearly a 1/3rd of the book is dedicated to background on the USA, now, I know you can modify the info to fit your country but for a book of this price I'd rather have some more general world information or keep it much shorter. This space and time could have been used to firm up the weapons section or even add a general area/location to play out of.
The So So
The gear carrying/scavanging rules seem okay but the weapons seem like they got little attention/love (Which might make sense as the game isn't really focused on combat), this is seen when most weapons have a d4 str requirement and some of the weapons have more than one entry in either handguns/long guns/special weapons but there aren't that many options to pick from.
Is it worth it? If you like savage worlds and would prefer a grittier more lethal version of the game with the option of zombies, then yes.
If I could I'd give this a 3.5 but as I can't I'll up it to a 4 as I like the setting rules.
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Everyone needs a good one shot now and then and this is a good tale to tell. The adventure reads well and covers several game mechanics in the story to helpl the new and old game masters that are now running SWADE.
Job well done. I look forward to the next adventure.
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It looks well-writen. It has some very good ideas, I can't wait to read the full version.
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A great little collection of adventures. Each one a unique experience without fitting into a standard adventure mold that thousands of other adventures use. There is plenty of substance without overwhelming the reader, any GM should have no trouble using what is here as filler content or the beginning of their own campaign.
There are a few errors in the pre gen characters. I specifically I found hero characters with super powers missing the edge granting them those powers. I don't let it get to me, just check if you want to fix them up.
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Straight from the Daddy's mouth!
This is a great suppliment to Savage Worlds Deluxe. The adventures are to the point and give the prospective GM everything they need to run it. Five drastically different genres are shown here: there's a zombie-horror one shot (no doubt based off of Jerrod's Dead End campaign), a street-level super's one shot, a redneck-mecha one shot, a pulpy sci-fi one shot, and a fantasy one shot that's turned on its ear. Each has their own pregenerated characters, so all you have to do to run one of these adventures is to print out the characters and pass them along to the players and get going. (Reading the adventure beforehand is helpful, too.) I am particularly looking forward to running the "Bubba-tech" with it's simplified mech rules.
What is more interesting and useful than the actual adventures is that the team impliments ideas and concepts from their experience playing and running Savage Worlds. Most importantly, they stick as closely to the core rules as possible. This is helpful to new GM's who might not have access to all of the setting rules, equipment lists, and lists of edges and hindrances that are contained in the extensive catalog of Savage Worlds products. It is a demonstration in using what you have (the core rules) to make a game feel unique and fresh.
As a long-time listener of SWGM Podcast, it is nice to see the guys practice what they preach, and what you get out of it is a very neat, professional product. While it is PWYW, I would highly suggest forking over a few dollars to help the publisher or heading over to the Savage World's GM Podcast and becoming a patreon.
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Thisare 5 nice, short one-shots, ideal for a Con adventure or some of this day when half the group couldnt made it to game day.
All adventures have some fairly "standard" prepared Charakters. There are a nice mix of Genres. The adventures are straight forward, ideal
for a con adventure, withou connections to a existing, published setting.
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