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It's a nice supplement for Star Trek Adventures covering the animated series. You will find stats for the main characters of TOS plus a few new ones, NPCs, creatures, villains and a few ships.
It is not an essential pdf and its main interest (to me at least) is that you will have a few interesting stats in one place.
I like the graphics and clear presentation, the content doesn't talk to me as much as with the other books. For USD 12, it's a fine purchase.
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What an awesome system. Full action, great cinematics, fun.
My players were running with it within ten minutes and spent their time with the adventure rather than the rules.
Everybody enjoyed, veterans as new players.
I like it and it will be fun to run Star Wars adventures and material that is still out there.
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By the team of the beloved Star Wars D6 from defunct WEG and now retro-cloned with Space D6.
These guys know how to write fun and exciting scenarios for Star Wars, hmm, I mean Star System...
The story are exciting for the players, easy to understand and, most importantly, easy to run for the GMs.
I wish more adventures where written this way.
Please please please, tell us you will write rebelion stuff against a evil facistic empire in a galaxy not close at all...
Thank you so much to all the writers for being true to your long past passions in this world where they try to force us into despair as much as they can.
THANK YOU SO MUCH!!!
:)
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This scenario has pros and cons. Far from being perfect, it still has some advantages that are far from negligeable.
Cons:
- It is not entirely clear why the characters should accept the mission, you have to work hard to make it sufficiently appealing
- Once the mission is under way, there are quite a number of occasions where the PCs can just ignore what's going on and focus entirely on what they were here for, now what?...
- The scenario contains around 10 scenes and is a bit longish and somehow feels repetitive with one hurdle after another without too much of a flavor of one could expect from a Cyberpunk drama.
- I found its pacing a bit lacking with semi-self repeating inner loops rather than a well organized crescendo
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Pros:
- It is a decent scenario and has the advantage to exist for the Cyberpunk World
- It is rather well explained, with enough details even though it feels a bit forced
- There are a number of surprises that can/might be exciting
- In conclusion, not a masterpiece and it will require adjustment to make it work. Even though there are key elements that can be interesting, I am not entirely sure it's fully exciting.
Conclusion: A functional scenario, neither bad neither good. Think of a low budget Chuck Norris movie held together by decent action but not terribly unforgetable. I ran better stuff. It should take between 8 to 10 hours.
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I happily started to read the rules until I fell upon the following paragraph
No Fascists Also known as the “Olivia Hill” rule. This game is not made to be played by fascists, misogynists, racists, terfs, or any other bigots. It expects safety tools, consent, and cooperative play. If you think “you probably call everyone you dis- agree with a fascist,” then you probably are one, or are incapable of judging from context and intent. You should probably take some time to educate and heal yourself before anything else.
I am sure the author meant well, but as an European, I see the politization of the gaming space with some tiredness. If it is your thing, please enjoy. I just don't understand or I'm too old.
It definitely killed the mood and my interest in reading further
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This is a very well designed and high production book, and there are some very neat ideas.
Being familiar with DnD 5E, I initially thought that this would be an easy transition into cyberpunk.
While it is partially true and you wil definitely find some familiarity with DnD 5E, unfortunately 5E also starts to show its limits and there are now better systems to play Cyberpunk.
Ultimately, I find the game too tactical and not enough focused on the narrative aspects. I agree this an entirely subjective view but I have grown out of 5E and this will not work for me.
Go for it, if you really want the 5E framework, it will be a nice change out of the fantasy genre into the world of Cyberpunk.
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This is a mini campaign in 5 linked scenarios. The length of the campaign should vary according to your group but 8 sessions should be the minimum.
The campaign takes place in the middle east in a region controlled by ISIL and you will need to deal a lot with these guys while at the same time containing force of even greater evil.
I must say that the campaign as two strong points going for it: a) It is very well researched and very thematic. There is always something going on in the background while your agents work on their mission. It makes the environment very dynamic and the campaign fully alive. b) It is very much sand-boxy and actually super easy to run once you understand the how it works. So your players should have a lot of lattitude to explore and interact with the setting
I do not think the campaign is too long and it is actually something that people can value because there are good chances that you will finish it.
The setting is extremely interesting and will give you a glimpse of Mosul under ISIL. Oddly enough, I did not find the paranormal story as interesting as actually infiltrating such a dangerous extremist organization (if your players choose so), but that's me.
I was planning to run Music from a darkened room (which is a very strong scenario) but after reading Iconoclasts, I immediatly opted to run it instead. The setting, culture, tensions and environment are extremely well described in the book and make it even more challenging for the agents to accomplish their mission.
I think that with Iconoclasts, Arc Dream has upped their game even more with an even richer form of narrative. A success in my opinion and I can't wait for them to surprise us or have more of this in their next modules.
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Pretty elegant and very fluid system of rules with clever interaction mechanism between players.
For those familiar with Bolt Action, the game play with the same easyness but is just better and more tactically oriented, and closer to a simulation without the crunch.
Plays fast, easy and well written, and you can use actual tactics.
I don't know why wargame vault has those hidden gems and they are not more widely known but well worth having in your library.
To be noted that the game, while it includes vehicles is more suitable for infantry combat.
A good buy.
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(this review is based on reading the rules and my experience with the Year Zero Engine but I am looking forward to start the first games)
Generally speaking, I am a big fan of "easy to get in and start playing" rules. Free leagues has developped the Year Zero engine which perfectly serves this purpose. My experience with it is the Alien rules that I find extremely fun to run as a GM.
Pros:
- very easy to create a character
- very easy to read
- very cinematographic in its philosophy
- the mechanics support very well pulp movie type of actions (push your luck, catches, hero dice)
- almost zero crunch (might be a con for people who prefer a lot of hardcore detail and character progression)
- a full section with a number of tables for ideas about adventures, settings, baddies and their motivations
- content gives me all the basic tools I need to adapt super easily any existing Pulp adventure
- NPC stats and combat are super easy
- very easy to teach, you can probably cover 80% of the rules with the character sheet
- contains 3 adventures that I find interesting. As a first guess they should take each 3 sessions of 3-4 hours
- Just reading the book makes you want to start playing. That's a big plus!
- Last but not least, I can recruit easily players interested in one shots while playing other meatier systems
Cons:
- may not be as much handguided and granular as with other heavier set of rules
- players who are focused on character development might want to look elsewhere
- a (bit) of virtue signalling that, as an adult who embraces the world's complexity, I find tiring
- not much in terms of cool art and pictures (but it's ok, the text is light and super readable)
I also own in Pulp gaming: Hollow earth expedition, Savage World Adventure Edition. I like both sets. The difference being maybe that it takes more investment from my players and it is not always easy to find people committed to play the type of games you like.
In short: I have very little time left for my hobby but with this book, even if it is not covering every single section or questions one can have about the setting, I feel armed and ready to start Pulp adventures for my group.
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While the first volume provided us with a quick and fun adventure (Claws of Madness), Whispers from the Void is filled with inconsistencies, plot holes, semi-transparent NPCs and challenges that simply don't make sense the way they occur.
As I thought that the previous adventure held itself reasonably, I went blindly into this module and just found myself painted in a corner with a dull adventure as thin as hair holding together on absurdities.
It is more like a draft with some ideas put together without really checking whether they'd make sense in the end.
It was a huge amount of work to make it interesting, with more meaning and logic. I regret this purchase and it wasn't fun to DM. I almost called it a quit but for the sake of my players I re-wrote 80% of it to make it playable.
Not recommended at all, not even for the ideas or as a continuation of the prequel. It is a couple of levels below and should not have been released. A waste of time and you are better off looking for another module to continue your adventures.
Edit:
21st of March 2021
highly suspicious 5 stars reviews added. These people haven't DMed the module for real neither have picked the absurdities plaguing the plot line, not to mention missing NPCs' stats or inconsistent characters at the end. Again, at very best a draft that was never playtested. The first module (Claws of Madness) is a lot more acceptable.
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