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Bones of Chinatown
by Samuel K. [Verified Purchaser] Date Added: 11/24/2010 22:51:38

A very good adventure in the pulp hero / crimefighter style that's popular with the Savage Worlds crowd. It's a self-contained adventure, but it would fit in nicely with a series of similar adventures with little to no tweaking (e.g., the Daring Tales of Adventure series, the Thrilling Tales plot point campaign, etc.). It's written to make things easy on the GM, including boxes of text to read to the players. And maps! I can't tell you how frustrated I get with adventures that don't provide maps for important tactical locations, and I'm very glad this isn't one of them. Anyway, if this is your style of adventure, I'd definitely recommend it.



Rating:
[5 of 5 Stars!]
Bones of Chinatown
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City Map Folio
by Devon K. [Featured Reviewer] Date Added: 08/15/2010 15:26:08

A nice collection of maps that could be dropped into any fantasy game.



Rating:
[5 of 5 Stars!]
City Map Folio
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Tomb of the Frost Kings
by Mark S. [Verified Purchaser] Date Added: 07/03/2010 16:36:36

Tomb of the Frost Kings is easily worth the entry price of $2.99. You get a well-written adventure with plenty of creatures to kill - all of whom really have it coming. The maps, by Craig Zipse, are professional quality line drawings...and they aren't unusable color maps slugged into black and white that we so usually encounter. Jeff Nitzburg has a command of the English language that is so often lacking in many similar electronic products. One quirk of this product is that the cover picture implies an adventure in a tower...but the tower does not figure in the text. In fact, only the first level of the tower appears in the adventure, with the adventure leading down below the tower instead of up. There isn't even a stairway leading up. One gets the idea that the tower drawing was added later to give the adventure an impressive graphic. Even so, the simple maps of the upper floors could be added by any GM worth his dice. I am happy with my purchase and I believe you will not regret purchasing Tomb of the Frost Kings.



Rating:
[5 of 5 Stars!]
Tomb of the Frost Kings
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Player Character Record Book
by erik f. t. t. [Featured Reviewer] Date Added: 06/22/2010 17:51:43

I'm sure I'm not the only one with fine memories of the AD&D "goldenrod" player character sheets. Not that they fit half the crap that your character carried, especially if you had to do with a single sided photocopy. Still, they were worth their weight in gold and 10 times better then loose leaf paper.

Here I sit nearly 30 years later and you can print out character sheets yourself, on your own printer, and it's probably more useful then the old "goldenrods" were. You can make your own (way beyond my ability), find ones on the net, or you can try Kenzer Co's Player Character Record Book instead. Now, just so there is no mistaking, this is a 3.0/3.5/OGL uber character sheet set. It could probably be used with Pathfinder with little to know issues, but using with some of the more OSR styled games may lead to some inconsistances, such as with saving throws.

The spell sheets sheets and the NPC sheets are extremely useful. Heck, I could see myself using the NPC sheets as a DM, as I could fit 4 NPCs per sheet for easy reference. As a player, what few henchmen I had would probably have gotten a full PC sized sheet, especially seeing how we are printing these out for ourselves.

My main complaint is this is still set up like a dead tree product. There is no need to repeat the same pages that are common to each class grouping. True, its not costing extra, and it is easier to print a group of pages then a bunch of separate pages, but I found it slightly annoying, probably without any good reason.

My recommendation? One copy for the group and print it out for the party. I'll take the NPC/Henchmen sheets if no one else wants them ;)



Rating:
[4 of 5 Stars!]
Player Character Record Book
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City Map Folio
by seth D. [Featured Reviewer] Date Added: 06/19/2010 10:21:31

I would like to start off by stating that I don't own any other products from the Kalamar line and I have to say that this product is still awesome. For 7 bucks you get 31 overview shots of a cityscape for various landscapes. This product is a godsend for any gm who likes to game on the fly, or even the aspiring world builder to busy pushing mountains to draw up tiny cities.



Rating:
[4 of 5 Stars!]
City Map Folio
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Trove of Treasure Maps
by Nathan C. [Featured Reviewer] Date Added: 06/18/2010 12:37:58

Innovation happens every so often in the RPG world when a publisher takes an existing product and does a few things that everyone wanted to do, but no one figured out how to. Thus is the case for Kenzer and Company’s Trove of Treasure Maps, a remarkably unique product.

Treasure Maps feels like someone took a bowl of liquid creativity, blended it with chunks of detailed artwork and visual writing and baked it on the 44-page PDFs layout. Treasure Maps is sort of a book of short adventures. They are written to be plane enough to fit into any campaign but detailed enough so that the NPCs and locations come to life. It is sort of an adventure book, because, looking at it as simply that, the biggest part of it is lost. These adventures are all manipulated around a PC handouts and treasure maps, all of which are crisp and engaging. In most books, this is usually the other way around, with maps and handouts being an afterthought to the adventure. Each of the seven adventures contains one or two handouts, one of which is a map that drives the adventure. Most of the maps are puzzles, leaving it up to the PC to figure out the clues to reach the next step. These puzzles are give na difficulty and range from straight forward to truly mindboggling.

The good folk at Kenzer were gracious enough to provide both a Hackmaster and a d20 ruleset, making the product multifunctional. The only negative about this book is the font, which feels a bit too small and dotty. But that small tidbit does not take away from the overall solid layout work.

For the Dungeon Master When you get past the font, the clear writing make each adventure easy to follow. They are also all quite diverse. The City Underground will be a favorite for the DM that likes to test the mental worth of his party.

The Iron Word Trove of Treasure Maps is such a deceptive name for a remarkable set of adventures presented in a new, innovative way. If you are looking for well-written roleplaying driven adventures with fun, interactive handouts, you have reached the right place.



Rating:
[5 of 5 Stars!]
Trove of Treasure Maps
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City Map Folio
by Michael W. [Featured Reviewer] Date Added: 06/18/2010 09:51:02

The City Map Folio by Kenzer & Company is a great resource for any fantasy campaign. Each map comes with some basic info about the city and its population (including type of goverment, aligments, which racial groups are living in the city, etc.). If you're not running a campaign in the "Kingdoms of Kalamar" campaign setting, you can easily ignore this information and use the city maps as you see fit. The black & white artwork is pretty good and all kinds of different cities are included. This is a great resource for any GM and it's definitely worth the low price of $6.99! Highly recommended!



Rating:
[4 of 5 Stars!]
City Map Folio
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By the Sword: Dueling in Realms of Fantasy
by Megan R. [Featured Reviewer] Date Added: 06/11/2010 04:55:30

Combat is central to all role-playing games but, particularly in fantasy ones, there is scope for more formal contests chief amongst which is the duel. This product is designed to empower the duel as something more than just using your chosen system's combat rules in a one-on-one combat between individuals who have role-played their way into a situation that can only be resolved by a fight.

Primarily designed for D20 Dungeons & Dragons, and with appropriate variant rules for HackMaster highlighted, the flavour text at the very least can be used whatever game mechanic you have chosen. It's a fascinating collection of material that will enhance the 'alternate reality' of any fantasy society where carrying weapons is common, and giving offence may easily cause them to be drawn and used.

The first chapter deals with the concept of duelling, describing some of the circumstances that might lead characters to challenge someone else to fight one - or be challenged in their turn. It also looks at the common forms that a duel might take, both physically (on foot, ranged combat, on horseback, a duel of wits and so on) and in terms of the parameters that can be set (to the death, to first blood, restrictions on magic use, etc.). The issue of legality is briefly touched on, as is the attitude of different races towards duelling as a concept. It might have been interesting to hear how some of the common character classes view it - a mage might have a different opinion from even a sorcerer, while someone who lives by the sword would probably think nothing of using combat to resolve a difference of opinion!

Next comes a chapter of 'tools of the trade' - weapons commonly used for duelling in Kenzer's Kingdoms of Kalamar setting. If your game is set elsewhere, the weapons are still useful although you might want to amend the background to blend them with your own campaign world. One fascinating example is the duelling belt, a wide tough leather belt popular amongst quarrelsome folks which can be removed and wrapped around the off hand as an improvised buckler or swung loosely to attempt to trap your opponent's weapon. For fashionable ladies, there's an armoured corset so you can retain your figure and be protected all at once! There are some useful feats for the D&D players, which will enhance your close combat skill irrespective of whether or not you engage in duelling, as well as ideas on how to use other skills to good advantage (if these appeal, try reading the Combat Zones section of Mastering Iron Heroes which has plenty more ideas in this style!). Here you will also find some notes on spells that are useful before or during a duel (if the rules permit...) including new spells such as Create Obstacle (under your opponent's feet, one assumes) or Vanishing Armour - which renders armour invisible although it is still there and protecting the wearer. Hmmm. One could have fun with that!

Chapter 3 looks at fighting styles. These are used to give the character the ability to specialise and focus on a particular way of fighting over and above a specialism in a given weapon - much as a martial artist may study judo or karate or la savate. If you are using the D&D ruleset, this is done by taking appropriate feats; while HackMaster players spend building points to develop the desired style. Basic styles reflect whether you use one or two weapons, or a two-handed one, or add a shield; while the advanced styles include mixtures of movement and weapon use, or enhanced defensive use of a shield. Alas, we still don't have anyone offering rules for the offensive use of a shield - if you have ever been bashed in the face by a shield-user in combat you will know how well a shield can be used as a weapon as well as something to protect yourself with! That aside, it is a fascinate way for those who want to develop specialised fighting skills to train in something quite different from what the next fighter is doing. No doubt schools and specialist trainers will soon arise in any campaign world where these rules are adopted.

Next is Chapter 4: Prestige Classes. Aimed primarily at the D&D player (seeing as HackMaster doesn't have 'prestige classes' per se), here are a range of combat-oriented options which will allow a character who qualifies to develop mighty specialisms in the direction of his choice, from a Dwarf Axemaster to an Ultimate Archer, with a few unarmed and less-specific ones as well. Each is presented with not just the necessary notes to develop a character down that path but details of how an NPC of that class can be used to advantage as well, a nice touch.

For HackMaster players, the same range of options are presented as 'packages' which may be taken during character generation for a given building point cost.

Chapter 5 presents three duelling societies, which can be used as presented or as a basis for designing your own. Characters may aspire to join, or may encounter them as patrons, allies or foes during the course of their adventures. These societies are quite comprehensive organisations, combining such areas as training facilities and a lively social life, and can be regarded as a club like the sort you'd visit based on the sport you play or another hobby that interests you. The details presented include admission policy, training costs, likely location in a campaign world, services available and some prominent personalities; as well as an indication of the role the society might play in your campaign.

Appendix A contains 'Notes for the Dungeon Master' and gives some ideas for incorporating a duelling culture into your game, as well as how to actually administer the details of an individual duel when it comes to pass... even a few ideas of how to cope with potential boredom amongst those players who are not duelling when one of them is busy dealing with a challenge. There are some sample duel encounters to get you started at running duels, any of which could lead to a fair bit of adventure.

Finally, Appendix B presents a collection of duellist NPCs so that when you decide that a duel is appropriate suitable opposition can be found. Statistics are in D&D format only, but the overall style and flavour of each NPC could be used as a basis to build a HackMaster character.

Overall, this is a good example of a niche book looking at one specific activity within the alternate reality of your game - and it's a good one, with potential to add a lot of flavour and interest, and cinematic adventure.



Rating:
[5 of 5 Stars!]
By the Sword: Dueling in Realms of Fantasy
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Knights of the Dinner Table: Black Hands 01
by Joe K. [Featured Reviewer] Date Added: 05/22/2010 20:54:31

The Knights of the Dinner Table universe has several gaming groups. Each one has their own quirks and personalities and this special is a more in depth look at a brief campaign run by the Black Hands; Nitro, Stevil, Pete, Gordo, Newt and the lowly temp player, Tyrone.

Here the group puts their standard fantasy campaign on hold in order to play some military style RPG and in doing so, the rules of the game are changed so that the players must perform some physical and mental tasks in order to generate ability scores for their characters.

In addition, some of the players have secrets, and the individual personality flaws of each player come to the fore front leading to some of the more entertaing moments of reading.

By making this a single issue special and allowing the reader to follow the group through a whole adventure arc as opposed to mini-episodes that are standard in the regulard KoDT comic, the user gets a better grip and grasp over who the characters are and how they act. It's also a nice "done in one" shot that allows someone new to the whole KoDT universe to pick up on the themes of the gaming universe quickly.

If you're a gamer looking for a good comic spoof on military adventures, Black Hands will prompt some laughter and if you point at any of the characters and say, "I know that guy", you have my sympathies.



Rating:
[4 of 5 Stars!]
Knights of the Dinner Table: Black Hands 01
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Brothers by Blood
by Megan R. [Featured Reviewer] Date Added: 05/07/2010 00:57:39

This work is a solo adventure, and you are able to play either with the character and simple rules provided, or use a 3rd level HackMaster thief or Dungeons & Dragons 3rd Edn rogue and the appropriate ruleset. Even if you are without dice, there are random tables to use instead!

It makes an excellent job of dropping you straight into a complex social environment. There's a lot going on in the background which means that you are not just undertaking a specific task (although you are) but interacting with a whole alternate reality that is the underworld of the city of Zoa. Rest assured that if you succeed, you'll do more than just save your brother's life.

There are a lot of twists and turns, and - unless you are taken out by accumulated damage - every seemingly-impossible situation does have a way out. In a few forays, I managed to get arrested by the Watch, attacked by other thieves and nearly gobbled up by an ochre jelly amongst other things... The excitement keeps going from beginning to end.

Overall, it is a good example of a solo adventure and will keep you happily entertained. On a personal note, having taken it on holiday, my 10-year old daughter found it and was enchanted by the whole thing - her first attempt at role-playing (and I had to prise it away from her to write the review!).



Rating:
[4 of 5 Stars!]
Brothers by Blood
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Fairy Meat: WAR
by Adam M. [Verified Purchaser] Date Added: 04/15/2010 13:22:04

A great addition to a great game about a really bizzar subject. I really hope this isn't the end of the line for Fairy Meat. I would still love to see the rules for Brownies.

Pros: Straight Edge fairies (as if the drug culture refrences in this series weren't already obvious enough) Campaign options (FINALLY a Fairy Warband stat sheet!) Wild Queens and Goblikes

Cons: No Brownies. The skills seem a little off-ish to me (can't really put my finer on why yet) It may be (probably is) the last Fariy Meat book.



Rating:
[4 of 5 Stars!]
Fairy Meat: WAR
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In the Realm of the Elm King
by Megan R. [Featured Reviewer] Date Added: 02/01/2010 04:08:58

Set in wild country in P'Bapar, this is not merely an adventure but continues the introduction to the region begun in the free download White Palette, Ivory Horns, an area suitable for an extended campaign, or at least as a place in which a low-level party can make a name for themselves before moving on to adventure elsewhere. The amount of detail and background make the region come to life, plenty to occupy a party even if when not engaged on the adventure itself. The thumbnail sketches of NPCs makes it easy for the GM to give them individual personalities, another touch which adds to the creation of an 'alternate reality.'

As for the adventure itself, a search for missing children should appeal to any bunch of low-level adventurers seeking to make a name for themselves. There is plenty to do - and to fight! - along the way; the one flaw is that unless the characters speak to one individual who is particularly difficult to cajole into imparting vital information, it will be very hard to discover just where they ought to go to complete the adventure, and I feel that a few more options towards reaching the objective ought to be available.

Overall, though, it provides a good starting-point for a frontiers-based campaign with plenty of detail to allow the characters to make the region their base and get to know the inhabitants as well as complete the adventures that are central to their existance, and the game.



Rating:
[4 of 5 Stars!]
In the Realm of the Elm King
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White Palette, Ivory Horns
by Megan R. [Featured Reviewer] Date Added: 01/31/2010 10:39:42

Stuck in a remote village by torrential rain, a party of novice adventurers are asked by an artist to retrieve some missing pigments he needs for the masterpiece he's working on... an interesting twist on the usual 'party of adventurers in an inn find an adventure on which to go' to start your campaign, giving a nice feel of a real world in which all manner of things are going on outside of the activities of the chatacters themselves.

Although quite straightforward, the adventure is well-presented, and if the GM is new to his seat behind the screen he will find that everything he needs to know is provided right to hand for every encounter, even down to what skill checks characters might use and the results if they are successful. A neat touch are check boxes to indicate that the party attained certain objectives along with the EP that they earn for so doing - very helpful in keeping track of the intangible rewards that ought to be handed out at the end of the adventure. All monsters encountered likewise have checkboxes to record their hit points as they lose them during combat. The quality of support includes a player map (ostensibly sketched for them by the artist), a map for the GM showing where everything is, and a battlemap for the final encounter.

Overall, this adventure both provides a good introduction to HackMaster Basic but also provides a lead-in to further adventures... and even has a nice little sting in the tail for characters who are feeling a bit too pleased with themselves!



Rating:
[4 of 5 Stars!]
White Palette, Ivory Horns
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HackMaster Basic RPG
by Megan R. [Featured Reviewer] Date Added: 01/29/2010 10:35:09

The original HackMaster game was designed as a parody of contemporary role-playing, inspired by the games played by the characters in the popular Knights of the Dinner Table comics. Even then many gamers saw through the obligatory silliness to a sound ruleset in its own right, and with the advent of HackMaster Basic the game has grown up, to leave aside parody and present a game which is fun to play in itself. Fret not, though - if you do enjoy parody and a bit of silliness along with your fantasy, it's still here! So is the 'luck panel' for rubbing dice on (which never worked with mine, but your experience may differ!)

After some apposite opening remarks setting the context, we begin with Quickstart Rules for those straining at the leash to get playing. It is a simple and straightforward process with the options at each stage explained clearly. Although it will help if at least one person there has some idea of what they are doing, following the process through should enable players new to this game (or indeed role-playing itself) to create a basic character ready for play.

Next comes Chapter 1: Character Creation, which adds a lot more depth for those who are looking for more than a quick and basic start. The process is similar but permits for far greater customisation and choice by allowing players to allocate 'Building Points' to skills and abilities as they fine-tune the character to meet their desires. There's a lot of discussion to inform your choices here, so you will be aware of the ramifications of each decision during the character-building process. This part of the process details abilities and character race.

Chapter 2 discusses Honour. While it is initially derived mathematically from a character's ability scores, it represents how honourable he is and fluctuates during play depending on his actions - just as a real person's reputation is based on what he does and says. Within the game, a player is assessed (mostly by the GM) on how well he adheres to what is expected of his character's chosen alignment, race and class and also how well he portrays that character through role-playing. Alignment is important in HackMaster and this is reflected within the game mechanics by the Honour system. There is plenty of material here to enable you to know what is expected, and how to reflect character actions within the rules.

Part of playing in a way to earn (or at least, keep) Honour is to role-play your character's quirks and flaws, and Chapter 4 is devoted to addressing these aspects of a HackMaster character. All characters are required to roll for a quirk (mental trait such as a habit or a prejudice) and a flaw (some kind of physical defect, such as a prominent scar or an allergy). They are mostly mild in effect (although unlucky rolls against allergens can result in anaphylactic shock) and good role-players can capitalise on them to make their characters come alive - although that flatulent racist might not be the most popular character at the table!

Next, Chapter 4 takes a similarly detailed look at character classes. Choose from the basic four: fighter, thief, mage or cleric; and you'll find all the information that you need about the capabilities and limitations of your chosen class in this chapter. In like vein Chapter 5 examines the skills, talents and proficiences that characters can aquire at creation and develop during play. Using skills, including opposed checks, and the consequences of failure are also discussed. There is a wide range of skills that with careful choices can give well-rounded characters, not mere combat machines incapable of doing anything more than roam dungeons killing monsters and looting their treasure. To futher customise characters, talents - one-off special abilities - can be purchased, thus conferring the ability to blind-fight or an increased healing rate for example. Then come proficiencies, basically you know how to do a particular thing such as swing a sword or use a bow, or how to put on that suit of armour.

Chapter 6: Armour, Weapons and Equipment describes - and prices up - all the gear that the well-outfitted adventurer might require. There is also the all-important details for weapons about damage, reach and the like that you'll need when you come to use them in a brawl. This is followed by Chapter 7's comprehensive listing of mage spells, with all the details of how to cast them and what they actually do which the aspirant mage will require. Spells are listed by level and they also have a cost in Spell Points. Chapter 8 provides the same service for Cleric Spells.

Now characters are fully-created, dressed and equipped with weapons and spells, we move on to the all-important Chapter 9: Combat and learn how everything comes together in a brawl. HackMaster combat is designed to be lethal, and ought to be regarded as a last resort by any character with a desire for a long and happy life. This chapter is designed to ensure that once a brawl starts, a character who has studied it thoroughly should have a good chance of emerging upright rather than feet-first. This is when the marked adversarial nature of HackMaster, GM vs. Players, really comes to the fore: those NPCs are out to get you and the best way to survive is to get them first! It is also designed to be exciting even when you use the game mechanics, a refreshing change from games when you either fight mechanically following the ruleset or gain a cinematic effect by abstracting the rules so that they don't intrude on the action. Everything you need is here, clearly presented in a logical fashion - although it's going to work better if you learn at least the basics rather than have to refer to the book mid-brawl. As an added bonus, the customary 'combat example' comes in the form of a Knights of the Dinner Table comic strip... complete with annotations to show how the rules are applied at each moment.

Chapter 10 deals with miscellaneous rules... this is where you look if you want to fall off a cliff and find out how much damage you take, or how far your lantern light will penetrate a dark cavern. It's a motley assortment of rules for healing, the economy, and even aging effects (if your characters survive long enough to suffer them). That out of the way, Chapter 11 looks at detailed character backgrounds - given the distinct emphasis on ROLE-playing, it helps to know who your character is and where he comes from, as well as what he can do. While much of the information is drawn from die rolls on tables, if you don't care for the result you can use Build Points to amend the details.

Next comes Chapter 12: Dice. Eh? A whole chapter on dice? Well, they are important... and herein is the correct terminology, dice etiquette and a whole bunch of stuff you didn't know you needed to know until you read this! Even if like me you are a mathematician with a good understanding of probability it makes for an entertaining read.

Then you come up hard against a large warning: GAMEMASTERS ONLY BEYOND THIS POINT. Er, this is a rulebook, not an adventure. It's easy to understand why you don't want to read an adventure if you intend to play in it, or even if you might want to do so sometime in the future... but rules? Anyway, don't most people GM and play, rather than stick to one role or the other? If you ignore the dire warnings and threats, GM Chapter 1 describes HackMaster Monsters with explanatory notes showing how each monster operates within the rules especially regarding its combat capabilities. A nice, if basic, collection of fantasy opponents. This is followed by GM Chapter 2 on Magic and Treasure, which includes important details like the appropriate placement of treasure to generate the correct level of reward for your players. There are also details of magic items that may form part of that treasure, so that once characters find them the rules are to hand for their use.

GM Chapter 3: The Game Master which rather than providing the usual collection of useful advice on running games in general and this one in particular that most books present, encapsulates it all in the GameMaster Code of Conduct, which if nothing else is a good set of guidelines to the ethics of GMing. That's pretty much it, the book rounds off with a comprehensive index and a character sheet.

In summation, HackMaster has grown up, shed the more overt parody descending into silliness aspects of earlier books (well, perhaps not where dice are concerned!) and now presents a mature and balanced ruleset for those who want the best of 'old school' gaming blended with true role-playing. Even if you dismissed it out of hand before, it is well worth a look in this incarnation.



Rating:
[5 of 5 Stars!]
HackMaster Basic RPG
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Fuzzy Knights: The RPG
by Paolo V. [Verified Purchaser] Date Added: 11/07/2009 04:04:31

This Review is for the whole Fuzzy Universe : Heroes 2nd Ed.,Fuzzy Knights , Plastic Ships and Fuzzy Men. The Setting and Story are excellent and funny.(if you like toys) The rules are quite simple and allow for a lot of customization and scratch building. As a whole it is fantastic to read, but i doubt someone will seriously enjoy more game sessions than the ones you play to get full understanding of the game system.



Rating:
[4 of 5 Stars!]
Fuzzy Knights: The RPG
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