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The Players Introduction sets the scene. Some three nights ago, the 12-year-old daughter of the local lordling vanished when a caravan was attacked, leaving a pile of corpses and blood, but not her body. The lordling has offered riches, magic items, you name it, for anyone who can get her back. Hopefully the party accepts the challenge but even if they don't, as they wander the city steets suddenly a child runs towards them yelling for help and annoucing that she is the Lady Alexandra, Princess of Dresburg...
The background for the DM doesn't elaborate much although it provides a little more detail on what anyone investigating the remains of the caravan might have found. The city of Dresburg (change the name as suits to fit your campaign world) can be the party's home town or a place that they've just arrived in: all that is needed is an inn, a fortified palace and a sewer system... the rest is left to you.
Given the introduction, you might be thinking that this is an easy job, and so it appears to begin with. The folks chasing her are seen off and the party is soon occupying rooms in the best inn the city boasts with a fat purse apiece to buy fine clothes for a gala in their honour where medals are to be bestowed upon them... but of course, nothing's that simple! The party soon finds itself in trouble with the very authorities that were lionising them mere moments ago, and sloshing through the sewers rather than attending a gala in their honour. Such is the life of an adventurer.
A nasty new monster is introduced and the magic item is the medal - more than a shiny bauble on a piece of ribbon, as the party will discover if they manage to save the day and get awarded it after all... about the only flaw in the entire adventure is that the text promises that it has two magical functions, then only details one!
This is a cracking little adventure that should prove appealing to parties who enjoy interaction and intrique as well as a good (if smelly) delve with traps and monsters to overcome.
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This free download provides a selection of record sheets to keep not just your characters but also your starships in order. Most are designed around the Next Generation era style, but some suit The Original Series (TOS) era.
Looking at the TOS era ones first, there is a single PDF with two pages. The first is a 'Starfleet Personnel File' (otherwise known as a character sheet) and the second page is a 'Starfleet Registry Entry' which enables you to record details of your starship. Naturally there's space to log damage as well as capablities and equipment on both.
It's interesting to see how the layout and design is changed to give a distintively Next Generation feel to the equivalent documents, despite them providing space to note exactly the same information. Of great benefit to those of us with poor handwriting, both the Next Generation Starfleet Personnel File and Starship Registry Entry are available in form-fillable versions as well as plain ones. Just make sure to save a new copy before you fill out and save your character or ship, then you'll always have a blank 'master' for your next one!
A neat and stylish way to keep track of your characters and ships... and it's free.
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This work is made up of two sections: one for Players that covers the setting, character generation and the rules of the game; and one for Referees that delves more deeply into what's really going on in the setting, provides advice on creating adventures and campaigns, introduces some monsters and strage devices to enliven your game. Needless to say this requires great restraint on the part of players to stay out of Referee territory and probably drives those who intend to both play and referee quite demented. Such is the fun of single core rulebooks.
The Players section starts by looking at the setting. It's a very near future Earth where just about everything that could go wrong has gone wrong. Runaway population growth, a global economic collapse, giant corporations wielding more power than democratically-elected governments... but before you look out the window to ask what's different from reality, there's an ancient unspeakable evil stalking the Earth as well, underpinning everything else that's gone wrong. The player-characters are amongst the few that realise that this evil exists and are trying to combat it. After a brief explanation of what a role-playing game is, we move on to character creation.
Characters are described, as usual, by a combination of innate abilities and learned skills. The process can seem a bit complex, as skills are built up through charting the character's life story to date. The advantage of this is that you have a ready-made background to draw upon when playing your character - and to help you through the process a detailed Character Generation Worksheet is provided. Actually, creating characters can become quite entertaining in its own right, as well as a necessary precursor to play - and there are some examples and even fully-generated characters to either use or be inspired by as you create your own character. Most skills come from the career(s) your character pursues in 4-year terms from age 18 to whenever you start playing him (this can be determined by die roll or you can choose). Each career has certain core and optional skills and there is also scope to add other skills as hobbies. Characters in the armed forces can advance in rank, and transfer to the reserves after a period of full-time service. It all makes for realistic, rounded characters... my current character is a US Army officer who likes birdwatching, and a longstanding one in my past was an Olympic judo champion (not that it did him much good when it came to combat!) and another was a professor of psychology.
A system for building a network of contacts is provided along with detailed information on possible careers, and then it's on to the rules for task resolution and, of course, combat. The game mechanic uses d10s and d6s, and skills are rated 0-10, so to succeed in using one you basically roll under or equal to the level of skill that you have. Difficulty levels and the use of Empathy (this game's psychic powers) muddy the issue somewhat, but it's fairly straightforward to get the hang of things and there are ample examples to help. There's also a section on the world as is currently known, the stuff that the player-characters would know about the state of the world that they live in.
Combat, of course, takes a lot of space to explain and covers many different areas from unarmed brawling through the use of melee weapons and firearms, and going right on up to vehicular combat. Damage, disease, other types of injury and healing are also covered. It looks daunting at first, but soon becomes clear with some study and practice. There's even a section on space travel which is mostly based around the Space Shuttle, which was in operation when this book was written. Robots also get their section, somewhat limited in the light of what's around today.
That's it for Players, we now move on to the Referee section. This is packed with good advice for running games in general and Dark Conspiracy in particular. Tbere is a lot more detailed background material explaining what the current state of affairs actually is and how it came to be that way. Perhaps the players will come to understand some of this in time but it's certainly not general knowledge - indeed few if any human beings are privy to all of it. There's plenty of rich flavour to help you convey what the Earth is like wherever it is that the characters have gone. Advice on running campaigns and adventures is filled with atmosphere and how to generate feelings of paranoia as well as more general advice on suiting the plots to the characters (and their players) so that everyone feels involved in the shared story. Notes on sample encounters, grouped depending on where the party is, provide some instant material to throw into an ongoing adventure, and there is advice on generating and playing NPCs, along with some sample ones. A selection of 'beasties' is the stuff of nightmare, most seem to have more eyes and/or tentacles than is natural. Unspeakable alien races follow, then a whole section on DarkTek, inventions by (or at least inspired by) the alien invaders. These tend to mix technology and biological elements in an unnerving manner.
Finally, there is a fully-developed adventure and several adventure ideas to get you off to a flying start. The adventure is called Ravening Wolves and begins when one or more characters has a very disturbing dream... action and investigation follow as the party tracks down why. The story ideas are all based on the sort of stories you might find in supermarket tabloids (or the Fortean Times) and any could lead to some exciting investigation-based adventures. After all, in a game like this, you have to find the enemy before you can defeat them...
Throughout, illustrations are distinctive: somewhere between cartoons and woodcut, suiting the subject matter admirably. There is a large number of useful charts and summaries at the end, plenty of reference material about equipment and more, which should come in handy for ready-reference. This is where you find the equipment details for everything the characters might wish to carry, although you may want to supplement this with real-world catalogues of weapons, camping gear, electronics and so on especially if you want to run your game in our near future rather than the one envisaged some twenty-odd years ago when this book was written.
Overall, this stands the test of time well. It's still a great game, if you want to explore imaginary conspiracies lurking just beneath a world not too different from the one in which you live, reasonably realistic without being over-detailed or ultra-gritty... and great fun to play!
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After a couple of pages advertising assorted Star Trek miniatures, the full rules and other accessories, we get to Chapter 1: Quickstart Rules. This consists of an introduction, basic operations and combat. The introduction provides brief basic details of what the game is about and what you need to play it, then there's a run-through of how a character is described in terms of attributes, skills and so on, and how these are used in play. There's a lot packed in, and as well as providing the detail you need to run the Quickstart could make a good introduction for new players joining an existing game. Finally, there's sufficient information for running a brawl. The concentration is on person-on-person combat, but there's a nice sketch of a Galaxy-class starship showing where all the weapons are located.
Chapter 2: Away Mission 'Signals' contains a short adventure. Apparently a small vessel, a runabout, has gone missing whilst investigating a mysterious signal emanating from the Carina Nebula, and the party's starship has been tasked to investigate. Finding a planet, the characters are beamed down to the surface as an away party, and that's when the fun begins... settlers and Romulans provide opposition, and there's the source of that signal to sort out as well. The notes are full of advice for the first-time GM, explaining how to use the rules to best effect throughout.
Finally, six pregenerated characters are provided: first officer, science officer, medic, engineer, a bridge officer, and the security chief. Amongst this we have a Vulcan, an Andorian and a Trill. Quite a bit of variety for the players to try out.
This presents a good introduction to an excellent interpretation of Star Trek as a role-playing game, with an adventure that captures the spirit of the show well. The illustrations and style of the whole thing suggests The New Era, but it would adapt reasonably to a different era if you insist. It certainly leaves you wanting to play some more of this game!
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You might think that a massive earthquake in the city the party is visiting is problem enough... but what when it opens a path for an ancient evil to enter the world? This is the situation presented in this module.
The DM's background explains how this situation came about, with long-forgotten heroes walling up the Iron Codex and generations later a city arising, unknowing, above. It's suggested that you use the party's home city (or current residence) to highten the stakes. There are also suggestions for how to manage those parties or individuals who want to call in powerful forces to deal with the issue, which boil down to reminding them that they are all busy coping with the aftermath of a massive earthquake and a subsequent plague.
The city layout and the approach to the Temple of the Iron Codex is left to the DM to determine: this module begins with the entrance doors of the Temple itself, now hanging off their hinges as a result of the earthquake. The room descriptions and floorplan are quite intricate and repay thorough study before running the game if the best effect is to be achieved. That said, it makes for a fascinating and scary place to explore, with plenty of challenges in the form of traps and unusual layouts to negotiate as well as opportunities to find out just what is going on, if not how to deal with it. Just to muddy the picture, there are a few fake copies of the Iron Codex lying around, so the party needs to be careful to deal with the right one!
This makes for an exciting and challenging adventure, with a few outline suggestions for further activities - although these are all based on a successful conclusion to this adventure. Given the potential enormity of the evils struggling to be released, if they fail there will also be plenty to keep them busy. A nicely-constructed delve with major ramifications for your campaign world.
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Visually stunning, with the appearance of a Starfleet computer interface and apposite illustrations, there's a brief Introduction and eight completely-developed adventures to keep your starship crew busy. The Introduction points out that exploration is a major part of Starfleet's role, and that all the adventures are somewhat exploratory in nature. It also suggests that any of the adventures could be used either as a starting-point for a campaign or dropped into an existing one as preferred, and that they are amenable to modifications as necessary to fit in with what is happening in YOUR universe. Reassuringly, each is written without the need for specialist knowledge of any specific movie, era or episode; and while some are intended for a particular era notes are provided to help you fit it to the era you want to play in.
Each adventure comes with a synopsis, three acts and a conclusion... and there's plenty to get your teeth into. The first adventure, A World with a Bluer Sun, is aimed at The Original Series (TOS) era and involves a spot of time-travel. If you are not playing in TOS era, there are some interesting ideas to make it work for any other era. It all starts with a distress call... and ends with negotiations with a new alien lifeform and maybe the odd warp core exploding!
The other adventures are equally exciting, although each brings its own challenges. Border Dispute pits the party against the Romulans in a tense situation that could easily spark a war, Entropy's Demise has them investigation a planet where things get old fast, and in Forests of the Night they encounter a really strange alien vessel. Biological Clock raises issues around the Prime Directive, A Plague of Arias involves the commemoration of a major medical breakthrough that isn't quite what everyone thinks, That Which is Unknown starts off with a weapons-testing task that quickly goes astray, and finally The Shepherd discovers sentience in a very unlikely place!
Resources are good, with suggestions throughout as to what the party could check and what information they can receive, likewise their likely actions are laid out clearly so that even a novice GM should be able to handle task resolution easily, with plentiful complications and even alternate endings to enable you to accommodate player actions. This collection of adventures provides for hours of fun and should spawn plenty more of your own.
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The Introduction, along with recommending that this book is used with its companion World of Gor (which provides more detailed descriptions of the setting and background to the game), confronts the fact that John Norman's Gorean Chronicles are not 'politically correct' head-on, as the author describes how he first encountered the stories and the part they played in his life. Then we hear how the growth of the Internet has ensured the survival, indeed popularity, of this setting in the face of criticism by those who cannot get off their soapboxes and enjoy a piece of fiction for what it is: someplace imaginary. You might not want to live there, but it is fun to visit... and a richer, better-imagined, coherent world it is hard to find.
Next, Scribe of Gor introduces the concepts and themes of the setting and of the game, for the two are intertwined to perfection. It provides the obligatory introduction to role-playing, a particularly good one which is fitting as one of the aims of these books is to introduce the legions of Gor fans to role-playing, as well as to provided existing role-players with a unique and intriguing setting. There are further reminders that this is a fictional setting, pure escapism, rather than a vision of how the world ought to be; and that it's only the 'professionally offended' who complain about what could be seen, if taken out of context of the setting, as rampant racism, imperialist fantasy and misogyny. If even fictional female slaves prized for their skills in the bedroom make you feel uncomfortable, it's quite simple - put this down and find a different game to play. We then are treated to a brief synopsis of the 30-odd novels that make up the Gorean Chronicles. Again, if you don't want to read the books after going through these notes, this is probably not the game for you.
This is followed by Tales of Gor, which provides a quite extensive guide to the setting (although not as detailed as World of Gor it should do for player use). It explains the various power blocs, and details how the views about the role of gender have arisen. Unfortunately, this section needs some proofreading, there are a few typos here. Here we read of Priest-Kings and Kur, and of the Steel Worlds, as well as of Gor itself. 'Civilised' Gor is dominated by city-states and we read of some of the best-known, as well as alliances, nations and other places from trackless deserts to the frozen north. Nomadic tribes and dwellers in deep jungles of the interior are also covered, before the discussion moves on to Gorean society. Here we read of the caste structure, and of clans, families, and slavery.
Now that we have a basic grounding in the setting, the next section - Silver Ship - deals with character creation. The section title refers to the ships used to transport captives from Earth to Gor - perhaps this is a good way to introduce the party to the setting, especially if they don't already know it well. It starts off by explaining the basics of the rules, so that informed choices can be made once you start creating your character. The system is Open D6. Natural abilities are measured in terms of the number of D6s you roll when using them, with any skills you have increasing the number of dice you roll. The list of skills is quite comprehensive. A couple of stand-out ones are Care - to be used when you are taking especial care over what you are doing, e.g. carrying a full vessel - and Pleasure. In a game that has Pleasure Slaves, I think we can guess what that's all about, and it is interesting to see it codified and recognised as a skill both men and women can become adept in. You can further customise your character with one to three Traits, with each conferring both advantages and disadvantages on your character. Template characters, with scope for customisation, are provided, ordered by caste.
The Will of the Priest Kings section then goes into copious details of the rules governing play, and how to use them to effect. There's a lot here but it's all fairly straightforward to grasp and will soon become natural after you've played a few times.
We then reach Game Master territory with a section called Secrets of the Nest. This talks about the different sorts of adventures you can run on Gor, and once you have decided that, there are notes on how to structure your adventure into a compelling plot. Much of this is applicable whatever you're playing. Interestingly there are some remarks about what makes for a poor GM, to help you avoid some common pitfalls particularly if you are new to GMing. There's an extensive bestiary here, too... and notes on sentient adversaries as well.
Finally, Shield and Spear covers a vast range of items, not just weapons and what little armour Goreans use (rarely more than a helmet and a shield). Appendices include more character templates, a short introductory adventure, and notes on playing online and roleplaying sexual encounters. The adventure, The Traitoress, provides some pre-generated characters and is designed to start your adventures off with the hunt for a traitoress escaping Ar after she regained her freedom from Cos (based on events in the later part of the Gorean Chronicles series).
Overall, it is a faithful yet tasteful presentation of the Gorean Chronicles in game form. If you enjoy the stories already, or like detailed and imaginative well-constructed worlds to adventure in, it is well worth a look.
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In space nobody can hear you scream... but that doesn't mean that there isn't something to scream about. Although they can arise anytime, anyplace, in some ways zombies are science fiction, with Frankenstein being regarded as the first science fiction novel. This book is the science fiction sourcebook for All Flesh Must Be Eaten, with new rules for creating characters and playing in science fiction settings, five full-blown settings and a whole bunch of other ideas. After explaining this, Chapter 1: Introduction runs through the standard conventions of presentation, and provides an extensive list of books and films to mine for inspiration.
Next, Chapter 2: Starship Shamblers provides specifically science fiction rules to enhance your game, starting off by defining various technology 'types' or broad classifications - biotech, cybertech, space travel, nanotech and the far reaches of space opera - that can be used to categorise your game. It then looks at character creation, noting that standard characters do just fine but you may want cybernetic enhancements or something, ot play a non-human alien sentient. There are rules to accommodate all that, along with new skills, qualities and drawbacks appropriate to a science fiction game. You can even be a robot - at least you won't have a 'brain' for zombies to munch on... and this presents the interesting concept of running a game where it's robots rather than zombies which are on the rampage!
And now on to the full-blown settings. The first is cybertech mixed with Mad Max. Then there is one in which nanotech gone rampant leads to the fall of nations and a resurgence in religious belief, followed by an Aliens style setting in which the party is sent to investigate a colony which has gone silent. Another is purely virtual, taking place in a digital realm... but you cannot escape zombies even there, and finally there is a space opera setting complete with warring empires. Plenty there to choose from - but if that's not enough, there is a selection of other ideas that will need further development but could do nicely for a short-term game even if you don't want to build them into a full campaign.
There's no reason to leave the zombie menace in the past. Encounter them in the future, on other worlds as well.
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So, you are ready to run a zombie apocalypse but you're not quite sure where (or even when) those shambling brain-hungry monsters are going to show up? This book presents a full twenty-one concepts which can be run as presented or mined for ideas for a setting of your very own.
The settings are varied and imaginative. What if Von Richthofen, the Red Baron German ace of World War 1 was undead? Or did the Irish potato famine of 1846 give rise to a blight that poisoned the very land and caused those who died of starvation to rise again? Was the Man in the Iron Mask actually a zombie? Each begins with an outline of the situation and background, followed by several scenario ideas and a range of information - such as additional rules, NPCs (zombie or alive) - to help you turn idea into full-blown adventure. There are also suggestions for appropriate modifications to standard character generation, based on the situation. The material includes details of how the zombies came about in the first place, how they function and feed and how new ones arise. Even if you don't like the particular setting, you may choose to use the mechanism elsewhere, or vice versa.
There's plenty of choice. Arabia. France. Japan. Dates run from the Roman Empire to the future (in space, no less) with some fascinating stops along the way. What if Dr Frankenstein kept Queen Victoria going until she was 116? Or is she actually alive at all? What if some luckless archaeologist found that the Knights Templar he was excavating suddenly arose as zombies and chased him round the dig site? Not all the settings have a basis in reality, either. There's a truly strange superhero setting with a novel explanation of how the heroes got their powers. Perhaps McCarthy's UnAmerican Activities Committee was rooting out zombies rather than communists. And just what was in the Kool-Aid? Normal treats like ice cream and a visit to a theme park take on a horrendous twist. Medical experiements gone wrong, zombie hordes taking over... a dark future of ecological catastrophe... and finally an ark ship of cryogentically-frozen travellers who awaken to sheer horror.
All these settings are replete with ideas, and more spawn as you read through them - which is just as well, as each is only outline and suggestions. The work of crafting an adventure lies ahead, but you are provided with the tools, ideas and a core concept to help you prepare your game. Some may run and run, others are more suited to a one-off adventure or a short campaign. There's a lot of thought-provoking material here, so if you want zombies but are not sure when and where to set your game (and don't want the present day, which isn't covered at all) you ought to find something that inspires here.
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The settlement of Bree always conjures up a cosy, welcoming feel... yet there's a feeling of being on the edge of adventure. This supplement matches that feeling well, with plenty of detail on Bree itself and in particular The Prancing Pony Inn, as well as three adventures and a wealth of ideas for things to do in Bree, be you adventuring or in the Fellowship Phase.
The Introduction puts this all in context, pointing out that Bree is to the west of Rivendell, a good stopping-off point for travellers, and with a history of meetings and encounters. Those who fancy playing a hobbit or a man of Bree will find all the details they need to create their character, while Loremasters (for whom this supplement is really intended) will find plenty to bring a new area to life in their game. Suggestions are provided for how to use the adventures: the default is that they should be used with a new party setting out from the area and, run in the order presented, take three or more years to complete in conjuction with Fellowship Phases, but at least the first two adventures may be run as stand-alones or the party may consist of more seasoned characters who have arrived in Bree. Plenty of options there to weave this material into your campaign.
We start off, however, with A History of the Bree-land. Opinions are divided it seems, some say Bree's ancient, settled by descendants of the first men to ever tread these lands, others say different. The Bree-folk themselves aren't too bothered, scholarly pursuits are uncommon amongst them although a hobbit historian has put together an extensive history for those who care to search out a copy and read it. He traces evidence of the existence of Bree back to the reign of the last king of Arnor, in the year 843 of the Third Age. Hobbits arrived somewhat later, around 1300 or so.
Next up is the geography of the area. Bree is a bastion of civilisation, a little island in the middle of the empty wilderness of the North - and the majority of the inhabitants are content to stay there. The East Road and the North Road cross nearby bringing plenty of travellers through (and allowing any locals with itchy feet a way out). There are some irregular patrols by the Rangers of the North, and characters spending a Fellowship Phase in Bree can help out if they're of a mind, and if the Rangers like them. There are plenty of other ideas for activities based in and around Bree too. Plenty of places and people are described, facilitating exploration of the area (particularly for non-local characters). The Prancing Pony gets a whole section to itself, complete with floor plans. This is followed by material covering the empty lands around Bree, and a section about adventuring in Bree.
Then, Men of Bree covers the people who live there, including background about them and all the information you need to create your own characters - hobbits as well as men.
The three adventures follow. Old Bones and Skin sends the party on the trail of a monster first encountered in tales told in The Prancing Pony, but grim and real enough... and so naturally enough begins in the inn itself. Of course, there's much more to it, enough to challenge the bravest adventurer and with real risk attached. Then Strange Men, Strange Roads is set set on the Road west of the Forsaken Inn, involving travelling to both the Chetwood and to Bree, and it all starts in the Forsaken Inn when the party is due to meet a Ranger who doesn't show up. Plenty of action and a spot of courtroom drama await. Finally, Holed Up in Staddle involves travelling the roads and entering Bree itself in the pursuit of some evil men.
This is a coherent and evocative supplement, ideally suited to the gentle yet epic feel of The One Ring, and comes recommended highly as another worthy expansion to the known world. There's lots to do in Bree...
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If dogs played RPGs, is this the one that they would turn to? Pugmire is based around the premise that dogs have evolved: they walk upright, wear clothes, speak, and use tools, their front paws having developed to be able to grip them. Take these anthropomorphic dogs and drop them into a fantasy setting from which human beings vanished ages ago... and you have Pugmire. Set in the far future, with most of what mankind built crumbled to ruins, evolved dogs strive to recreate the world of the past, some revering the long-lost humans as deities, others regarding them of beings of great wisdom from whose relics much is to be learned.
After explaining all this, the Introduction goes on to explore the game's theme or central idea, which boils down to 'Companionship as Salvation'. Following the Code of Man with religious fervour, the first tenet is 'Be a Good Dog' - but what makes a good dog? Opinions vary, and - just as with our own pets - a good dog can rapidly become a bad one with a single silly mistake. Ultimately, the decision is up to one's peers - if the other dogs think you are good, then you are! Dogs in this game work together and strive to be good dogs. Then there's the mood, which is one of mystery. Whatever dogs get up to, there is always the question in the back of their minds: What happened to the humans? The fragments of knowledge that have remained lead the dogs to what will seem to us players quite humerous interpretations of what was going on when humans were around and dogs our faithful pets: but to our dog characters these are profound if sometimes confusing truths, or at least, theories. Above all, though, dogs like to explore... and this game provides plenty of opportunities for that!
There's a short list of inspirations - mostly anthropomorphic fiction, plus Dungeons & Dragons - and the usual explanation of what a role-playing game is. It's a very clear explanation, you could use it to explain what RPGs are about to a young child. It ends by explaining that the book comes in two parts: A Dog's Guide to Adventure (for players) and the Guide's Tome of Mystery, which contains information only the GM needs to know. The usual difficulty with 'all in one' rulebooks that players end up buying a lot of book they won't actually need, the GM having to trust players to stay out of GM areas, and of course the assumption that players never take a go at GMing...
A couple of canine characters - Princess Yosha Pug and Pan Dachshund - pop up throughout the Dog's Guide to Adventure with informative comments from a dog perspective as this section works through chapters explaining the world, how to create a character, how to play the game, and how magic works. The first chapter, The Journal of Yosha Pug, describes the world from his standpoint (with some quite scathing comments from Pan...), all in a 'handwritten' font that's fortunately quite clear to read. It starts off with details of the foundation of the kingdom of Pugmire, then talks about some of the interesting places to visit... and a warning, from Pan, never to trust a cat! Then of course there's the world beyond Pugmire, most of which is not as civilised and safe, where bad dogs (and worse) may be encountered. It's all beautifully-presented with a gentle air that makes this a good game to play with your youngsters, yet not so bowdlerised as to make it difficult to progress to more adult RPGs as your youngsters grow and mature (or of course carry on playing Pugmire if it has taken your fancy).
Next up, Chapter 2: A Good Dog takes you through character creation. Six ready-to-play characters are provided if you are impatient to get going, or as guides to what you should do, and there's a full explanation of the process for those who would rather have their own character. You start with Callings (character class). Artisans study and use magic; Guardians fight; Hunters explore, track and fight; Ratters can be rogues and criminals but are good at finding things and information; and Shepards are the priests of the Church of Man, teaching everyone how to be a Good Dog. And then there are Strays, the outsiders.
Then you have to choose your Breed. There are six of these, based on different types of dog: Companions, Fettles, Herders, Pointers, Runners, and Workers, plus the Mutts. Within each Breed there are various families - now these are what most of us would call 'breeds' like Chihuahua or Dachshund. Each Breed confers various bonuses and abilities to go along with what comes with your Calling. Add a Background, then you are ready to get to grips with the nuts and bolts of Abilities, Skills, and so forth. If you are familiar with any Class/Level game - such as Dungeons & Dragons - you will find yourself on familiar territory albeit the terminology is a little different. Abilities (the usual strength, dexterity, constitution, intelligence, wisdom, and charisma) are assigned by allocation of a series of numbers as you see fit, no die-rolling or even point-buy involved. Then you have Tricks to choose from, the things your character can do. Everything is explained clearly and simply, and are based on Calling and Breed.
Character sorted, it's on to Chapter 3: Playing the Game. It's basically a standard D20 system with an interesting quirk. If your character has an advantage or a disadvantage with whatever it is you're trying to do, you roll two D20s. If he has an advantage you use the higher roll, but if he has a disadvantage you use the lower one. You're still trying to get over a target number to succeed, however. Each character also has a Fortune Bowl containing points gained for good play and the like, and may expend these points to help with a roll when they really, really want to succeed. Possibly one of the best illustrations in the whole book depicts a dog trying to scrabble a token out of a bowl! There are other uses for Fortunte as well. The final chapter in the player section is all about Magic and how to use it in the game, along with comprehensive spell lists. If you understand Dungeons & Dragons spellcasting, you will be at home here.
The Guide's Tome of Mystery then continues with stuff that players don't need to know, in fact it may spoil enjoyment if they do root around too much here. There's more detailed background on the world of Pugmire, advice for the Guide (i.e. the GM) on how to run their game, a collection of Masterworks (powerful relics believed to have been left behind by humans), and one of enemies, including notes on creating your own. There's a lot to delve into here, some of which - like what dogs look like now - you'll have to explain to your players. There's a city to explore and various organisations to join, interact with or avoid.
On a more practical note, the next chapter provides some excellent advice for running the game, from explaining the many-hatted roles of a Guide as player, referee, storyteller and often host to looking at how to plan coherent campaigns. It also covers the more mechanical side of ensuring that the rules flow smoothly and support, rather than interfere with, the shared story the group is telling. There's a range of magic items of various kinds to use, and (naturally) a host of adversaries to pit against the party.
Finally there's an introductory adventure, The Great Cat Conspiracy, to get your group going. Even though it's for first-level characters, its scope is vast - the very throne of Pugmire may be at stake! It's laid out quite clearly with plenty of advice that should make it straightforward for even a novice GM to run. Of particular note is the way in which options are discussed: clear recognition that players often don't do what the scenario expects them to, so there are alternatives and suggestions for handling whatever they do decide to do. Very neat!
What makes this game stand out is the overall 'nice' feeling. It's wholesome. It's something you could show to a person who thinks all RPGs are the work of the devil with an actual chance of convincing them that at least some are not going to lead all the players into devil-worship. And it makes an excellent entry game for youngsters. Are you a good dog? Come and find out with this anthropomorphic RPG goodness!
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Creator Reply: |
"It's basically a standard D20 system with an interesting quirk. If your character has an advantage or a disadvantage with whatever it is you're trying to do, you roll two D20s. If he has an advantage you use the higher roll, but if he has a disadvantage you use the lower one. You're still trying to get over a target number to succeed, however"
Megan, this is nothing new. This has been a rule in 5th edition dungeons and dragons since its release in 2014. Just an FYI.
So, this is basically a 5th edition d20 game it looks like? |
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Opening with a brief outline of the sort of world Conan inhabits, the first chapter - Welcome to the World of Conan - goes on to explain that this uses a 'cut-down' version of the 2d20 ruleset of Conan: Adventures in an Age Undreamed Of and that the scenario has been written deliberately to introduce parts of the system as they arise - although there is a rules summary that the GM, at least, really ought to get to grips with before play begins. Pre-generated characters are provided, so the summary focuses on what the entries on the character sheets mean and how they describe the character, and how they are used in play. It makes for a good and well-organised summary, worth keeping to hand even once you're past the demo stage and playing the game on a regular basis (and, of course, particularly useful if new players join the group later on).
The adventure itself, The Pit of Kutallu, is set in the southern coastal jungles of the Black Kingdoms... and starts with the characters having fallen into the clutches of some slavers! If that isn't bad enough, the slavers' ship has been caught in a storm and is about to sink. From then on, it's a desperate struggle to the shore and then through the jungle to recover another slave who'd beguiled the party with offers of a big reward if they'd help her escape. Opposition is varied and challenging - and very much in the spirit of the original Conan stories - with a ruined temple complex inhabited by strange creatures, cultists of the evil persuasion, an otherworldly being worshipped as a deity and the ever-present pounding of jungle drums.
The adventure ends rather abruptly once the cultists are defeated, leaving the GM to determine what happens next and how the party gets out of the jungle and back to civilisation. A plan of the ruined temple would have been a useful addition. Only four pre-generated characters are provided but if your group is larger than that, there are others on the Modiphius website.
With an elegant overview of the game mechanics and an atmospheric if brief and incomplete adventure, this serves as an excellent introduction to the game.
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Thank you for organising this: I don't know Zack Best, but if he and his family are in need this is a good way of helping him and I am glad to be able to contribute $10 along with prayers for all those affected by his illness.
As for the actual items, even if you're a hard-nosed gamer out for a bargain and not a soft touch like me, this is still worth a look! There's an engaging mix of old and new materials - including one book I have been trying to get hold of for 10 years! - with a mostly fantasy feel although SF fans will find a couple of Traveller-compatible books from Gypsy Knights Games.
So please consider this good cause and get yourself a good read into the bargain!
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Somewhere, in a suitable desert in your campaign world, there's an oasis that isn't actually quite as welcoming that it seems. The Player Information on the back cover talks about the odd missing item, mysterious tracks in the sand, and strange noises, ending with a missing child whose parents are wealthy enough to finance a search mission...
Then the DM's Background lifts the lid on what is going on, and believe me, there's quite a lot going on in that desert inn beside the oasis! Malloc, the owner of The Desert Beetle, provides a good service provide you have plenty of gold but there's a whole lot more going on, most of it quite unpleasant (and not all Malloc's doing either although he does his best to get involved, and get a cut of the profits!).
There's an evocative description of the oasis and plenty of detail about The Desert Beetle itself including notes on the inhabitants and room descriptions. There's a small map of the building - a fairly typical caravanserai - and what lies underneath; but this is not player-friendly, you will need to prepare something if your players like to be shown plans of where their characters are. We also get to meet a new lifeform, the desert goblin. Bit like a Jawa from Star Wars, to be honest: I can see plenty of potential in them.
You will have to get the party there on your own, there are no suggestions for why they might be wandering around a desert. Even if you go with the concept of a doting daddy looking for a missing daughter, you will need to provide details for yourself.
However, it's a neat little adventure even if you will have to do some preparatory work (some other patrons for the inn might come in useful too). Oh, and Malloc's lash? That's the new magic item and, no, it's not a whip!
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The Players Introduction tells the tale of an illusionist who has an exceptionally beautiful daughter (presumably without the help of his spells!). Although they live in a remote village, her fame has spread far and wide and there's no shortage of eager young men heading off to try and win her hand. Only one of them has gone missing, a young nobleman by the name of Cedric. His family is concerned, and ask the party to find out what happened to him.
The DM Background lifts the lid, outlining a tragedy that has left the illusionist unhinged and his erstwhile bodyguard terrorising the surrounding area. Although the initial introduction for the party talks about them being sent in search of the missing Cedric, several other options are provided if that doesn't fit in well with your campaign. There's even a neat idea for using NPC bards to spread a song about this beautiful maiden which the party may hear for weeks before you actually run this adventure.
Getting to the village is apparently an adventure in itself, but that's an adventure you will have to write as what is provided here starts when the party arrives in the village. There is a rather small village map with accompanying descriptions of notable locations and inhabitants, but the main meat of the adventure is the illusionist's home, a three-storey edifice rather optimistically called a tower. Again there's a plan of that - note both maps are not player-friendly - with room descriptions for when the party begins to prowl around. Wandering around the village will provide ample opportunities for interaction with the inhabitants and the gathering of information.
Once in the tower, there are numerous unsettling incidents to highlight the fact that the wizard is deranged - even if he does manage to make reasonable dinner conversation. The weather turns nasty, and the party is invited to stay the night... a good chance to explore. And that's what they will need to do: there is no real way to discover what is going on except by poking about and finding the evidence for themselves. Likely things will end in tears, and a brawl - although the objective of the fight is not clear.
Overall it is a nice little puzzle adventure to toss your party's way, particularly if they enjoy figuring out what is going on.
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