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My own foray into the OSR sensibilities has been an evolutionary process, moving along in stages. Getting more comfortable with making rulings over rules and transitioning from "role-playing games" to "adventure games". Reading this many years after it was written was really eye-opening, because so many ideas that I'm seeing in it are refined and clearly-stated versions of conclusions that I have begun to come to on my own, and this has helped to solidify them into actual principles for play. This is an invaluable text for anyone who is even slightly interested in digging into the old school style of play.
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HELL NIGHT is a wonderfully evocative book that has sparked a great deal of inspiration from both me and my players. This is a fantastic game for a night of beer, pretzels, and dirtbag hair metal. I have also enjoyed the system a great deal, as it is elegant, quick, and easy to learn. The stunt mechanic has given my players a lot to work with to spend their Grit, and the Edges have got them trying to find any way they can to get that Grit back (getting splashed with blood "accidentally" for instance). Thank you for putting this together-- it is truly a thing of beauty!
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Creator Reply: |
Thank you for the lovely review! Ride beyond and behold! |
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I bought this when it was on a fairly deep discount, and I still think I paid a bit too much. I run a lot of post-apocalyptic games and am always looking for tables and such to salvage for my own game, so I figured this might be worth a look; however, the formatting makes this almost unusable. The first red flag was the 5 page table of contents, which in itself was a dense and closely-spaced wall of text that was very difficult to read. Part of it seems to be an odd decision to try to make a hybrid table of contents/index, which I suppose might make sense in theory, but in practice it is not ideal. The PDF index is no better-- there is effectively a link to every single paragraph (often anchored in such a way that clicking on the item in the list doesn't actually lead you to the right spot on the page) in the document without any way to condense or expand chapters, so you have to scroll through an immense list of headings in order to find what you're looking for. The bulk of this review is going to be on the presentation because I found it exceedingly difficult to navigate and thus have not done more than a cursory reading of the game system and other content, but what I did see was a fairly standard d20 based system, and they seem to be taking the 80s route of very much crunch and simulationism. Overall, cannot recommend even just for borrowing tables because they are very unpleasant to read.
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This is a fantastic supplement that leaves plenty of room for development and is fertile ground for building things out as you like them. Gearing's humor cuts through the bog like a sharp breath of fresh air. I wrote more thoughts on this one here: https://sky-spire.bearblog.dev/review-19-fever-swamp/
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Mörk Borg was awesome because it was unlike anything else I had seen before. CY_BORG is astounding because it's like something I've seen before, but expanded upon and improved and made very very extra. The optional classes drip with style and have the potential for a lot of fun times at the table, and the snippets of lore about the city of Cy give you just enough detail to spark inspiration while still being scant enough to give you full freedom to develop the city the way you want to. The true goldmine is in the tables-- especially the mission generator. I anticipate many years of play with just the core book alone. Highly, highly recommended.
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This is a great resource for anyone wanting to add some exploration to their games. Even without the travel mechanics, the tables for creating regions and denizens are incredibly useful!
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Love the art and aesthetic of this so much! It's like if Adventure Time had a baby with Fear and Loathing in Las Vegas, strongly recommend playing this while blasting Hawkwind.
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This was great fun, and will be helpful when my regular groups can't meet for one reason or another, and I still need my fix.
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Loved this! My regular gaming group has been unable to meet due to the pandemic, and early on we started playing short one page RPGs online to fill the gap. We ran this one and had a blast, with everyone creating hard-boiled bird detective personas. Silly and excellent.
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This is a great tool that really satisfied my grognard itch. Overland travel is always tricky to run with the current rules as written, so it's good to see alternatives and suggestions for how to handle it.
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This is a fantastic collection of adventures with a great theme and ideology. The thing I enjoyed most is that they are all flexible and largely setting-neutral, so it was easy to add adventures to my existing campaign to fill gaps in the map and help the world feel real. This will continue to be a resource for me going forward in all of the games I run!
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This was an excellent resource for my Ghosts of Saltmarsh campaign. There is a bit of a level gap around 6th level in the book as written, so I actually ended up scaling the encounters upwards to be an appropriate challenge for the party. Overall, it's a great way to flesh out the area surrounding the town, and to give the party something extra to do between adventures!
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Creator Reply: |
Thank you, Darren! If I have time, I'd to add a section with suggestions for encounters when running the adventure at higher levels. |
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