|
This Wretched House was an interesting take on Wretched & Alone. There's no win or lose condition through the cards like other games, just whether you survive before the tower falls. It does a great job of setting the stage and creating a sense of dread and isolation. I won't go into the specifics of my playthough but I'll say if the summary provide interest you I can assure you the game delivers.
On a side note, there's an appendix presenting an alternative to using a Jenga tower which is well researched and thoughtfully explained. In the half dozen or so other Wretched & Alone games I've played this is the first one to provide an alternative within the text instead of a link to a "tumbling block tower" simulator on the internet. I think it's a nice touch, especially if you printed out the pdf or aren't playing through an internent connected device.
|
|
|
|
|
|
In the World not everyone is a fan of the Gods. The Deicide Compact presents antagonist who for right or wrong blame the divine and their progeny for the suffering of humanity and have organized to fight back. This supplement gives a view into the motiviation of the type of folks who would dare push back against the all powerful deities of the World and how to use them in your Scion campaign.
|
|
|
|
|
Creator Reply: |
Thank you so much! Glad you've enjoyed the Deicide Compact! |
|
|
|
|
Technology 2028 does a great job of setting the tone of what life is like in the Nova Age for Trinity Continuum: Aberrant. The author does a good job of advancing modern technology without going to futuristic. Most if not all of the items are usefull for Baseline characters in addition to Novas. These technologies do more than add more stuff for Players to use, they do a lot to aide StoryGuides on creating a near future world setting.
|
|
|
|
|
|
As a zombie fan I can't recommend this enough. It's a great read and a lot of fun.
|
|
|
|
|
|
A neat loresheet for you Mariners, Corsairs, or any character into deep sea research.
|
|
|
|
|
|
Hearts and Minds introduces a Celebrity mechanic for Trinty Continuum: Aberrant. For people who want more crunch for their Novas, this makes a great addition to the game. I'm only passingly familar with Scion, but I could see this working with that game too. There may even be applications for the They Came From... line, think about how the Scooby Gang were celebrities in that live action movie they did.
The mechanics are pretty solid, well thought out, and provide plenty of depth in the system. The Celebrity system is completely optional, but for those who are looking for crunch for this aspect of TC: Aberrant this supplement is well worth it.
This supplement is all crunch and no fluff. For someone people this is just fine, but if you were hoping for some fiction or setting info this isn't the supplement for you.
|
|
|
|
|
Creator Reply: |
Thank you for the review. While this could be adapted to other Storypath games, I wouldn't recommend it for Scion. Legend works as a much more thematic tool for Scion characters. If someone wants to use this for Dystopia Rising: Evolution I would be very intrigued. |
|
|
|
|
I enjoyed this book. Scion: Demigods does a good job of building on the foundations in Origin and Hero It introduces some new mechanics, new Pantheons, and underworlds. The highlight for me was the first chapter, where it gores through the steps a character gores through on the way to beginninga God
|
|
|
|
|
|
Okay, some I am definitely a dog person more than anything else, but Squeaks in the Deep may be my favorite in the Pugmire line of games. Adding the Underdark to the setting really adds a new feeling to the game and the way Psionics work is just plain fun.
|
|
|
|
|
|
Scion: Tales of Heroes - A Scion Anthology is a collection of stories set in the World of Scion 2nd Edition. The tales vary from those about to experience their Visitation, Scions learning about themselves, and those doing the most — and in some cases the least — to live up to what they understand their Birthright to be. Each one gives a bit of insight into the World and how the children of the Gods interact with it. They're all good, but there were a couple that really stood out to me.
presented in the order of appearance
Ellis MacArthur Gets in a Fistfight with Gilgamesh by Rai W. Cole is well, the title really explains what happens. The aurthor does an excellent job of portaying life as the child of the Gods in the social media age.
Unconventional by Erykah Fassestt tells a relateable tale of someone attending their first convention, but in the World the biggest fandom conventions are for Scions.
Serpents and Blood by Elizabeth Chaipraditkul had me on the edge of my seat from start to finish.
Extra shout outs
Steffie da Vaan for writing Cerberus in a way that is both terrifying and makes me want to give him pets.
Peter Woodworth for pointing out the weirdness of Western Massachusettes. As someone who grew up in the 413 area code I appreciate it.
If you're a Scion fan I highly recommend this book.
|
|
|
|
|
|
This supplement really gets the slasher movie genre right. The Archetypes are spot on and the Director chapter does a great job of setting the stage for a 1980's style game. The Antagonist section has a wide variety of villians to bring in. For those familiar with the They Came From... series the new quips, stunts, and cinematics are a lot of fun to play with.
Who should by this: — fans of They Came From... looking for new stories, fans of 80s slasher films.
|
|
|
|
|
|
A nice dive into some example symposiums, how the Technocracy attempts to work with TAMURD and NAMURD for the greater good, procedures and devices, and story hooks. A great resource for anyone running a Technocracy game.
|
|
|
|
|
|
Heroes in a World of Horror! is a nice little supplment for They Came From Beyond the Grave! fans who want some new Archetypes for players to choose from and a good selection of Ready-Made Characters. The fiction between chapters is fantastic.
|
|
|
|
|
|
I got the opportunity to play Trinity Continuum: Assassins as part of Onyx Path Virtual Convention 2021 and have been waiting to get my hands on the manuscript for months. It easily lived up to what I was hoping for.
TC: Assassins introduces a secret underworld of contract killers. It requires the corebook to play, and breaks the universe into three worlds: Daylight where normal people live, Twlight is the criminal world, and Shadow where Assassins exist. It's an interesting bit of world building and I like how the writers handled it.
In game terms, Assassins are the equivalent of Talents. The key difference, besides Talents operating in Daylight vs Assassins in Shadow, is an Assassin's Masteries (like Gifts) are more focused on the art of killing. The writers do a good job of explaining there's more to the life of an Assassin than going on hit after hit and how to work that into play.
We get new Societies for Assassins, cool new powers, and a new way of playing TC Core. I recommend the book for anyone who already plays TC or anyone who wants to play in a John Wick style campaign. Right now it's easily in my top 3 of the TC gameline.
|
|
|
|
|
|
This is a great jumpstart. Gives you everything you need to run a game and a story that's fun for new and experienced Players.
|
|
|
|
|
|
I agreed to run a one-shot of They Came From Beneath the Sea! on short notice. Most of the Players haven't played before and I picked this up so we could jump right into the game. This supplement gave me plenty of characters to choose from to make things easy. It served it's purpose and delivers on what its presented as. Can't ask for more than that.
|
|
|
|
|
|
|
|