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I discovered it while it was being developed, so once it was published I saved a little and bought it.
I wasn't disappointed at all. The content I knew was supported by a lot more content. I love the structure of the campaign and it's setting.
I must say I don't know how this works for Mutants and Masterminds, because I'm using this to run it in a Masks campaign.
Now I'm waiting for part two.
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A really cool set of winter/Christmas tables, and they are free.
Take special note that with reskinning this tables could serve as a way of introducing any winter festivity in your snow covered part of the world.
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Quite a good magazine, full of information and reviews, a fantastic coverage of an expo with a lot of details that made me realize conventions aren't the same everywhere, each is it's own beast. So much promise for a first issue, what are you going to do for the second one?
Guess now I'll have to read them all.
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Creator Reply: |
Hi Gustavo,
Thanks for taking the time to review our magazine. It means a lot to us that people are reading our words and enjoying our content.
I can promise that each issue is better than the last. Issue 13 is (at time of writing) the 'current' issue.
Unfortunately our intention to have a regular review of Events has not been possible in the time of Covid.
We do hope to return to this feature once the world gets back to the 'new' normal.
We are also working hard to make hardcopies available in the not too distant future.
Thank you again :) |
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I was quite surprised to see this, it makes so much sense but nobody was doing it.
Allright, let's start. This is mostly a catalogue of advertising products, but the thing is, it's advertising the kind of products that we want. It's supported by a Patreon which makes it really easy to advertise in it, and it reaches us players and GMs.
I must admit that I didn't like it at first, it had too many miniature ads at the start and that's a shame because importing them to my country sucks. But then I realized that some of them weren't only about miniatures, they were about print files for 3D printers also, and that's completely different.
So as I continued looking through it, I saw some amazing things, and then the place i was looking for arrived. The RPG selection is small right now, but I think it'll start growing as people discover this and start advertising. So, for now, RPG & Wargame is really WARGAME & rpg, but it's up to the RPG publishers to take advantage of this and make the title a reality.
A solid first issue.
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Perhaps the card format is not the best for this and a bigger format could be better. Still this cards pack a mean punch with adventure locations, a blacnk map on one side and a GM one on the other with location highlight text and numbers that have the correponding descriptions. These cards are designed with sci fi in mind, providing locations with more angular feeling and mixing some that can be used as planetary bases or camps and some that can function either as inside of buildings or building blocks for a spaceship.
Quite a good addon for your GM resources that can provide either a quick location or help plan in advance more complex escenarios combining several of them.
Keep in mind that the maps are abstract, so that you can use and reuse with different story details for skinning.
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Amazing book that provides seamless integration of heavily themed magic into the main game, delving deeper into each topic, and providing even more altenatives magic systems than the original secret of cats. Beautiful art seals the deal.
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As all previous spotlights, this is a short and thought provoking text, that work as a mini toolkit for the specific aspect they are detailing. They are great reads and you can see the inner workings. In this Power armor, for example, there are comparisions about tought heroes and Power Armor heores and how they work mechanically, and what can you expect from them.
A real plus is the fact that they show how some other powers can be incorporated or reskined into the armor, and this is really powerful, as it opens up a lot of different variations on the power armor user.
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I recently received this book in paper format as part of a kickstarter. This will give you an idea of how much I love the Fate Core and FAE systems. Some people may not realize it but in truth both are the same game system with the dials adjusted differently. This fact is one of a whole sets of insights you'll get as you read this toolkit.
Before starting this review, let's say that you can perfectly play Fate without this toolkit. Now, lets face it, once you'll start playing, you'll start tinkering with the system, because that's something GMs like to do, give their unique twist, find the unique flavor, provide the extra rule that will set their campaign appart from others. And that is why this book is for you. This toolkit will show you how modular the design is, how it can be tinkered with, where the dials are. And it will also expose you to a lot of thought provoking ideas, several variations one each theme and interesting possibilities everywhere.
You'll also noticed that most this ideas are not completely finished, and that's allright, because this is a toolkit, it gives you the tools to make your own reskining of the tools provided, to develop further upon them and to come up with greatness. And whe love doing that.
There's a lot packed in the 200 pages of this book, discusions on Aspects, Skills, Magic variations, a whole set of subsystems for special types of adventures and much more. You'll start reading and before long start writing and planning. It's clearly written and explained, yet if you are like me, you'll find you have to read it in small bites, as each idea fires up a lot of other ideas and makes you connect a lot of the dots, or even firing whole campaigns based on a simple possibility. It's worth reading it entirely, yet it's perfectly fine to read only the parts you think you'll need for your adventure, and it's easy to do so, as ideas are clearly grouped and labeled.
Remember also that as much as this book is great and meant for you, this is a toolkit, not The toolkit. You can get this one now and get a feel of what it can provide, so that you'll know what a toolkit does when the new Evil Hat kicstarter for bigger and meaner specific toolkits appear. This is the initial step. yes, but at the same time it's a must have book for all game tinkerers. Because while being the first step, it's a really tall one.
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I loved reading this setting, as it came alive with so much more in my mind while doing so. As every Patreon World of Adventure, this has a really good world description, some special rules (the teamwork/morale are top among them) a sample adventure with sample characters and plot hooks for further GM interaction.
I've seen in Patreon and here that the wheelchair is getting bad reviews for it's inclusion, but after seeing Sue Austin amazing TED talk, I must agree that most blocks aren't in the sub dimensions, they are in the peopl'e heads. Nobody says he can't access ALL the submarine in the Wheelchair. But he can access most of it. Just remember that these are subs that don't resemble ours at all, designed for very deep exploration and with futuristic tech. If he needs access to any other part, he can control a repair robot or drone.
Another thing to remember about the cast is that it may seem biased, but if you look at character creation, you'll see that everybody in the crew has a powerful reason to leave the surface world behind. And who has more powerful reasons to do so that exploited minorities? In this, the seting is great, a little nihilistic and tecnopunk without reaching full ciberpunk. And it's because all those things that people don't like are included that this point of the setting is driven home better than anywhere else.
It makes for a really claustrophobic setting, not only you are in the sub, you are limited to sub life, in submarines or submarine stations. Your life will be forever limited by those enclosed spaces, and even the deep sea suits are designed that way. And the deep sea is unforgiving and full of greed and misteries.
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Really great book, does a wonderfull job explaining it's version of Fate Core with examples in mini comic form. And now that the Atomic Robo comic went webcomic you can check the tone and a lot of the setting before you buy it.
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While not the first game (and they acknolwedge it) to let you play cats (and even some other species) this is the first one I know that made cat behavior a part of the beautifully created magic system. This gamebook is so good and loaded with little delicious details that it's a must even for people not thinking of using it for it's intended purpose. And the fact hat it has so beautiful illustrations doesn't hurt at all. This game uses the Fate core system, but the system is so well defined that your first say what you want to do and then check the rules, not the other way around. Fiction first. And in this book you'll get normal skills, cat tailored skills and magic, and stunts. It forms a core that's completed with some world and setting uilding, and a premade location with a very good sample starter adveture full of hooks to escalate it into a campaign.
A must have book, a must have pdf.
I must tell you, though, that I'm biased. As soon as I heard this game was a possible game world, even before knowing anything about it, the title alone resonated so much in me that I fell in love instantly.
And it doesn't stop here. You can use this book to play the adventure and continue creating your world around it, and you can also purchase in the near future a Animals & Threats expansion that is looking really good also. The success of this game was so great it has a good ecosystem of players, and besides having successfully kickstarted the Threats it will have a third future expansion dealing with Magic.
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This is a short setting for FATE CORE, part of it's patreon project, around 30 pages long. It has inside some developed adventure hooks and some setting with hooks for your own and a lot of meat for developing it further. As for the feel of the setting, it's a lot like shadowrun, but replacing the magic and magic races with low to medium power (more on this ahead) superheores and you have the right feel. It's ciberpunk heroes. The powers are implemented by unbalanced stunts, and as per Fate design they are narrative in nature. They can pack quite a punch, but only if you concentrate on a single group of tighltly related powers. If you diversify you get a little more variety, but weaker. In other words, you can create powerfull heroes, but not ALL ARROUND ALL POWERFULL ALL IMPOSSIBLE SUPER PEOPLE. And that's good, because otherwise the ciberpunk setting wouldn't click with the superheores. Each power also has drawbacks and consequences for missuse built in, so it's great to work with them and against them.
Also of note, besides the replayability because of the way the setting still exists after the main adventure presented, is that the mechanics it implements for powers are excellent for other kind of powers in other settings. I've already seen talks about using it for supernatural powers in a mistyc setting. The Fate community Already knows this, you can break some parts of FATE and still have a playable game that still feels like FATE.
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