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The Translation Codex
Publisher: Ryan Chaddock Games
by John-Matthew D. [Verified Purchaser]
Date Added: 11/24/2014 16:34:49

Excluding the obvious cross-use for a Numenera game, or the fact that you could use it to play in your own setting before the Cypher System Rulebook comes out, The Translation Codex provides a lot of meat for your Strange game. The foci are as useable with the recursions in the main book as they are useful in creating your own. It stands alone, and provides a much needed expansion for The Strange line. At .05 cents a foci, The Translation Codex is an amazing deal.



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The Translation Codex
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Wits Alone
Publisher: Ryan Chaddock Games
by John-Matthew D. [Verified Purchaser]
Date Added: 11/13/2014 10:17:42

Wits Alone is chock full of great mechanics, advice, and campaign fodder. Also, if Uxphon sounds familiar, it is the city that the Devil’s Spine starts off in. Which just adds to the utility of this book. The information in it enables you to flesh out the story before and after the official campaign, and perhaps send it spinning off in strange new directions. Check it out!



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Wits Alone
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The Sun Below: City on the Edge
Publisher: Dread Unicorn Games, LLC
by John-Matthew D. [Verified Purchaser]
Date Added: 11/06/2014 11:04:02

The flexibility you get from this supplement is staggering. The setting is weird and interesting, the adventure is flexible, and the creatures are inventive. There is enough material here to continue to bring your characters to the world below even after the main adventure has been completed. It is a worthy addition into the ranks of other stellar third party materials.



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The Sun Below: City on the Edge
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ACKS Domains at War: The Complete Set
Publisher: Autarch
by John-Matthew D. [Verified Purchaser]
Date Added: 07/17/2014 14:48:09

Autarch has created a lens with D@W. This finely crafted piece allows you to view mass combat within your game. It is up to you to focus the lens, choosing when to pull back and see the whole of a war campaign and when to zoom into a single battle. The rules of D@W work seamlessly, allowing a group to flow back and forth between both rule sets as the story of the game and their interest demands.

While you can buy the D@W books separately, if you have even the slightest interest in Battles, I would highly recommend buying the Complete Set. This set comes with Campaigns, Battles, the battlemap PDF (which I printed out and looks gorgeous), and a token set.



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ACKS Domains at War: The Complete Set
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ACKS Domains at War - Campaigns
Publisher: Autarch
by John-Matthew D. [Verified Purchaser]
Date Added: 07/10/2014 12:24:28

There is a lot crammed into the 105 pages of this PDF. D@W: Campaigns is a great supplement for people who want mass combat added into their game but still want it abstracted into in an evening of play.

ACKS books are well thought out, and there is a high level of interplay between all the moving pieces of the rules. D@W is no different. So much of the structure of D@W ties back into the ACKS rules about economics and domains. So when you get this, I would advise reading through it at least twice. Once to get a wide view of the Campaigns system and a second to dig deeply into each section. D@W provides cross-references to the other ACKS books where they apply, which is very helpful.

If you are looking for a rule set for a d20 game that abstracts mass combat in a fun, simple way, while still providing players influential choices, check out D@W. I wrote an in-depth review of Campaigns at: http://originsofadarkgod.wordpress.com/2014/07/10/domains-at-war-campaigns/



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ACKS Domains at War - Campaigns
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Monster Island
Publisher: Design Mechanism
by John-Matthew D. [Verified Purchaser]
Date Added: 07/26/2013 15:10:37

I was very excited about this book, as I love bestiaries. There are many reasons for this: they are filled with new creatures, new takes on old creatures, they help fill out a setting’s feel, and usually spark my imagination with many adventure ideas. Some of my favorite ones have actually changed the course of my planned game, as they have presented a better idea or foe than I originally thought of (I am thinking of you Anima: Those Who Walked Amongst Us).

So when Design Mechanism sent me three PDFs (including Monster Island) reading this one, reading this first was a no brainer. Man was I surprised. This is not a bestiary, at least not in the traditional sense. The RuneQuest team presented a complete adventure setting in this book. And after I got through it, I feel they made a great call.

I enjoyed Monster Island. Perhaps more than I would have enjoyed a straight bestiary. It took me a while to get to this thought, as I was expecting three hundred pages of monsters and had certain expectations going in. But, it is a great example on how to apply RQ6 to a setting idea; what level of detail I would need to flesh out where, and where the mechanics really need to interact with the setting.

The book is a great buy even just as a bestiary, but you get so much more than that.



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