|
|
|
Other comments left for this publisher: |
|
|
|
|
This is a good treatment of the action chase. Adamant provides good support of the D20 system, and this is well up to their usual standard.<br><br>
<b>LIKED</b>: Elevates the chase to the same level of detail as tactical combat, finally.<br><br><b>DISLIKED</b>: Foot chases are covered in another volume.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
|
|
|
|
|
|
This product fills the void left by Hot Pursuit: The Definitive D20 Guide to Chases.<br><br>
<b>LIKED</b>: Elevates the foot chase to the level of vehicular chases, finally.<br><br><b>DISLIKED</b>: This material should have been included in Hot Pursuit: The Definitive D20 Guide to Chases.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
|
|
|
|
|
|
This is a good adventure of moderate length. My group required three sessions to finish it, but they managed to experience almost all of the detail. It's a twist on the classic dungeon crawl, which is actually very interesting when adapted to the Northern Crown setting. I'd advise running the adventure from the first issue of Franklyn's Almanack as an introductory adventure. Then run this one. Your players will thank you for it.<br><br>
<b>LIKED</b>: This scenario is easy to fit into almost any Northern Crown campaign. It takes place just within the borders of "First Ones" territory, so vitually any party can find an excuse for visiting the area.<br><br><b>DISLIKED</b>: I would like to see tactical maps and cardstock miniatures for use with this adventure. Even if they were a seperate purchase, I'd like to have them.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
This is a good set of rules for an alternative to the tactically driven d20 system. I found the entire product to be quite good, but I also had some difficulty explaining it to my players. So much so that we found the learning curve a bit too steep to keep using these rules.<br><br>
<b>LIKED</b>: The layout and examples are excellent.<br><br><b>DISLIKED</b>: My players found it too difficult to adapt to the new rules. This is either a problem with my players, the rules, or my explanation of them.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
|
|
|
|
|
|
A good adventure, true to the pulps, and perfectly usable with or without the remaining products in their line. While it does seem to skip around a bit, it's not much problem to get a good understanding of how the story flows and make good use of it. <br><br>
<b>LIKED</b>: Written in a tone consistent with the pulps, and the story has enough twists and turns to make it a fun roleplaying adventure while having enough opportunities for the more square-jawed players to put up their dukes and have at it. It was very easy for me to modify for my own needs after I got a clear idea of everything that could go on, and the fluff writing was on the spot in length, tone, and feel. It utilized some good pulp art also.<br><br><b>DISLIKED</b>: Organization at times was a bit of an issue; it may be that just the potential for a non-linear progression and/or the options presented for the different ways characters could be brought into the story made it difficult, but after doing a quick flowchart of the major players myself I was able to tie all the adventure elements together nicely. It could have used just a bit more crunch as far as a layout or two for areas that could have an encounter, etc.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
|
|
|
|
|
|
An RPG Resource Review:
The introduction covers just what 'netspace' and 'virtual reality' are: the cyberpunk/futuristic concept of artificial intelligence and computer systems you can interact with on a bare-brain level, never mind using monitors and keyboards...
The various beings you'll encounter in netspace are presented in character format, so you can create your own. First there are two character types, Artifical Intelligenes and Netborn. Artificial Intelligences (AIs) exist at 3 levels: the first level is that of an expert system, the second level is human-level intelligence and sentience (you may have difficulty telling if you are interacting with one or with a person - the 'Turing Test'), and the third level is capable of self-evolution to an unprecedented extent, they control the Net and are generally incomprehensible to most normal folks. The interesting bit is that rules are presented here for those people who'd like to play a second level AI (develop to third level and you become an NPC, though), or of course for the GM to create fully-developed ones for NPC use.
The Netborn are the folks who spend just about all their time online via a neuroserver, but are less physically (and emotionally) capable of dealing with the real world. Why they are there, and what they are doing while online is up to you... but they spend about 16 hours a day there.
Then there's a character class available to both the above and anyone else who wants to get to grips with netspace. Meet the Neurohacker. They can get in anywhere, and know all the corners, all the rules and how to break them... or keep them. Not just rogues, but system administrators and law enforcement may find these skills useful. There is the usual range of class-specific skills and abilities to customize your Neurohacker just the way you want. One interesting one draws on the culture around MMORPGs, the concept of a 'clan' of allies you can call upon when online.
Next comes a look at netspace itself: its nature and how to represent and use it in game terms. To start with, what does the society your characters live in use it for? It may be a commercial tool, a liberating place where people seek new freedoms... or even a prison! To get online, a character needs a means of access, and to develop an avatar that will represent their consciousness in netspace. Then there's the 'geography' of your virtual reality itself. Each area will have its own security, access protocols and rules and you'll need to know what they are to make your way around safely and successfully. Naturally, you can get into a fight here just as you can in the real world, so you'll find the information you need for online combat. Generally, it's your avatar that suffers, but it can spill over to the real you (assuming you're not an AI) as well, especially if you get kicked clean out of netspace. For then you encounter 'neuroshock' - this system's version of the cyberpunk standard dump shock of having your brain-net connection severed without warning. Try to avoid this, the effects can be nasty and lingering.
The next section looks at skill use in netspace, both the specialist skills of the Neurohacker and the more commonly-available Computer Operation skill anyone might have. You will be slower, and will find things harder to accomplish, but an ordinary character who knows how to use a computer will not be totally lost. The new skills introduced for Neurohackers are presented in full detail, and there is also a list of new feats, available to both them and others.
Finally, there's a more detailed look at the virtual life presented by AIs, with some conceptual ideas for those interested in designing them for their game.
Overall, this is an excellent introduction and resource for someone wanting to bring the thrills of cyberpunk-style netrunning to their game. Unlike many systems (and I've played characters who indulge in both Cyberpunk and Shadowrun, it is more accessible to the entire group and fits in better with the rest of the rule system, rather than being a new bunch of game mechanics to learn and understand along with the rest.
You can read about product from Adamant Entertainment & many other publishers at http://www.rpg-resource.org.uk/
|
|
|
|
|
|
An RPG Resource Review:
After a brief run-through of the contents, the Introduction explains that modifications to the very person are part and parcel of many future and especially cyberpunk genres. Sometimes they are background, sometimes they occupy centre stage. And at some point, your players are going to want augmentation, or will interact with those who already have it.
But there's more to being able to do extraordinary feats due to modification. Do you want to question the essential 'humanity' of those who have been augmented - are they still humans? What's the effect of such technology on the natural processes of evolution? How is technology used in society, and how are those who have accepted it into their very bodies used and treated? A series of quick questions and ideas to start you thinking a bit more deeply about the ramifications of allowing characters - and NPCs - access to this technology.
While this kind of technology mostly will be used in a future/cyberpunk setting, a couple of ideas are presented for those who'd like a few augmented humans running around in a contemporary setting. Perhaps they are the result of secret government experimentation. Or they are aliens, or were modified by them. Or they may even be time travellers, popping back from an era where such modifications are commonplace.
Next comes the 'Posthuman Template Class' - an ingenious device to allow as much customization as possible. The idea is that rather than apply a straigh template to a character and so change his level, or create a core, prestige or advanced class and so make it a career choice that stops you advancing in other areas, the two are combined. You can apply the template at an appropriate level depending on where you are before accepting augmentation by inserting a level of this class. It also allows, should you so wish, for the avoidance of some of the usual negative effects that most systems of cybernetic or biotech enhancement impose, such as Cyberpunk's loss of humanity as you cyber up. After all, in a society where this technology is mature, people will be better adjusted to the thought of technology in their bodies, and the technology itself will be refined enough to genuinely augment without hindrance. The cost is merely the experience used to take the necessary level of the Posthuman class.
However, not everyone uses cyberware to improve themselves. Perhaps biotechnology or nanotechnology are used instead - or as well, in parallel development. And there may be those who have less good cyberware and so do suffer the more traditional problems associated with it, as well as those with the refinements of a Posthuman level. Biotech can involve genetic modification, either before birth or to a mature individual, as well as surgery and other implantation techniques. Nanotechnology infests the character with myriads of tiny machines that perform certain tasks, for example healing, on them from within.
When a character takes a Posthuman level, he gains a number of 'enhancement points' to spend on a wide range of augmentations from all 3 types of technology... and there are plenty listed here to play with. For the unlucky, there is also information on what can go wrong with it, and how to fix it... and what problems and side effects you can suffer even when everything is working as intended.
Finally, a few sample characters are provided. Use them as inspiration, or as NPCs - friends or foes - as you please.
The strength of this product is in the way it presents a whole range of options, and so allows the GM to tailor the overall concept of his game to create the desired effect - gritty cyberpunk where everything comes with a price or a transhuman utopia where enhancement is standard and natural. Well worth a look if you wish human augmentation to be possible in your game.
You can read about product from Adamant Entertainment & many other publishers at http://www.rpg-resource.org.uk/
|
|
|
|
|
|
Not much to say: An absolute great one surely worth to plunder!
Outstanding, maybe the best Issue(along with the crucial #1) IMHO.
<br><br>
<b>LIKED</b>: EVERYTHING!!
A lot of very creative adventure ideas, fun to read, really useful.<br><br><b>DISLIKED</b>: Haven't found anything (maybe it took a little to long ;-) ).<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
Yet again, Adamant Entertainment have put together an excellent issue of Buccaneers & Bokor. Every article has value with the highlights being the continuation of the Governor's Prize series of scenarios and the, long-awaited, Settlements of the Spanish Main article.
My only complaint is that I now have to wait for the next issue for more excellent Skull & Bones material.
<br><br><b>LIKED</b>: The Settlements of the Spanish Main article pips it just ahead of the Governor's Prize continuation.<br><br><b>DISLIKED</b>: Nothing! What's not to like? 47 pages for $5 - it's a steal!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>
|
|
|
|
|
This is pretty decent. I think it could have been a free product, but I'm happy with the price that is. This will work anyone that is stumped for a quick superhero adventure idea.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
|
|
|
|
|
|
An excellent addition to my Skull & Bones campaign and, I've no doubt, to any campaign looking to use the seas more.<br><br>
<b>LIKED</b>: The layout was crisp, but the best bit is the simplicity of the rules.<br><br><b>DISLIKED</b>: There's nothing not to like!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
What can I say? If you own Skull & Bones, you MUST get this e-zine!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
What can I say? If you own Skull & Bones, you MUST get this e-zine!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
What can I say? If you own Skull & Bones, you MUST get this e-zine!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
At half-way through the subscription, I'd say I've gotten my money's worth. In addition to good advice from two people who have been successful in the field, they will answer questions about the business on the mailing list. Some of the members of the list are themselves publishers of varying sizes, and will chime in with their own opinions and experiences. Good stuff, and it will only get better as more people join the list.<br><br>
<b>LIKED</b>: I most appreciate that it covers a lot of topics I hadn't given much consideration to, or in some cases even thought of.<br><br><b>DISLIKED</b>: So far I have no complaints about this product, and don't expect I will through the remaining six months.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
|
|
|
|
|