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Hack the Planet: Cyberpunk Forged in the Dark
Publisher: Samjoko Publishing
by Scott D. [Verified Purchaser]
Date Added: 03/14/2020 05:05:59

I picked up Hack the Planet the day of release because I was very excited someone had tackled cyberpunk in the forged in the dark system. I wasn't very impressed. There is almost no detail on the city in which the game takes place. Whereas both Blades in the Dark and Scum and Villainy (the other two major games that use this system) have detailed maps of the game world, with art of what each ward/planet looks like and sections on who to find there and adventure hooks for each location, Hack the Planet has none of that, just one unlabeled city map where you can't tell what anything this. This lack of detail and world building, along with the climate stuff I'm not interested in cooled my enthusiasm. The art also lacks a unified aesthetic and honestly looks kind of cheap, like amatheur photoshop work. Something like the art in Blades in the Dark (minimalist and greyscale) that is less amibitious would have suited Hack the Planet better. I think it's absolutely still workable if you just want forged in the dark cyberpunk, but it's not a gem like Blades or Scum and Villainy.



Rating:
[2 of 5 Stars!]
Hack the Planet: Cyberpunk Forged in the Dark
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The Perilous Wilds
Publisher: Lampblack & Brimstone
by Scott D. [Verified Purchaser]
Date Added: 11/21/2017 09:42:27

Some fun things are in here that add depth to designing the wilderness in your campaign setting. Particularly the method of communally drawing the world map is something I’ve used in many of my games. However the format of many rollable tables and more complexity of rules clashes with the spirit of Dungeonworld's impromptu rules-lite feel. You want to give the GM just enough to help them tell a story, not bury your nose in dozens of pages of tables. Some of the choices are also baffling, like rollable tables or moves where nothing happens: you can roll for a hireling's background and get "unremarkable" or roll to gather hirelings and have no one show up. This is overtly contrary to the core of Dungeonworld that every roll makes something happen. Also the name lists in the back are great, but I hope you like Hungarian, Yoruban, Finnish, and Indonesian names because that's all you get. Why they don't have lists of more standard easily pronounceable names is beyond me. It's a shame for a supplement made for Dungeonworld with some neat ideas that you have to fight it's design to run a game as instructed by the Dungeonworld rules.



Rating:
[3 of 5 Stars!]
The Perilous Wilds
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