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Liberation of the Demon Slayer
by Bryan G. [Verified Purchaser] Date Added: 10/22/2018 19:37:53

The Good – Beautiful production values. High quality maps and excellent black-and-white drawings on the inside that set the mood.

– Weirdness. I enjoy mixing science-fiction, fantasy, and horror. Mr. Satanis is not afraid to mix these three to create some unique interactions for the party. “Pure” fantasy scenarios, “pure” sci-fi scenarios, and “pure” horror scenarios are great, but being able to mix elements from the other can help elevate what happens at your table

– At the beginning, he has a couple pages of houserules that he uses when running this adventure. While I wouldn’t use all of those houserules myself if I was running this module, I would not mind if I was a player in this module with those houserules in place. Being that my favorite OSR game is Adventurer Conqueror King System, I believe strongly in the “Every campaign is a law unto itself”. While I don’t know what kind of relationship Mr. Satanis and Mr. Macris have, it appears that they at least agree on this point.

– Unique monsters. This isn’t full of your typical orcs, goblins, etc. Lots of strange creatures in here.

– Factions! Lots of groups to talk to, interact with, betray, help, etc. Factions are always good.

The Bad – Some “unclearness”.

  • For example, the rumor table on page 18 does not tell if the rumor is true or false. The GM has to carefully read the entire module to see if these rumors are true. At one point, a cache of coins is discovered that is worth “about 3,500 gp”. A gem or piece of art can be worth “about x gp”. You can haggle with a merchant when selling those. But gp should be gp. When finding coins, the amount should be specific.
  • I was not always clear about how the floors are connected. This could be just because I am stupid.

The Ugly – The physical book wasn’t free with free overnight shipping and a coupon for a free basket of cheese sticks at a local restaurant.

If it wasn’t clear, the positives FAR outweigh the negatives in this product. Most of my negatives are nit-picky at best, which should tell you how great this product is!



Rating:
[5 of 5 Stars!]
Liberation of the Demon Slayer
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Kobayashi Maroon
by Andrew M. [Verified Purchaser] Date Added: 10/16/2018 00:16:25

Kobayashi Maroom has three scenarios or “episodes” as they are called here.  The first episode is a very short Star Trek spoof of Kobayashi Maru with a touch of Elder Gods.

The next episode is an interesting combination of Star Trek’s “Amok Time” and Total Recall.  This is the most complex plot of the batch, unfortunatly it is also the most disjointed. For example the main antagonist in Act 2 is stated as missing but the players need to kill him to go to the final planet of Kafu (bubble-pop sound). Unless the players somehow know that Act 3 takes place on Kafu (bubble-pop sound) because it’s first mention is in the bio of Act 2’s antagonist.

The final episode is the most polished.  A simple plot with lots of role-play potential that has a climax in true Alpha Blue style.

Being a Kort’thalis Publishing product there are plenty of random tables.  The quality of these random tables is also random. Even so, these tables can easily be used in other games.  Plus there is a random table of names, because why not? The artwork is above average, border line great in places, however it does not have the “sci-fi spoof” flavor of the other Alpha Blue titles.

There is a lot of creativity here but it should have cooked a bit longer.  While most Kort’thalis Publishing products expect or even require a competent GM, any GM using these episodes will need to put in some effort.  If your a fan of Alpha Blue, I would definitely recommend this product. Otherwise, it is a tough call. And if you are not a fan of Alpha Blue, you probably didn’t even make it to this sentence.



Rating:
[4 of 5 Stars!]
Kobayashi Maroon
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Blood Dark Thirst
by Daniel N. [Verified Purchaser] Date Added: 10/14/2018 14:40:08

I have been sitting on this system for a while as I tend to buy everything Venger creates mostly for inspiration in other games/systems. After running Alpha Blue for the first time a few weeks ago, I fell in love with the simplicity of the mechanics and this game is more or less the same. everything makes sense, not too much "crunch" but enough stuff to mess with to really create the "feel" of vampires. You are F@cking killing machine in this and it's fun as hell to watch the players tear through "normal humans" like nothing and have epic battles when they encounter something that can match them. I went a bit off script in my game and placed the vampire PCs in a space ship, more or less as "saviors" for the human crew vs some bad a$$ aliens.

The rules have no info on such things directly, but it's super easy to create any type of scenario. While I didn't get to play with the social aspects of the game much, I feel that is also a strength here. All in all a fun and simple game.

I will say the way Venger writes is very open ended so if you prefer a game with hard/fast (and very clear) rules, this might not be ideal for you, but if you want a toolbox to do awesome vampires, I cannot recommend it enough. All 4 of my players said they'd enthusiastically play again and 1 already is writing a scenario to run for us.



Rating:
[5 of 5 Stars!]
Blood Dark Thirst
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Totally Random Tables
by Andrew M. [Verified Purchaser] Date Added: 10/13/2018 21:08:02

What value can be found in randomness?  At the time of posting, the asking price of $3 will give you 30 tables of 6 random things.  Random things like "An electric chair" and "Liquidity".  And the purpose of all this randomness?  To shape the world, provide ideas, and challenge yourself as a GM, according to Venger.  Let's put that to the test and roll the dice... 15-2, 22-3, 7-2...

You enter the room where your red-headed contact was supposed to meet you.  She is not there.  Searching the room for clues, you find her black stockings.  Not only do you realize that she is a "real" red-head, but wrapped in the stockings is the Atari 2600 cartridge "Adventure!" which actually contains the Top Secret Algorithm for getting laid.  So, what will you do?  Sell the algorithm and be rich, or find your contact and be a hero?

Would I have come up with anything like that on my own?  Nope.  In fact, I wasted an entire evening rolling the dice to see what I could come up with.  Addictive. This product does what it promises to do, but I think the real value is how it can inspire you in surprising, if not random, ways.



Rating:
[5 of 5 Stars!]
Totally Random Tables
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Totally Random Tables
by larry h. [Verified Purchaser] Date Added: 10/09/2018 20:29:25

Yep, 30 totally random tables, one ad for Purple Prizm, and on page 9 a cool b&w art piece of a woman leading a dragon. Suggestions for these charts are to get your imagination going before a game or during the game and try to work the results in somehow. You can roll a d30 to determine the chart then a d6 for specific result. The tables are really filled with such random things I don't see a pattern but I do think there is enough oddball stuff in here to spark some really wild adventures. Have fun with it. Was on sale for $2 when I bought it.



Rating:
[5 of 5 Stars!]
Kobayashi Maroon
by larry h. [Verified Purchaser] Date Added: 10/09/2018 19:59:17

Kobayashi Maroon is a 25 page book containing 3 episodes(adventures) and an appendix. Heck of a package in this book, recommended if Alpha Blue is your jam. I like the short adventures because they give you a start and end and are complete. Beginning with a foreward by Venger in which he gives advice on running the sex parts of Alpha Blue and finding a comfort zone for your game group. It's really practical and useful info, just read your table and ease into it. Now, episode 1 is the unwinnable scenario like in that movie with Capt. Kark where he fiddles with the parameters to avoid losing, but you dont have that option and chances are you'll get sucked into the big Pink Hole and meet your maker. It's a ship rescue mission but very dangerous. As is standard for Venger's products there are naughty bits and a couple random tables in here followed by a piece of art thats just quite striking. Episode 2 starts off as a solo adventure, you find out your wife is a plant that has been spying on you, cause that's what Federation Agents do, and you catch her in a compromising position. Hilarity, laser blasts or an impromptu threesome could happen next depending on how you take the news. If you want to get to the bottom of why you're being spyed on you can chase down your wife's boss and get the scoop...and end up in a mexican standoff? Well yeah, you do. So you and 5 others find yourselves in an every man for themself throwdown to bring this adventure to a close. Episode 3 begins with the crew being notified of the upcoming Catalina Wine Mixer which happens to be playing host to the competition to appoint the next Chief over the local systems. Surely the lure of power, respect, and 100,000 credits will be tempting enough? You will also be acting as security for the event...what could go wrong? There is a terrorist to apprehend and a Zith Lord who really wants to win the overlordship of the local systems. The appendix has a blue balls chart and full page tracker, a cunningulus random chart, a new massive damage rule, Venger Satanis statted up as an NPC, some random names, and a huge chart of activities that someone you sneak up on may be engaged in.



Rating:
[4 of 5 Stars!]
Kobayashi Maroon
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Blood Dark Thirst
by Thilo G. [Featured Reviewer] Date Added: 10/09/2018 04:34:20

An Endzeitgeist.com review

Blood Dark Thirst clocks in at 24 pages, 1 page front cover, 1 page kort’thalis glyph, 1 page editorial, leaving us with 21 pages of content, so let’s take a look!

Okay, the first thing you’ll note upon opening this pdf, is that it’s gorgeous: The layout by Glynn Seall, with its blood tint and splotches, is glorious. There are no less than 7 (!!) full-page artworks within, all adhering to a mostly black-white- and-tones-of-red aesthetic. This is easily one of Kort’thalis Publishing’s most beautiful books; perhaps even the most beautiful one.

This may not be a surprise to anyone, but I’ll state it nonetheless: Blood Dark Thirst is another rules-lite modification of Venger’s VSd6-system, which is also employed in Alpha Blue, The Outer Presence and Crimson Dragon Slayer. This means you roll 2d6 for most tasks, with advantages and disadvantages reducing or increasing the numbers rolled. 0d6 means rolling 2d6 twice and taking the lesser result. The system then is about interpreting what happens. 1 is a critical failure, 6 a critical success – “Yes, and”… or “No, and…” are the key words here. 2 is a failure, 5 a success, and 3 and 4 are partial failure and success, respectively. These are the base rules; they’re very simple and easy to grasp, can be explained in less than a minute, and is all you need to know to play.

Character creation is similarly painless: You choose three things your character is good at, and thus gets a 3d6 pool; 2 that you’re bad at (1d6) – there is a 20.entry table to randomize these, should you choose to go that route. These are not all equally helpful. Investigation/Perception and Awareness/Alertness are two entries, for example, that could have used specifying for what they’re used respectively. The character gets three flaws (d20 table provided) and picks a quirk that sets him apart. Then you pick your birth, the age when you were turned and mannerisms. A d30 table with a column of male and female names is provided.

The game does have a couple of more crunchy bits, though: Each character starts with 6 humanity, looking human; evil acts decrease humanity, at a maximum rate of 1 per night, and humanity 1 means you look like a monster. Vampires can hold up to 6 points of blood, and only one may be spent per round. Rising at dusk actually costs 1 point of blood, so yeah, you will need to feed. A human has 6 blood; 3 may be drained sans medical attention. Often. Also due to blood being the resource to heal. A vampire begins play with 25 Health. Humans regain 1d6 per day, vampires need to spend one point of blood to regain the same amount. Vampires do not die unless decapitated or consumed by fire, so yes, you can be revived! This is important to keep the combat system in check.

Who describes first acts first, which isn’t a system of initiative I enjoy –iit results in competitive shooting matches by the players, but that’s just my preference. Damage incurred is based on the attack dice pool size, and damage explodes – 6s are rolled again, results added together. Damage can carry over to others when killing NPCs.

Vampires can have up to 6 Willpower, and up to 3 may be spent per scene/encounter, but only 1 per round. New characters begin with 0 Willpower and earn Willpower by roleplaying flaws. Willpower may be spent to resist supernatural effects, resisting bloodlust/frenzy, making a new vampire or adding 3d6 to the dice pool. Frenzy? A vampire down to 3 Blood rolls an additional red d6; less blood means you roll more red d6s. If one of them comes up as a “1”, you enter bloodlust. Here’s the thing: there is power in bloodlust: If the red die comes up 6, the vampire may take the critical success result, provided he is roleplaying the flaw or immediately feeds.

Now, as far as vampire abilities are concerned, the vampires all get the ability to influence minds, have better speed and attacks and more devastating attacks – however, all of these require the expenditure of, bingo, blood. 20 more sample powers, with another one gained every level. Sounds like Vampire: The Masquerade/Requiem? Well, kinda. But not really – the pdf has Vengerized the vampire, taking a cue from vampsploitation movies: Vampires are not living or undead, but rather bloodthirsty demons; they are monstrous and not necessarily noble; there are no bloodlines, though sunlight, religious symbols, stakes, fire, etc. are all covered as traditional weaknesses. Vampires do not have to be invited in, can cross water, etc. – many prohibitions that would impede gameplay have been designated as false. And yes, they can have sex. This is from the man whoo brought us Alpha Blue, after all. ;)

Vampires can form bloodbonds, which may enthrall or affect the relationships. Vampiric slaves for blood and a d6 table to establish the grip on the victim is provided. Similarly, a d6 table to determine whether you were seen, and a general list of 6 NPC challenge levels is provided. Leveling is simple and governed by completed story-arcs, here designated as campaigns.

The pdf also provides an introductory scenario of sorts that features a handout-ish letter; beyond that, a few words summarize a sketch to develop; this is supported by a d20 table of occurrences in the city, and a d6-table of information about the city’s ruler.

The game comes with a nice, impressive character-sheet.

Conclusion:

Editing and formatting are very good on a formal and rules-language level. This is probably Venger's best-organized and most concisely presented VSd6-game. Layout is, as noted before, full-color and gorgeous, and the artworks are similarly amazing, particularly considering the low price point. I have never seen such an inexpensive game look so good before. The pdf comes fully bookmarked, and a second, more printer-friendly version is included in the deal.

Okay, I’ll freely admit it. I was not particularly excited about this one. I loved VtM’s lore, disliked VtR and frankly didn’t expect to see this game work; Venger tends to gravitate towards a beer & pretzels style of gaming, and looking at the page-count, I expected this to be too rudimentary. It’s not. The frenzy-dice-mechanic adds tremendously to the engine’s usual iterations and just FITS. The focus on being a blood-sucking demon, coupled with the really high turn around of blood points and unreliable victim-grabbing also means that just remaining fed can be a struggle, evoking a grimy vampsploitation “blood-by-the-buckets” feeling that distinguishes this from VtM et al, in spite of the thematic overlaps. This actually manages to feel differently from the game that inspired it and the other Vsd6-games; it is, mechanically, by far my favorite of the bunch.

That being said, Blood Dark Thirst suffers from a single downside that prevents it from being the crowning jewel in Venger’s games. The length. BDT is super-short, and ultimately, more than his other games, it would have deserved to be significantly expanded. If this had different bloodlines, more powers, perhaps a couple of magic items and the like, it could have been my favorite super-rules-lite game. As presented, this is a basic toolkit, and it delivers what it promises for a fair price point. At the same time, the adventure-sketch could have used further pages, and the game, as a whole, would have benefitted from more room to shine. Frankly, I found myself wishing that, at one point Venger may get back to this and expand it to twice, thrice the size. Blood Dark Thirst is a fun, promising game for those looking for a rules-lite, savage vampire game. (As an aside: In such an expansion, different pool sizes for Willpower, Humanity and Blood could allow for a wide variety of game-styles and extended campaign play…just sayin’…)

I really enjoyed this game; apart from it’s limited scope and length, there is nothing I really disliked or found problematic here. Thus, my final rating will clock in at 4.5 stars, though I can’t round up for this one. Here’s raising a blood-filled chalice to hoping that our thirst for an expanded version will one day be quenched!

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Blood Dark Thirst
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The Outer Presence
by larry h. [Verified Purchaser] Date Added: 10/04/2018 19:07:41

The Outer Presence manages to put a very Lovecraftian feeling scenario and a light rules system into a 40 page book. Venger presents a d6 pool system up front and gets you a character built quickly in the first dozen pages of the book and the rest of it is dedicated to the jungle setting of New Guinea where you are sent to help recover an expedition...but its a horrible thing you're heading into. Really light rules, dark and deadly trek through a jungle, deadly cannibals...only thing is that some things happen to the adventurers randomly and theres a feeling of luck, but that seems pretty OSR to me.



Rating:
[4 of 5 Stars!]
The Outer Presence
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Crimson Dragon Slayer
by larry h. [Verified Purchaser] Date Added: 10/04/2018 18:56:14

Venger's take on OSR fantasy gaming, CDS puts you in your choice of race/class combo as you are transferred into an avatar in a video game. Six abilities, 3d6 generated scores, hit points, all familiar if you have experience with DnD/pathfinder type games and a simple advancement chart up to level 10. Warrior, wizard, thief, ranger classes with a couple subclasses and a d6 pool system make this a fairly simple game to pick up and a simple conversion rule lets you use OSR monters from similar systems, really a 40 page book thats got a game system and introductory adventure should be plenty of game time out of this product. Written in the vein of Venger's blue humor, I like this game and plan to use it for some one shots in the near future. I got the softcover and the cover has a nicely colored dragon, the interior art is b&w but very appropriate for the subject and looks like some was from a conan product.



Rating:
[4 of 5 Stars!]
Crimson Dragon Slayer
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Crimson Dragon Slayer
by Panu L. [Verified Purchaser] Date Added: 09/30/2018 06:23:15

Crimson Dragon Slayer brings to mind the old gonzo days of gaming, like Rifts in my case.

Premise here is that your character is transported from 1983 to this weird world of Thule and transformed into the character you create during char gen.

Races range from your normal humans, dwarves, halflings and elves to less common infernal elves, Crimson Dragon Slayer brings to mind the old gonzo days of gaming, like Rifts in my case.

Premise here is that your character is transported from 1983 to this weird world of Thule and transformed into the character you create during char gen.

Races range from your normal humans, dwarves, halflings and elves to less common infernal elves, pixie fairy princesses, reptilians, crystallines and robots.

The race examples provide enough diversity that it shouldn't be too difficult to homebrew more racial pptions without breaking anything.

Classes are more baseline with warrior, mage, thief and ranger. With the last two branching to different specializations as you level up.

The system itself is rules light, not as light as Alpha Blue, using pools of d6's for most things. Conversions from other OSR games shouldn't be too difficult either so this ruleset could easily be used in the OSR setting of your choice if wanting something a bit lighter but still not ready to go as far as Alpha Blue.

As a summary I'd say it is humorous, gonzo old school game with a slight modern touch in the lightness of the rules. And like with most engers work it is also a quick and light to read through due to it's conversational and humorous writing style.



Rating:
[4 of 5 Stars!]
Girls Gone Rogue
by Panu L. [Verified Purchaser] Date Added: 09/30/2018 03:32:04

Girls Gone Roque is an excellent sourcebook for Alpha Blue rpg. If you liked Alpha Blue you will like it as well.

Basically you get more of everything, more tables, more character options, more sleaze and more NSFW artwork. Art is again of varying quality although it is still predominantly good.

In addition to all that it includes rather nice, and light like with the rest of the game, system for ship-to-ship combat.

In summation if you liked Alpha Blue and it's overtly sexual and sleazy humour you will like Girls Gone Rogue.



Rating:
[4 of 5 Stars!]
Girls Gone Rogue
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Alpha Blue
by Panu L. [Verified Purchaser] Date Added: 09/30/2018 02:21:06

Alpha Blue is exactly what it claims to be 70's and 80's inspired sci-fi sleaze.

It has rules almost as light as air but enough structure to not be completely freeform. System is based on simple d6 pools that generally go from 1d6 to 3d6 of which you usually only count the highest result. simple as that. the games does make use of plenty of other dice as well but mostly in it's many random charts which go from small d4 charts up to d100 and does include a few rare d30 charts for those of us with d30 gathering dust on the shelf.

Art in the book is NSFW for the most part in b/w pencil that varies in quality but on the avarege is rather good.

The setting is not defined rigidly and leaves a lot for the gm to use as they will, allowing you to play humorous, and sleazy, versions of your favourite sci-fi franchaises.

The book itself is easy and fast to read, despite it's page count, and contains a lot of old sci-fi references many of which I have almost certainly missed.

As a summary: Alpha Blue is a great rules light system but it's humour is not for everyone, but if you like sleazy humor where playing through intimate scenes is encouraged and comes with slight mechanical benefits then it is the game for you.



Rating:
[4 of 5 Stars!]
Alpha Blue
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Alien Ass, Hydrogen Gas, or Cosmic Grass... No One Warps For Free
by Customer Name Withheld [Verified Purchaser] Date Added: 09/27/2018 20:09:33

Alpha Blue has already established itself in how it runs and rules galore, in it's rule lite fashion. At this point it's about how crazycan you get and what gonzo things have happened you wonder you could turn into a table for randomness. The color layout inside this book is a change for the usual and it looks fantastic. Reading gets your imagination flowing and brings you into a world of possibilities not in the book racing through the readers head. But this book also sends you off with a handful of hooks to run single sessions in thie world or link them together in some crazy campaign across the galaxies. That's the flexability of Alpha Blue. Star Ports, Space Stations, Ship travel, Casino Heist, or just a party gone wrong in the Blue Light District. Any setting works because Venger has touched on all over them across his AB line. This is a strong possible closure to the series. William L.



Rating:
[5 of 5 Stars!]
Alien Ass, Hydrogen Gas, or Cosmic Grass... No One Warps For Free
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Alien Ass, Hydrogen Gas, or Cosmic Grass... No One Warps For Free
by Hal G. [Verified Purchaser] Date Added: 08/28/2018 08:51:39

Like others have said, this is a great installment to the Alpha Blue line up. If you have Alpha Blue, bances are hou have this book grom KickStarter and are loving it. The art in this book is mostly digital. Im not going to say its a big improvement over previous book's art. The art in those books were hand drawn/classic pics that paid homage to old school rpg as much as they decorated the pages and that was/is cool. i will say the art in this one is hot, kick ass, and by far the sexiest stuff to date. If you just get the book for the art, you wont be dissapointed. The last thing Ill say is that this works as a suppliment for almost any space game. The ideas and concepts are laud out in a basic format that is simple to apply. As always, the adventures and tables deliver a charmingly crass social commentary that shines a spotlight on the most ridiculous and stupid nuances of the human condition! I love it!



Rating:
[5 of 5 Stars!]
How to Game Master like a Fucking Boss
by Pierre S. [Verified Purchaser] Date Added: 08/10/2018 15:51:42

Every once in a while, a non-game-company book on how to game-master will appear, and it is useful for game-masters to take stock of what they are doing and see if they can learn new tricks. But be warned: this book has mature black-and-white artwork that extends beyond that of the original AD&D First-Edition art, and also Venger Satanis is presenting his own personal ideas on game-mastering, and "Venger will be Venger".

The book is about 2/3rds game-mastering tips, and you will find many pieces of useful advice. There are things even another GM has not thought of before, such as meditating on your campaign for half an hour in-between games. Meditating? Yes! This is in the sense of sitting and concentrating only on your campaign and how it is going, to the exclusion of mundane real-world concerns. That way, you can think more clearly on how it is going and how to steer it better. He also warns not to lose sight of balancing an encounter so it is meaningful: it must have a reason to entice the players into it, a risk, and a reward. If any of these weaken, the players will not bite or lose interest. He made a tip about drawing up a diagram of the names of your players, if you are doing a demo for example and have not met them before. I would have expanded on this tip and said you should take a full-size sheet of paper and draw an outline of the table you are using, write on the outside of the table each player's name in relation to where you are sitting, PLUS on the inside write the name of their character and important stats or information about them, to make an invaluable memory-aid. Unlike social situations, in RPGs we have TWO names to track for people we meet instead of one.

The remaining 1/3 of the book is a grab-bag of random and sometimes whimsical generation tables to add spice and ideas for your game, plus an imaginary language of his own creation, Viridian, with Viridian-English and English-Viridian mini-dictionaries. Want to come up with the name of a Cult quickly, how they look, and what their motivation is? Venger has a table for you!

But his tips were not organized in any thematic way. I would have liked to see chapters classified in chronological order based on the steps of the campaign: world-design, adventure-creation (he actually now sells another book entitled Adventure Writing Something Something Swear-Word Something), character generation and introducing a campaign (often called Session Zero), running the game, presenting the game in an effective way, the age-old discussion of risk-level and character death (in his games with many players, he says he averages a character death every 3 sessions), and he had a tip on concluding a campaign with a satisfying close, whether it's merely the end of a "TV season" or meant to be the finale episode as the group moves on to some other game. The book could have greatly benefited by classifying tips into some such chronological or thematic scheme. Sometimes there will be tips that don't fit in any particular phase of a campaign (like the tip about dressing neatly and being well-groomed as a salesperson would, as if you are presenting something worthwhile and important, which you should definitely consider your campaign to be!)

So I think it's a great book of fresh tips AND tips that bear restating, broadcast on the inimitable frequency of Venger Satanis's persona.



Rating:
[4 of 5 Stars!]
How to Game Master like a Fucking Boss
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