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A solid pulp adventure. I've run the Malay Coins three times, and it's never been a let down. Play groups have generally found the nps interested, the plot well sign-posted without being a give-away, and a fun time.
As a note, I'll mention I've never used the Hero System to run this adventure (a testament to it's usefulness, and not a comment on the Hero System).
Recommended for GMs running pulp.<br><br>
<b>LIKED</b>: Well put together adventure, with a nifty handout puzzle.<br><br><b>DISLIKED</b>: N/A.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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I picked this up on a lark, based on the qualitied of the Starmada game. I had only a passing interest in the period, but after sitting down with the book, found it very engaging. Good period flavor, a nice selection of ships, and a relatively easy game to boot.
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<b>LIKED</b>: The amount of rules in the book was surpisingly small, making it very accessible. <br><br><b>DISLIKED</b>: I'd have liked some sample ships for all of the Great Powers, but you can't have everything. Ship design rules are included, so creating your own ships is certainly an option. I don't consider this to be a significant flaw of the product, however.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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Very well put-together starship combat game. I've seen a few handfuls of ship write-ups elsewhere on the web, and the heavy generic base for the game is something I find appealing.
The included starship designs (to match various Brigade starship minis)turned out to be more inspiring than I had counted on.
All-in-all, 100% satisfied with my purchase.<br><br>
<b>LIKED</b>: Easily read and understood. After two short readings over coffee, I taught 3 other people (two adults and one 13 yr old) in no time.
Very enjoyable.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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Overall, a nice, afforadable mini-supplement for HD][.<br><br>
<b>LIKED</b>: Some more information about the HN][ baddie. Very digestable.<br><br><b>DISLIKED</b>: Not quite up to the standard of the Mini-series Alpha, in that it had only one scenario. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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Another nice set of sci-fi "micro-encounters". Broken into two broad categories (stellar hazards and xenobiological hazards), this pdf provides a nice set of plot ideas to toss into a d20 sf game.<br><br><b>LIKED</b>: Easily usable stuff. I could see dropping the hazards into most sci-fi games without a problem, either as a subplot even into a larger story, or to develop into a primary plot point.<br><br><b>DISLIKED</b>: Nada. Very happy with the product.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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A dead-on hit for a sf game. The product description is accurate - a lot of value packed into nine pages of content. While it's designed for d20 Modern (Future), I had no problems using it with my current Fudge-based Traveller / Firefly game. <br><br><b>LIKED</b>: It delivered 100% on its promise. The half-dozen cargos provide for excellent campaign / adventure detail, and the pdf is a great resources for the busy sci-fi GM. <br><br><b>DISLIKED</b>: Nada. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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An enjoyable product. The booklet provides a nice assortment of general Summoning-oriented feats, along with some core class varients. I found both the Summoner-Druid and the Sorcerer-Summoner to be intriguing. A nice touch was the series of "sidebar" discussions regarding the impact of various rules changes the booklet suggests.
The booklet definitely "up-powers" Summoner types, but not dangerously so (I haven't scrutinized them from a rules perspective... Ronin's usually very good in that regard, however). It was a nice package, about 18 pages (16 plus cover and OGL), and I felt it was a very good value.<br><br><b>LIKED</b>: Easily "digestible". Good concepts and ideas. Useful, quickly incorporated "bits".<br><br><b>DISLIKED</b>: Nothing, really. Very satisfied.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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Nice kick-off to Ronin Arts Starship series. Enjoyable, and handy in a wide variety of sf campaigns, obviously a slant to d20.
Admittedly, I'm a fan of the entire series.<br><br><b>LIKED</b>: Brief, to the point, and makes use of the Skeleton Key tiles for deckplans.<br><br><b>DISLIKED</b>: N/A<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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5 "mega" plots for superhero stories. Each of the five is dead on in terms of the kinds of plots you'd find in the source material - definitely four-color. Notes on how to develop them, customize the, and game mechanic applications round out the package.<br><br><b>LIKED</b>: Solid, handy and fun. Well laid out, and surprisingly well illustrated.<br><br><b>DISLIKED</b>: Nada.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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A great game about getting scared and fighting monsters. The production value greatly supports the theme of the game - in some ways, the look and feel provides the atmosphere that the text backs up. From the trailers, I'd say M. Night Shyamalan's The Village is perfectly in the feel of this book (and matches to one of the location possibilities).
The only reservations I have are that the game is intended for experienced GMs (so noted in the book), and folks who have an understanding of the horror genre. While I give it a full 5 stars, this is likely not the play for a new GM to start. But the bare bones rules (and playing card mechanic) really let an experienced GM focus their players on, well, getting scared and fighting monsters.
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A dead-on-target game, combining to great "tastes" that turn out to be great together: zombies and cars. A self-contained game with light rules and great artwork . The artwork universally matches and enhances the setting; not a single piece suffers from "bought and worked in" syndrome.
If you like the Car Wars genre and zombie movies/gaming to boot, you should enjoy reading and running Motocaust.
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Nicely done presentation of contacts for a fantasy game. The rules are reprinted from another product, but honestly, it'll be this pdf that gets me using them, instead of them being stuck in that other book. The sample contacts are key, and contain both "usual suspects" as well as some more unusual contacts.
I found this complements Ronin Arts "A Dozen Disturbing Rumors" pdf nicely.
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The Frost Mage class seems to be significantly underpowered, giving up significant magical power (advancing as a spell caster once every 4 levels) for minimal benefits. Additionally, I found the writing on the weak-side, and grammar that could have benefited from some strong editing. The artwork and layout were straightforward and well executed (usual for this line).
While I was disappointed with this one, I will note that as an NPC class, DMs may be pleased. The class doesn't offer any innovative spellcasting ideas, its schtick of spell-like abilities is easily managed by a busy DM. The background (evil and selfish) slants it towards NPC use.
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As mentioned by others, clearly a Green Lantern inspired mage concept. It's a very accessible idea, and could easily fit into nearly any campaign. In my mind, it's something more likely to be taken for NPCs. It adds some offensive capabilities to a spellcaster - such as emerald armor, weapons, and some save bonuses - at the expense of spellcasting advancement (gaining a spell caster level once every four levels). I'm left with the feeling that the result is slightly underpowered.
The writing and grammar weren't, um, strong, but didn't outright offend me. The single piece of art was nice, and the product was well laid out. Potential buyers should be aware that only 3 of the 6 pages are game content. One page is an ad/checklist for the series, and the other two are the OGL (the OGL traditionally takes one page in products like these. Here, it spill over by a paragraph or two.).
Despite my reservations, I wouldn't be opposed to using this class in a campaign as NPCs. For the price, it was worth a read.
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A dozen assorted carved items. All of them are fairly interesting, and at least a few caught my attention as useful in games I might run. Several are magical, and all of them "self-contained". I think DMs are always looking for odd items for use as treaure, plot hooks, etc. I can't imagine such DMs not finding this product useful.
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