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This is a useful book on how to generate many things and can be used for other RPGs. It is a toolkit for making things up for a game in a consistent manner, instead of pulling entirely out of your a$$ (such as where Gary Gygax got the equipment for D&D in the 1970's). <br><br>
<b>LIKED</b>: Consistency. There are also some fillable pdfs that you can use that have all of the equations built into them. Just click on things and it does the calculations for you, the way that a computerized product should be (I just wish that 3g3 did that).<br><br><b>DISLIKED</b>: There are cases the things generated are not entirely realistic. The difference between reality and game stats can vary depending on the design that is chosen. But then again, who cares? It is for a game, after all.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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I purchased this product for the setting. The system does look to be playable, however. Plus, there are some mechanics worth "porting" to other games.
I have always been fond of the "Demons are attacking" plotline. While such a plot generally happens in a low-tech fantasy setting, this one is a sci-fi post-apocalyptic setting. That's great fun. The setting has a fun, gritty feel to it. Survival under the boot of the regime has a great potential for a very fun campaign.
If you like post-apocalyptic games or fighting demons, this is a great game to buy.
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<b>LIKED</b>: Some good artwork. I got a good feel for the setting through the art and details.<br><br><b>DISLIKED</b>: Lack of bookmarks. :( The layout somehow reminds me of (blech) Palladium products.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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Creator Reply: |
Thank you for your kind words Jeremy.
I have to admit, that I have been a fan of the Palladium games in my 'distant' youth!
However, the bookmarks are a valid point, and will be looked into. |
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The options that this pdf offers seem to be balanced well enough. I mean, when you are talking about a masterwork item, why not go for a bit of individuality or otherwise something to make it kind of special.
The picture of the axe on the front page at first glance appears to be getting smashed into pieces. Not much for something that is supposed to be Masterwork, eh? But upon further observation it is indeed intact and whatever it is hitting against (presumably stone) is getting broken into pieces.
It is a good start to coming up with ideas on how to tweak one's weapons. It reminds me of the d20 Star Wars equipment guide, with its options for modifying weapons.<br><br>
<b>LIKED</b>: It was worth the money to me. While it is nothing that will affect the game too much, it makes those special items a bit more special.<br><br><b>DISLIKED</b>: It could have been even longer. Maybe options for bows or something.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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I bought this with a bit of nostalgia of the AD&D 2nd Edition "Complete" books. All of those books were great in that they made you want to make a character of a given type. For example, I don't like Dwarves nor do I like Bards, but both of their respective "Complete" books got me to play a couple of characters of each.
This is a good book. It has a lot of good ideas in it, and I would like to see the rest of the series. It is better than the Complete Humanoids book, in that it tells you a lot more about Goblins than it did, but it just didn't grab my interest like the other books did. <shrug> Maybe I am just getting old. :)<br><br>
<b>LIKED</b>: It is what it is advertised as being, a guide to goblins<br><br><b>DISLIKED</b>: It didn't make me say "hey, I just gotta make a Goblin character right now"<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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This one makes me want to plop zombies into a game right now. It is a well-written product that does a very good job at helping one to understand what would happen in a game should the world be overrun by zombies.
I can see it being dropped into an otherwise normal modern game. I can also see it being dropped into either a futuristic, or even a low-magic fantasy setting (or at least low on clerics to ruin the fun by turning the undead).
It is written with a fun, sadistic humor. You can't expect for characters to live forever in the setting, so this is not a setting for players that get all suicidal just because a character dies. The body count will be high in this game, and it is likely that someone's character will come back to eat their friends.<br><br>
<b>LIKED</b>: Overall layout. PDF as well as browser support. UKG has a good layout designer.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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Creator Reply: |
Plop away Jeremy, thanks for the comments our layout guy is dead chuffed you liked and mentioned his work |
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This is a good way to add more specific personality characteristics to a d20 character. You get an in-game effect and define the personality at the same time.
No more declaring an alignment like "Lawful Good" and wondering just HOW lawful or how good, and if maybe a given character sways a bit in some of the traits that define that "lawfulness" or "goodness".<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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I like it, but I wouldn't want to live there. There is a good rundown of Pennington. The events are good little "adventure seeds" that even if you don't use them as written they are good inspiration for what to do when you run a game.<br><br>
<b>LIKED</b>: Good ideas. Even gives details for "normal" things, like the stats of people's safes (just in case a player looks for some opportunities).<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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Creator Reply: |
Thanks for taking the time to comment, I'm glad you liked the supplement. And no I wouldn't want to spend a night at the Star Hotel either. |
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A good example of how a Dog Town adventure should be written. It has a good background to it. The plot is solid, and the adventure seems like it would make a good criminal movie. Actually, it was written that way on purpose, and that's a good thing. It makes me think that I am watching Scarface or something similar.<br><br>
<b>LIKED</b>: Good layout. Situations have a lot of options written for them. Options are one major asset of the Dog Town game, after all. Being written with the preferences of each group being made possible from the beginning is a major plus.<br><br><b>DISLIKED</b>: It would be good to see an adventure written for a bigger gaming group. This one is written for 1 to 4 players (like it says). While I suppose that it can be adapted for a bigger group, I think that it would be neat to get an adventure already written for a bigger group of criminals. :)<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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This is a neat little document. It's a good way to make the characters have a connection with their heritage. While it isn't too powerful, at least at lower levels, it still makes a character seem to have that "something special".
The subclass system is well designed. It reminds me of the "kits" from AD&D 2nd Edition, and yet it is something that the character can progress in throughout his career (most kits were only taken into account at the beginning).<br><br>
<b>LIKED</b>: Easy to "plug" into a game<br><br><b>DISLIKED</b>: I would have liked even more content. Of course, this is a common wish of many readers.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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This is a good resource for any GM that wants to run Dog Town. It has a lot of good ideas in it. It is not written as an adventure per se, but it has a lot of suggestions for the inhabitants of Grenson Park and their activities.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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Think Stargate or even the Riftwar saga by Feist. Do you want a game that has Gates that skip the travel time? No more boring land travel is needed. This has a lot of potential for some neat campaign ideas.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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An interesting take on the "normal people" skills. There is a system for "Craft Points" which allow for a character to build something during downtime. It seems to work well enough. But even without the Craft Points, there are quite a few feats that could be useful in a game.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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I have bought several RPG supplements that claim to be useful for a campaign that had naval combat. Two that come to mind are Spelljammer (yeah, it's space, but it had ships, and the combat was lousy) and Pirates of the Fallen Stars. Neither was very useful.
But, Corsair is very useful. The tech level is exactly what I had always hoped for the others to be, and it has materials on altering the tech level if desired.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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Get a run-down of a whole lot of different crimes. The list is quite extensive. There is a lot of detail even in things that most people know about, things that are easy to forget otherwise.
Slang. The language is what makes the setting. Talking right helps to roleplay better.
Drugs. Can't have the 70's without drugs. Many forms of substance abuse are covered, along with their wretched effects.
Gangs/Criminal groups. This section is really helpful. It gives a rundown of several groups, what makes them distinctive, and their assets. It is a great help to any GM.
- Having been born a little before 1977, I can hardly remember it. This is a good little summary on things that foggy in the memory banks.
This book, while written for Dog Town, could be used as supplementary material to any RPG that wants to get some criminal details.<br><br><b>LIKED</b>: This is a great supplement to Dog Town<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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I have been playing scumbags in RPGs since 1989. Being a criminal character, while fun, was never treated well with the materials available (be it AD&D 2nd Ed with the Complete Thief, Cyberpunk 2020, Ninjas and Superspies, more recent d20 materials, or GURPS). There is a tone that the system itself needs to allow.
Dog Town, with its system and setting have created the atmosphere that the others lacked. It has style, it has greed, and it has vices and the way that crap drags you down work in great.
Plus, it outshines Cyberpunk 2020 with its grim and grittiness. You get shot, you're screwed. It is more realistic than GURPS, yet easier to play at the same time.
It is also possible to "port" to other settings should you so desire. While it was written with the criminal "thief wars" in mind, it could be used for any other setting that you want the same grim feeling. Yeah, yeah, it isn't designed with the supernatural in mind, but it wouldn't necessarily be ruined by adding it in, either.<br><br><b>LIKED</b>: A game designed for the villain character in mind. It's great.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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