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For 80 cents you not only get two sentences long plot ideas for Urban Fantasy, but also they come packed with concrete names of creatures, monsters and myths from real lore. One could investigate further the mythological names and expand upon these ideas very easily, as inspiration.
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This is a gem, even more for this price. 114 Pages. It not only helps with vocabulary and techy babble of starships, it also exhaustively covers most areas of one of them, including government, and normal operations, down to equipment and propulsion systems.
It is based off random tables, yet this is not meant for being used in real time I think. To me it fits much better when preparing a game ahead of time. The results of the tables have about one paragraph of explanation, and it has a clear index and a print version. 5 Stars.
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This is wonderful. A bit expensive but totally worth it. 1000 NPCs ready to use, the structure is strictly defined, also allows the user to customize and chance bits and pieces of it on desire. With this amount on a single book, quick scrolling should give plenty of ideas. It is also separated by genre. There is artwork for the characters every about 3 to 5 characters, sometimes head only other times full body images in black and white, with drawing style that is probably from different artists.
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Yes, yes, yes! It contains really 501 plots split by genre, with an amazing tag system that summarizes what the plot goes about, and an index that uses these tags in order for the reader to find plots that have a certain thing. They are all uniquely written and there is an amazing advice section that gives ideas on how to use them, combine them and customize them. Worth it every single penny. RPG System agnostic.
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Awesome book with a terrible navigation format. I am not sure if I am the only one, but the analogy to Cinema Set Production is completely off to me. After reading it, 2 weeks after I wanted to come back to the book and look for that specific chapter where I read some amazing advice about the plot twist charting, and what do I find? "Keep Filming!" or "Safety on the Set" or "And... Action"... good luck figuring that out. The subtitles don't help either, with shooting stars like "Roll the Film!" or "Does the Script hold together?".
Perhaps I am over emphatizing the negative... but guys... please keep it simple. Normal titles like "Preparing the table" or "Using charts to tell a good story" would be thousand times better. As it is now, there is a lot of hidden value in a huge blob of unindexed text (PS. There is an index at the end but it follows these cryptic title convention too)
Yet I really liked the content, particularly the ones of preparing plot points and strong motivations for consistency. I would share where is that but... I think it is somewhere in the "It start's with a script..." :D
I give 3 stars because of the weird formatting analogy and because of various blob of very generic advice that in practice don't really help much.
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This is a good book for managing campaigns, organizing them and preparing them. Includes advice for handling people and different kind of players. Does NOT get into content creation at all (which it is what it says), although it touches briefly some topics on story structure and character arcs. I give it a 4 because sometimes it is way too generic, but otherwise can be very useful for specific pain points. The book organization and presentation is clear and with an index to the point, compared to other books from the authors where the index was a disaster, this one clearly says "People Management" or "First Session" and even includes a key index at the end.
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This is a gem. If you are looking for a way of giving the preparation process a more formal approach, to attend a certain level of quality and your own capabilities of self-criticism, this is a must. Beware, it is not a lightweight read to just move forward. But the organization of the book makes it easy to read concise points.
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This is fantastic. But beware, in one read-through, you won't incorporate the suggestions here. There is still talent needed, and this particular book does not help on improving your creativity, but rather a checklist of all things one needs to do in order to achieve a good level of quality. Coming up with fantastic awesome super-duper locations is way easier said than done :D however this has helped me structure my games, and recognize what did I do wrong during prep (or what did I miss completely) as the game started. Recommended.
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This is the crunchiest FATE can get! If you are looking for a FATE Cyberpunk game that makes use of most of the System Toolkit rules, this one is a gem.
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What it says it is! For a pay what you want there is absolutely no reason to take a look if you are looking to generate ideas for military missions with a twist. The structure inspires to other own ideas.
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This is just fantastic. Easy to use combinatory random tables to produce missions with a certain structure.
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There is absolutely no reason to give this pay what you want, less than 5 stars. Great formatting, easy to use, self-explained with tons of random things that can happen around the players.
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Creator Reply: |
Thanks Saif. Much appreciated! |
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Clean and to the point presentation. These are ideas for things that can happen "on the way to". They may or may not add a distraction to the story. Biggest value is to remind the GM to make the world feel more livable. But needs the GM thought in order to give them a meaning, otherwise players may just say "ok" to them and move on, it could be a bit more interesting if each of them gave a slight "interaction" factor as an idea for players to hop in into something.
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Too few of them, and don't follow any structure. So no circumstances, potential twists, complications, locations or character details are given. For the value I would say it is alright, but will require serious thought from the GM side to develop these ideas. They are however good seeds.
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This is amazing. I don't see why would anyone rate this lower than a 10. The amount of mission details that this allows to produce is very high.
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