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Disclaimer: This product was given to me free by the publisher for the purposes of a fair and honest review.
Blight Elves: Architects of Despair is a True20 supplement for the Blood Throne setting by Reality Deviants. I do not own the Blood Throne setting, so I have to take this product as a concept all of it's own - and it works pretty well. I was pleased to see much fluff as well as necessary crunch in defining a dark elf style race. If you're looking to replace the stock Drow, then Blight Elves should get you started.
Blight Elves are described in detail including a full history of the Blight Elf society, including the magic region in Blood Throne which serves as the main home of the Blight Elves. This location should be easily placed in many campaign worlds with little adjustment. Blight Elves are divided into a number of guilds, which are similar to family houses. There are 5 major guilds as described in the book, but it does state that there are many more, leaving a lot of options open to a good Narrator to create guilds more suited to their needs.
The 5 guilds each have a specialty of dark powers (control of undead, monster summoning, disease, etc) that form the basis of the guild. Each guild is described in much detail with things like guild secrets, and customs of each guild. I think the best part of the product is right here. Each of these guilds could be completely ripped out of Blight Elves and used for any sort of society. I also found my new favorite RPG word: Plaguewrights - those who create new diseases.
The Good:
This product will likely not get the attention it deserves because it's a setting book, and an elf book, but really, any of this could be ripped out of Blood Throne and put into any fantasy world.
The Bad:
I like Blight Elves, but at some points in the book, they start to sound like whiney Emo kids. If you like the whole Emo scene, then this book is probably going to tickle you pink (if in fact people into Emo actually liked being tickled, which they do not). It isn't that much of a distraction, but it was worth noting, as I needed SOMETHING to fit into "The Bad" category, right?
Overall:
I'm happy I got this free, because I would never have bought it on my own and never would have discovered the very cool world which RDP has created. This is going to entice me into more Blood Throne material just because of the quality of the product.
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Where do I begin to write a review for a product like this? I'm unsure of the 'grandma friendly' nature of the site, so I will just keep this as G/PG13 as possible. Disclaimer: I'm not a huge fan of anime or hentai. I did purchase this because I was interested in a darker side of Japan...I just didn't realize how dark this was going to be.
This product is (as advertised) NOT for the faint of heart or sexually prude. This book is the BOEF on crack. If you are not into Hentai and some really REALLY disturbing text and images, this product is probably not for you. If a feat named 'Rapist’s Camaraderie' makes you squeamish - you'd better stop right now.
Layout is pretty weak...there are a few points here and there where the font actually changes for no reason. Tables definately look like they were laid out in MS Word. It's hard to take a product seriously when the opening credits list "Interier Art" (spelling mistake not mine). Presentation is one thing that I find to be a major plus or minus for a product, and this is a minus.
Writing is below par, but not horrible. I've seen better and worse. It's hard to take the topic seriously and also take the author seriousl on a topic such as this. A lot of it is written in 1st person, which is just not my style, so that could be why I'm not impressed.
Art goes from interesting, if somewhat perverse (see front/back cover) to just downright absurd. I understand this is meant to be one of those shock genre books, but give me a break. Interior art is very clip-art style of extremely vulgar (of course, that goes with the style I guess) images of things that just aren't necessary to an RPG book. I'm not lying when I tell you that there's a picture of a nude tribal woman urinating on page 15.
On the good side, there are 62 sex feats to tickle your fancy. I didn't know you need a feat to be a hermaphrodite, and who knew that it could actually provide some bonuses? Most of the feats are as far over the top as can be, again probably right to style. They do not seem like they are balanced with normal feats, but then again - the PC has to be actively engaging in a sex act to use a good portion of the feats. There are also almost 50 new perverted magic items.
On the whole, it may be useful if you're going for a full on Hentai gaming experience. I can say that around a normal gaming table, using this would be extremely creepy. However, if tentacle rape is your thing...go nuts. Otherwise, it wasn't really worth it. I passed on what is probably a much better book just to take a look at the shock factor and see if there might be little tidbits of usefulness. I'm pretty sure Adobe reader will never see this file again, which is a shame. It could have been a well produced setting book, which I really purchased it for, if it skipped out on 100 pages of magical sex devices and feats on how to turn your sex organ into a killing machine.
I wanted to give this a 1.5, but since .5 isn't an available increment and a 1 is just downright pitiful, it gets a 2. It may have some uses for some of you, but you've been warned.
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Disclaimer: I got this product free from the publisher so that I could review it for them. This is also my first RDP product ever.
Ok, now that's out of the way on the the review.
Presentation: Beautiful cover, reminds me a lot of Rainbow Six. The PDF is fully bookmarked, which is quite helpful to move about from section to section. Editing issues: some spelling and grammatical errors.
Idea: The premise of the book is definately cool, and I think the idea was great. It just lacks a little in substance.
Content: A new role (agent) is presented. I'm not one for new classes (or roles in True20), so it was a downer for me, but may be good for others. It is balanced (math shown) from the rules in the True20 Companion, so no fear of overpowered roles should be found here. Also has rules for gambling, very similar to d20 Modern, but True20 didn't seem to have anything, so it's new all over again. Also has 'Tradecraft' which you take in place of feats for some cool spy-genre style benefits, such as the ability to conjure up satellite recon of a target area or get some military transport flights without having to go through customs. As with most products, a few new feats are presented as well.
New chase rules are also presented, but seem to be cumbersome. It requires the Narrator to know (in advance) all the intersections, possible paths to the intersections, and pre-planned obstacles if the chace just happens to hit that pre-planned area of road. It's just too much in comparison to other chase rules - but again, since True20 doesn't have anything now - it's better than nothing.
The most interesting part of the book is the "planning montage" section which is all the pre-mission stuff (scouting the target, simulating the heist, etc). While this is well thought out, the rules are very loosely designed, and in some cases don't seem to actually tell you how to use them. While it's a brilliant idea, it appears both cumbersome in practice, and poorly explained. Possibly if the explanation was better, it might not be so cumbersome, but I'm unable to piece it all together.
Writing Style: Honestly, this is the major downfall with this product. The writing is very dry and sort of scatters through ideas on the surface without actually getting into any particular subjects. There are a lot of phrases like "this is related to another part of the genre..." lines where the author jumps right into another subject without completing his original thoughts.
Overall: This product has potential, but I think it was rushed out the door. The writing isn't great, examples poorly explained. The premise has so much room to grow and make this a valuable product (which I think it could be with a serious edit). Right now, however, it's just not quite there. This could be a 4 star product with a little help, otherwise porting from other d20 based spy genre product would probably get you further.
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Hot Pursuit has quickly become the 'default' chase rules at many games. Modeled similar to Spycraft's chace systems, Hot Pursuit ditches maps and minis and takes a more virtual approach to the chace.
In Hot Pursuit, there are only 2 major roles: Those being chased, and those doing the chasing. Those being chased have a 'lead' which determines range and some modifiers. Each party gets to make a maneuver that changes the amount of the lead (greater = getting away, smaller = catching up), or setting up for a bigger maneuver next round.
Each round presents endless opportunity for random chase elements seen in movies, the most popular is the "fruit cart."
I look forward to seeing this ported over to other game systems, allowing us to put away the mini's and get into the fun part - ROLLING DICE!
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So, it's been a LONG time since I bought this, but I finally realized I never put a review together. Sure, d20 Modern may be dead to some of you, but to the rest of us, we believe it is still alive, as long as the core rules are available.
That said, Modern Player's Companion is for many d20 Modern players already considered 'core.'
This product is, without question, one of the best supplements to come out for d20 Modern. It is used on nearly every tabletop. It has just the right amount of additional classes and equipment to take off any campaign that doesn't get enough out of the core rulebook.
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First, let me say that I got this for free during ThanksGiveAway 2007. I had never heard of MNPR:RPG before, nor had I heard about it's board game predecessor. I am sorry that it took me this long to find what has got to be one of the funniest RPG books I have ever read. All the gaming hours I could have had with this game makes me cry. Onto the game itself: If you’re into one-shots, or game with people who act like 12 year olds hopped up on Mountain Dew and Doritos, this is definitely something to look at.
Character generation is quick and loose, using the PDQ system. PDQ is sort of like Fudge meets Dogs in the Vineyard. Instead of hard ‘skills and attributes’ you have descriptive qualities and a ranking level which corresponds to a bonus (or penalty) to your rolls. Like DitV, you can combine your qualities whenever it benefits you to add to your rolls.
As players, you play Monkeys, Ninjas, Pirates, or Robots (or a very odd combination of the above) who fight Aliens, and compete with each other in various combat and non-combat skills for the Oh So Precious MOJO! Mojo are like action points and XP, and are handed out for winning combat, skill competitions, or for just being “Ninja-Like” – even if you’re not a Ninja.
If you’re still with me here, you’re probably good to get in on the game. This is absolutely a “Beer and Pretzels” style game, although the author does include some tips and comments about running a longer lasting and more serious (BLASPHEMY!!) style game. It’s suited very well for one-shot style action, or for short fun story arcs. While it could be used in a full-on campaign, it would take hearty (or brain dead) players to continue at length without turning into a giant mass of drooling insanity.
If you enjoy the ‘out there’-ness of the Hitchhiker’s Guide and other similar stories, then this is absolutely the game for you. If you find Monty Python a little too dry for your tastes, you may want to think of something a little more serious.
Likes: Game is fast, loose, and insane. No extra rules needed, or included. Batteries optional.
Dislikes: I wish I would have found this sooner (no point deduction). I wish the author would write some additional material that was hinted at in the book (like Zombies and Cowboys).
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Blood and Blades: The Profiler's Guide to Slashers is the latest in the Blood & ____ line from RPGObjects. Blood and Blades, a 65 page d20 Modern supplement by Michael Tresca, presents new rules and campaign options for GMs and Players looking to play in the slasher horror movies made famous in the 80s.
I am normally not fond of FX in my modern games, but this book proves that there is always an exception.
Chapter 1 begins with an introduction to slashers, including some differences between serial killers and slashers, as well as the role of the heroes in a Blood and Blades game.
Chapter 1 also introduces a new variant of the ordinaries called "Victim Classes." Victim classes are 5 level classes that are somewhat in the middle of power level between ordinary classes and heroic classes. Victim classes use the default array, but are allowed action points and may take advanced classes after 5 levels. These classes include the stereotypical teenager in a horror flick such as Cheerleader, Jock, Scream Queen, Nerd, Outcast, Outsider, Tough Guy, and Mundane. Also included are the Bounty Hunter and Profiler advanced classes.
A few feats are presented, including the new Virgin feat (which gives you bonuses as long as you meet the prerequisites...and I'm sure you don't need that one explained). A new mechanic of flaws are presented which are basically negative feats that allow you to gain an additional feat for taking on the consequences of the flaws. This is an interesting mechanic, although I prefer Chuck Rice's version of flaws (which when taken increase the CR -- and therefore more XP -- of an encounter when your flaw comes into play).
Chapter 2 presents us with with information on profiling a slasher, as well as introducing another new mechanic in Fear, Panic, and Madness saves. Failing the fear or panic saves puts you at a state of condition (cowering, paniced, shaken, frightened) which imposes some simple defense, skill, or other penalties. The madness mechanic tracks your sanity (which become requirements for certain Slasher Advanced Classes later in the book) as you slip further and further into insanity. The mechanic is fairly simple: You start with a number of sanity points determined by Wisdom, and you lose sanity points as you fail saves. It works much like hit points, in that once you get below zero, you "continue to bleed your sanity" until you hit -10 and are then pretty much bonkers. Sanity points can be restored through some Knowledge (Behavioral Sciences) or mental treatment.
B&B also includes rules on running a slasher game with or without a GM. The rules for running a GM-less game are very original and look to be tons of fun. It seems to be a cross between d20 Clue and d20 Survivor, where the one who gets voted off becomes the slasher and kills everyone else.
There are also a few FX items, powers, and spells...including "Create Evil Doll," if you need to make yourself a few quick Chucky style bad guys.
Chapter 3, the 'field guide' to slashers is the real GM meat of the product which presents new slasher classes, about 20 feats, and 10 monsters for the players to fight, including 4 templates for the GM to add to existing creatures or characters.
Conclusion:
If you're a fan of horror genre, this is a fun addition to any horror based game. If you've had that itch to run Friday the 13th or Nightmare on Elm Street, this is an absolute must for your game. Accept no substitute. Since it is such a niche product it might not appeal to every gamer, but overall it's a well produced sourcebook for a really fun genre. Just remember, having sex means you're going to die! This is PERFECT for that one player in your group (you know you have one) that wants to seduce anything and everything. If you're wanting to get a little revenge on that guy, put him through this and make sure he has a pretty cheerleader to flirt with.
<br><br><b>LIKED</b>: Typical of RPGObjects products, this book looks crisp and clean, and is well bookmarked. Many products from 3rd party publishers are coming with little or no bookmarks, so this is starting to stand out as good professional design.
Rules options for playing without a GM seem like a ton of fun for a one-night game with some of the regular players are not around.
The sanity rules are pretty nice as well. The OGL section 15 on this product is huge, so I'm not sure if this is OGL from another product or original, but the rules are pretty solid, and watching your sanity slowly slide down to zero will definately be fun.<br><br><b>DISLIKED</b>:
While the author provides a few agencies dedicated to hunting down supernatural (and non-supernatural for that matter) slashers, I still have problems trying to figure out how to keep a long term game going without annoying the players fighting the same bad guy over and over again. Mike did respond to my post on that question over on the EN World message boards, so hopefully this will not be a negative very long.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br>
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Let's start off with the basics. This 94 page (all inclusive) PDF, written by Chuck Rice of RPGObjects fame and Louis Porter, Jr., writer of the original Haven sourcebook, is pretty hefty considering the current trend of shorter PDFs by Devil's Workshop/LPJ Designs. This is a very welcome change of pace and really packs a great value for the dollar. I purchased this at $8, and it is definately worth it. The book starts off with a 9 page story about a hitman in Haven, which is a fairly good read. Then is about 36 pages of pure data for the city of Haven, including all different sections of the city, and tons of sections within sections of the city. All sections are pretty detailed, giving GMs a good bit of info for running games in the city. There are also regional backgrounds that give bonus feats and other small bonuses for choosing occupations prevalent in that region. Note that PCs get a bonus feat at first level, which may not suit well with current campaigns, but that is easy enough to houserule. Living in Haven is deadly, and I can see why most characters need that extra feat. There is also a disadvantages section, which is very similar to the Blood and Vigilance disads. They are well balanced because they do not provide any up front bonuses, but rather increase the CR of encounters where your disadvantage comes into play. A welcome bonus of XP without the typical front loading of disadvantages of other products. There are a few new Advanced Classes, including 2 interesting classes called Organization Brains and Organization Muscle. These classes are more like basic classes in that they have tons of talent trees (based on which organization the PC belongs to...crime family, police dept, etc) which really provide a nearly unlimited array of PC options. I much prefer advanced talent trees over your standard Advanced Class abilities. There is also a GM section covering the last few pages of the book for helpful hints on running a game inside Haven.
Since there is no partial ratings between 3 and 4, I am giving this a 4 because the outstanding content outweighs the dissapointing lack of ToC or bookmarks. It's an easy fix and will hopefully be updated in future downloads of this product. I have contacted the publisher personally about this, so hopefully we will be able to work something out.<br><br><b>LIKED</b>: The cover and 2nd page art is outstanding. The interior art is mostly B&W, but is tastefully put and does not detract from the PDF at all. The layout is clean, with one exception (detailed below) which lets you focus your eyes on reading the book and not being distracted with wild and crazy backgrounds. As stated above, the talent trees for the Organization Advanced Classes are top notch and a great addition to the game. The other classes and numerous feats are all also well written, many of them coming from other Chuck Rice products. The detail of the city is done extremely well. Overall, there is a ton of material crammed into 94 pages which is extremely good compared to recent shoter PDFs.<br><br><b>DISLIKED</b>: The ONLY gripe I have of this is navigation. The page numbers are written vertically on the sidebars in a screwy (but very nice for anything but page numbers) font in white on grey background. It's very difficult to read. There is also no ToC in the front of the book that points to certain pages for content, nor are there any bookmarks to point you around the document. I am hoping that the bookmarks will come in the form of an update, but I am not sure if that will happen or not. It's difficult to find your way through the document, but the content in sound, and that's what really matters.
The other thing that seemed missing was a map of Haven, but I'm hoping that will show up in either another upcoming product or as a freebie on the Haven website. It's very minor and I won't subtract any score for not having it, but just noting to people that it is missing.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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