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The Pine Ridge Horror
by Thomas B. [Featured Reviewer] Date Added: 07/31/2010 08:30:27

The Good: Great horror homage fueled with Savage Worlds adrenaline. Familiar tropes combined with hardcore action. The Bad: Not a lot. The adventure is a great value for the price. For a more detailed review, visit http://mostunreadblogever.blogspot.com/2010/07/tommys-take-on-pine-ridge-horror-savage.html



Rating:
[5 of 5 Stars!]
The Pine Ridge Horror
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The Pine Ridge Horror
by Timothy B. [Featured Reviewer] Date Added: 07/29/2010 12:31:11

As much as I love creating my own adventures, I love pre-made ones too. Pine Ridge Horror is my first Savage Worlds adventure that I have picked up here and I am pretty happy I did. Set in a way-the-hell-away-from-everyone forest and simple hunting trip turns into a weekend of murder and horror. I don't want to give away the plot, but the author obviously watched the same movies I did in the 70s, not to mention "questionable documentaries" on Bigfoot and other creatures. There are several reasons why I like this adventure. It has almost a Chill or Call of Cthulhu quality to it, something I didn't think Savage Worlds could pull off, but the author does a beautiful job of it. Also this adventure is not some over arching plot or a foray into something darker, it is a weekend of horror. It is like "Deliverance" in many respects. Plus the premise is simple enough really to played with any game system and that is plus really. I really don’t have anything negative to say about it. It does exactly what it is supposed to do and it does it well. I do suppose it is rather linear, but given that some events need to happen first to build up the tension I guess that is to be expected. The author says he is trying to emulate movies he saw while growing up; “The Hills Have Eyes”, “I Spit on Your Grave” are given as very good examples and the mood is captured well. I’ll add “Deliverance” and “Prophecy” from 1979, a movie that scared the crap out me. This adventure reminds me of that movie. If you are fan of 70’s American horror films, terrifying nights in the woods or have said “where you goin’ city folk?” then I would get this. If you are looking an awesome Savage Worlds adventure that you can run over the weekend, preferably in a dark cabin so far out in the woods that your cell phones won’t work, then get this.



Rating:
[5 of 5 Stars!]
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Wellstone City
by Andrew L. [Verified Purchaser] Date Added: 03/25/2010 11:27:26

Its a great setting, perfect for a wide variety of campaigns and a whole lot of information to let you tell a good story. The added endges and hinderances along with other setting specific rules really give Wellstone a grittier feel and very enjoyable. The organizations and history of Wellstone though are really what I enjoyed the most. Im glad they went to the trouble of creating such interesting forces to contend or help with the party, and with such a long timeline you can easily slip into a different era. My only complaint is the disturbing amount of spelling mistakes and grammar errors. It does nothing to take away from how amazing the setting is but I can only hope that my next purchase from SGG has been cleaned up better. All in all I definitly recommend Wellstone City for your next Savage Worlds adventure.



Rating:
[4 of 5 Stars!]
Wellstone City
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Creator Reply:
We appreciate Andrew's very kind words and we most sincerely hope that he get the opportunity to fully enjoy the book. However, we are unclear of where his spelling and grammar errors play a part; perhaps they are in one of the many pieces of one-page flavor fiction included in the book, or perhaps they are due to a spelling difference between American and British English. The flavor fiction, one piece of which is found in the preview of the book, has some colloquial errors in it that are used as creative writing devices. They differ from the rest of the book in that manner; the fiction is fiction and it serves as only a snap shot of Wellstone, and does not convey the style of writing used in the rules, history, and technical aspects of the rest of the book. We would like to take the opportunity to forward the fact that the book has been thoroughly edited by both Kevin Rohan and David Baymiller, as well as dozens of other pairs of eyes over the last six years that Wellstone has been available in some context or another. As we have always done at Silver Gryphon Games, we urge any buyers to read the reviews thoroughly and if they spark questions, do not hesitate to drop us a line. We love getting email from fans and curious minds and we always enjoy interacting with the gaming community on a more personal level. Kevin Rohan Content Manager
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Silver Gryphon Monthly - November 2008
by Megan R. [Featured Reviewer] Date Added: 03/04/2010 09:20:05

Back for the second issue, delayed we read due to a concerted attack of both computer and the disease sorts of virus! Undeterred, the Meeting of the Minds column enables SGG's founders and designers to muse on the underlying motivations behind the designs of their games - both working independently before they came together to form the company, and now continuing to develop their own material. If you like insights into the process of game design, this can all get quite fascinating.

After a brief note on upcoming product releases comes this issue's Unorthodxy Unleashed, in which the novel if rather disgusting concept of using body parts as melee weapons is considered. (I recall one AD&D fighter who laid about herself with a ham joint in desperation, but it was dead BEFORE combat started!) Most game masters will try to talk players out of the idea, but here are some reasons why it just might work... but the general conclusion is that, like the fighter with the ham joint, severed body parts are weapons of last resort.

Next up, the staff reviews. This month Ben Overmyer looks at Microlite 74 - an attempt to create the feel of old-school D&D while using the D20 rules mechanic. His conclusion is that it does succeed, but you need to be experienced with the original incarnations of D&D to use it to full effect. Kevin Rohan considers the Savage Worlds Explorer's Handbook, which he finds intuitive and fun, something novice and experienced gamer alike could enjoy... pulp adventures are always enjoyable, but ones with a system that lets you concentrate on plot and smash through the action are even better.

This month's Wellstone City Update introduces another notable citizen, one Nikoli Vermanski. This worthy has given up attempting to muscle in on the local Mob with some Russian-style Mafiya activity and firearms dealing, and now trades in information instead. He's a useful person to know, provided you can actually find him - he's perfected the art of staying out of everyone's sight, but when it comes to information he is unsurpassed - if you can pay his fee.

Finally, the guest review of an SGG product this month is the Æther core rules again, this time by Jason Dettman. He is less than completely impressed, but presents a fair and reasoned analysis - and it is refreshing that a 'house mag' of this nature is honest enough to publish such a piece about their own game.

Another well-presented issue with plenty to read packed in. And free.



Rating:
[4 of 5 Stars!]
Silver Gryphon Monthly - November 2008
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Silver Gryphon Monthly - October 2008
by Megan R. [Featured Reviewer] Date Added: 03/04/2010 07:36:51

This is the launch issue of a journal which manages to be far more than a company newsletter on behalf of publisher Silver Gryphon Games. Naturally, the articles revolve around company product but that is not all - it is worth a read in its own right!

From the outset, a pattern is established with several regular columns and reviews by both staff members and outside contributors (after all, they cannot really review their own product!), which are intended to appear in every issue as well as company news. The opening 'Behind the Scenes' serves as an introduction to Kevin Rohan and Ben Overmyer, the partners at SGG. A 'Sidebar' provides commentary on current ongoing projects.

Next comes the 'Meeting of the Minds' column which opens with a history of the company to date. Looking at what Kevin and Ben have done so far, there's an interesting analysis of their different approaches to the philosophy of game design and how that affects both the ways in which they develop games and the nature of the final product.

When all's said and done, this is a company newsletter and so next come details of product that's about to become available. Appetite whetted, on to the next of the intended regular columns - 'Unorthodoxy Unleashed' - which will look at more unusual ways of going about things in role-playing. The inaugural column looks at the use of human shields in combat - a terrorist favourite, but has it a place on the game table? Could do, if the character/NPC using the human shield is inclined to be unscrupulous! Some general ideas for how to administer the use of human shields are given, general enough that you will be able to apply them to whatever ruleset you are using... and there's a note that of course the shield does not have to be human, depending on the races to be found in your game world.

Next, the staff reviews, with Ben giving his take on Dungeons & Dragons 4e and Kevin looks at Mongoose's RuneQuest. It is interesting to see how a game designer looks at games, although gamers being a creative lot, there's a bit of a game designer in all of us! This is followed by another of what will be a regular feature, Wellstone City Update. (Wellstone City is the default location for SGG's Æther RPG, by the way.) In this one, we find out about a medical practitioner catering to the needs of the sort of patient who doesn't want to answer any questions about just how he got that gunshot wound, he just needs treatment. (Sounds like most player-characters I know...)

The next item is a review of the Æther system by a guest reviewer (Brennan Bishop) who has been involved with playtesting and has seen the system evolve, which gives him some interesting insights. Next, an interview with an artist, Tony Guaraldi-Brown - whose work, naturally enough, features in SGG product. And that's it, apart from a character sheet for the aforementioned doctor in Wellstone City, just in case he's going to feature in one of your games.

The whole thing is slick and well-presented, with interesting content... especially as it's free. Much more than an advertisement for SGG's own product!



Rating:
[4 of 5 Stars!]
Silver Gryphon Monthly - October 2008
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Zombacalypse
by Ulysse L. [Verified Purchaser] Date Added: 01/31/2010 09:53:21

Excellent fluff pour jouer avec/contre des zombies dans un RPG/jeu de figurines. Un must have !



Rating:
[5 of 5 Stars!]
Zombacalypse
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Zombacalypse
by Thomas K. [Verified Purchaser] Date Added: 10/27/2009 02:56:02

Great product, but its like doing the All Flesh Must Be Eaten game all over. So. Nothing here that other zombie games does'n got.

The look of the game is great. The artwork is excellent.

What would make this a great game is if they create a canon setting for the game and gives out source books in this setting. Then it would be something unique!

As a zombie game this is is great, and based on that I give it top rating (art, layout and game it selves).

But as I mentioned. If you got other zombie games like AFMBE, this won't give you anything new...

...yet! :)



Rating:
[5 of 5 Stars!]
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AEther Core Book
by Nathan O. [Verified Purchaser] Date Added: 05/08/2009 00:49:07

A great start to a great game looking for more so have fun with it. :]



Rating:
[4 of 5 Stars!]
AEther Core Book
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AEther Core Book
by Brennan B. [Verified Purchaser] Date Added: 09/22/2008 11:29:07

Silver Gryphon games recently updated their core rulebook of their flagship game Æther. Not only have I had the chance to read it and play it and a few of the supplements that they have in store for us (Zompocylpse and Æthermancy), but I’ve also enjoyed myself enough to write a review for it so that others can do the same. The main book of Æther is a real world roleplaying system that is easy adaptable so it can fit practically any time or genre. What I’m trying to say is that it is a generic setting RPG without the generic-ness of it all. Of course, we’ve all dealt with generic systems and the ability to make your own setting since the dawn of time, so what makes this one different? It’s simple. The details in this book are things that all the other systems don’t have, but need. Let me show you… The book breaks down into five main categories: Character building, rules and equipment, making your own setting, the default setting of Wellstone city, and a small adventure suitable to get players familiar with the system. Characters in Æther are quick to make (the book says fifteen minutes or so, and after the first time that proves true), and easy to lose. I’ve seen a regular Joe go down to a zombie-dog even with a decent plan in just a round or two. This system can be vicious, but there are rules in place to soften the blow. Luck provides characters with near-instant successes, re-rolls, or even a way to get out of death completely. It’s optional, and tends to separate heroes from doggy chow. But even if your character suffers a terrible fate and it’s time to make up a new one, it’s easily done as creation is a few rolls and a small amount of math until you’re done. Attributes and skills are bought with points, while certain traits are rolled for (Eidetic memory, ambidextrous, etc). After that, you figure out what is arguably my favourite thing about the system; The BAM factor. BAM stands for Basic Attribute Modifier and what it does is factors in how high your attribute is into how it affects your skills without a lot of complicated math. High academics? Better at chess! Big on toughness? Go out drinking! It’s really easy and it works well. I’ve had inexperienced players wade into the system without supervision and come out on the other side with characters with little to no questions. The only thing that I found lacking was the decision to put back-story entirely in a narrative sense. This makes it so that a player who starts off as a hobo and one who wants to be a prince will start roughly the same without GM intervention. It’s a preference thing where if you like the ability to jump in without a lot of complicated back-story and wading through pages of advantagesdisadvantages, this is the system for you indeed! The main rule set and combat along with equipment are incredibly detailed without becoming bogged down and difficult to use. There are rules for getting help, rushing yourself, applying other skills to help with a related roll (Adding engineering to an explosives roll to create a bomb, adding sleight of hand to firearms to secretly reload your gun, etc), and anything else that would come up in the real world. The equipment list is full of more things than I could possibly imagine. There are rules for tranquilizer darts, tire irons, pool cues, various firearms (tons!), and loads more. The rules are detailed and useful which is a combination that is a rarity in gaming. Like the rest of the book, there are massive amounts of details that one wouldn’t even think of before reading this book that Kevin Rohan has managed to stuff in here without it becoming cluttered or overburdened. There are two places in the book that touch on setting, and one of them is how to make it yourself and the other is the well-crafted city of modern day Wellstone city. There are a huge amount of options and time periods that the book makes suggestions on and it lists the main themes and key players of them all as well. It enables keepers to make any game within any time, with any sort of thematic elements (Rock and roll wizards using dark technology? Woo!) And make it kick butt! As a bonus, Wellstone city is the most lovingly crafted city I’ve ever seen in a game. It lists the neighborhoods and who runs them, who to look out for, the current events, and adventure hooks. This is for every nook and cranny of the city I should add. An incredibly detailed city that will never run dry awaits. The adventure at the end is not much more than an excuse for the players to knock some heads together and figure out the roles of the characters and how combat works, but it fulfills its purpose. It’s more of an intro to the system than the setting of Wellstone. In conclusion, I love this little book. I cannot fathom opening this book up and not having something instantly spring to mind to do with it. The art is sparse, but really solid and sells the genres well. If you’re looking to run a modern-day gritty-heroes sort of street level game, this system does it well. Other eras and locals work well too, but might require a small amount of thinking on the keeper’s part. While other games have hundreds of supplements to fill the void of what the main book lacked in setting or themes, Æther already has in just the main book already. Sure, there are supplements on route, but needed they are not. Wanted, they are indeed. Keep an eye on this book, it’s one to love.



Rating:
[4 of 5 Stars!]
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