|
Full disclosure, I'm a playtester for this game and I may have penned an item or two in the book. However, that doesn't mean I can't call this a GREAT game, which I am. I've had so much fun playing this. If you want an adult oriented game that lets everyone play the worst examples of themselves, this is it.
|
|
|
|
|
|
This is THE supers game. I has all the tricks and tools anyone needs to run a supers game of any genre.
It's system is the perfect blend of simple narration and crunch. Successes give the players narrative control, while failure hands it off to the GM. There's also a complications mechanic that makes things interesting.
The character creation system works. Like some other systems, it uses a point-build that is flexible and comprehensive. Anyone can build anything they want with a little work and a lot of imagination.
If you play supers, this is your game.
|
|
|
|
|
|
Just an incredible product. Jon G's artwork is amazing, and the writing is crisp and fun. The layout of the book is on point. I can't wait to run this.
|
|
|
|
|
|
What a genuis idea. Makes things so easy when running a chase. Color coding the different actions / things that you can do clarifies things. Even veteran players who've gone through a bunch of chases will find it easier to keep track of their actions.
As a GM who LOVES Savage Worlds because of the toolbox of different subgames, I run a ton of chases. Many times, a Dramatic Task or Chase will be the set piece of my sessions because I prefer action and adventure over pure combat. Using these cards, along with the mat, makes things so much easier. It doesn't introduce anything new, which I like about it, but it clarifies and organizes everything.
Well done.
|
|
|
|
|
|
For a fantasy campaign, more ABs more better in my opinion. The additional powers and shadow creatures are creative and fun, and the new Edges should make any player who likes being the sneaky-stabby of the group absolutely giddy with possibilities. (Take THAT with my Improved Shadow Blade!)
|
|
|
|
|
Creator Reply: |
Glad you're enjoying it! Thanks for the review. |
|
|
|
|
A perfect addition to any GM's Toolbox, and an enrichment to any fantasy campaign. There's room for this kind of material in more than just a fantasy based campaign, though. Modern Horror could also use much of the material in this book. It's well written, beautifully laid out and, like all great SWAG products, can be used effortlessly with any SWADE game.
|
|
|
|
|
|
Pretty fantastic. With the renewed interest Savage Worlds players seem to have in Fantasy, this is the perfect companion to you your campaign. There's a ton of tools and tricks in here that every GM can use.
I'm going to use this for my upcoming SWADE Fantasy campaign.
|
|
|
|
|
|
This is so good. I love the black and white art and the layout work. There's stuff in here to put a little scare into just about any campaign that you can think of. It's a must have.
|
|
|
|
|
|
I love products like this. It's not so much a setting as it is a toolbox, something you can use and add to just about any campaign. It's filled with great ideas. I can't think of a setting that you couldn't put just a little devilry in.
|
|
|
|
|
|
Take the joyful insanity of Saga of the Goblin Horde and add an equal amount of the wonderful Wiseguys setting and you get The Gobfather. This is a 'what if' style mini-campaign where all the fantasy tropes of our favorite RPGs are brought into a modern setting. A lot of folks would say, modern fantasy, been done, but not like this.
In this version the Goblins have taken control of organized crime and now thy are running things like only Goblins can. There's warring families, territories and blood feuds all cooked into this increible stew of a product.
Included is a fully fleshed out adventure and rogues gallery. You also get bonus content with pre-generated PCs and a conversion guide. All of it is expertly laid out. It's a great product.
|
|
|
|
|
|
Do you play Savage Worlds? Do you think you want to play Savage Worlds? Do you have a copy of Wiseguys yet?
Why not?
In short, if you play or run Savage Worlds you need to have this book. I would consider it a 'core' book of sorts. If you're not into the idea of running an organized crime game, you still need this book for its modern resources. There are over 80 NPCs that you can just drop into your modern day game, everyone from a bounty hunter to thug, politician to circus acrobat. The Tools of the Trade chapter has everything from Window Tinting to Zippo lighters. The new Hindrances and Edges are useful in just about any game. It's worth it for the tools in it alone.
But the best part is the ganster roleplaying. Eric has created a fictional Las Vegas that is rich with opportunities for any would be mobster. Whether you're an earner or an enforcer you'll find something to do. The setting is filled with colorful characters that players will remember. The adventure generator is fully functional and will never let you down.
This is a great product.
|
|
|
|
|
|
This is one of those products that makes me love SWADE so much. In one hardcover book I have a complete setting. Everything I need is there. The book is a quick read, and since
Christian used some very familier tropes in really clever ways, everything was easy to pick up.
As I went through the chapters almost every page had a, "Oh, dude, that's cool,' moment on it. You read about this organizatioins and wheels start turning about a story arc you could tell, then the next organization does the same thing, and the next and so on. A half-way clever GM, which I almost am, can find months if not years of great material for their table.
What's more, everything in it is COOL, really cool. The setting is what the Bourne movies would be be if Jason had super powers, and if more than the first one had been good.
There's no downside to picking this up. It's a great product.
|
|
|
|
|
|
I'm not sure there's anything that I can say about SotGH that hasn't already been said. It's nothing short of a masterpiece written by a mad genius. The amount of work that Richard puts out astounds and confounds me, I had no idea there were that many hours in a day. What's really remarkable is that he can put out that much work and it's all really good work.
|
|
|
|
|
|
I bought it and now I use it for every SWADE game that I run. It's one of those things where, when you read it, you say, "Duh, of course we should do it like ths. I could've thought of that." The problem is, I didn't, but I'm glad Jonathan did.
Thank you sir.
|
|
|
|
|
Creator Reply: |
Thank you for the kind review! Most of my favorite rules from any game or blog are the ones where I have that exact same reaction upon reading them lol. |
|
|
|
|
David Jarvis is a master at what he does, and what he does is create the most interesting and fully fleshed out cyberpunk settings there are. I've been in on the KS since the start with this product, and he sends constant updates and reminders about what's going on. This guy works really hard. If there's any complaint about IZ3.0 is that he's working too hard, there might just be too much stuff in there.
Let's face it, though, there's never too much stuff. There aren't too many cyber-enchancements, weapon upgrades, weird gear, hacking maneuvers, evil corperations or strange happenings for a cyberpunk setting.
I love cyberpunk, it's my second favorite genre. One of my first RPG loves was another cyberpunk RPG that mixed magical elements with a hard sci fi edge. At some point, I think things got away from from that game because the mechanics became too much to handle. Well, that's not a problem, because IZ3.0 is just as richly dressed and carefully thought out, but it uses the remarkable SWADE rules.
Thank you for this one, David. It's pretty awesome.
|
|
|
|
|
Creator Reply: |
|
|
|
|
|
|