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An excellent monster guide from my point of view, because it's different from the classics. Lots of monster variants or original monsters. I also really like the presentation of the statblocks and the description of the possible actions in a round. The illustrations are decent, mixing black and white, color, or even sepia. We would have liked full color, but it's okay. A good, essential compendium for Mythcraft and pleasant to consult.
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A good game master's guide. Solid and useful. The advice is certainly classic but perfectly fits the spirit of the Mythcraft system. Tables help with creating NPCs or game campaigns. The section on combat is useful without being overwhelming. On the other hand, the section on the monster laboratory is very good. The book is airy, well-written, concise, and quite well structured. The chronology of the four periods of SUPEREONS really makes you want to know more and perhaps have a supplement for each EONS.
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Mythcraft keeps the spirit of d20, but opens the windows wide to free roleplayers. It breaks the links between certain "classic" notions to allow more creative flexibility. It also simplifies character progression, makes hit points autonomous, offers hundreds of well-thought-out talents allowing a wide creative range. Only the combat rules remain wisely classic. Too bad there is no optional rule to speed up combat. At a high level, we partly find the pitfall of this kind of system: sometimes too long combats. A pitfall that is quite easy, with house rules, to overcome. With its three books, Mythcraft is a real breath of fresh air and represents what I expected for this type of "crunchy epic fantasy" system. In addition, its universe seems very interesting with a lot of potential. Unfortunately, we only see a small part of it through the three books. For example, the pantheon of gods is impressive with enormous potential for mythical stories. Likewise, the peoples and the chronology of the history of Ancerra make you want to know more. A large and beautiful toolbox, well laid out, correctly illustrated, accessible, precise and relatively concise to allow you to set up quick sessions for very long roleplaying campaigns. A BEST OF!
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Creator Reply: |
Thank you so much for your review & feedback! An optional rule to speed up combat sounds intriguing, you've got my wheels turning! |
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I'm very disappointed by the layout. No effort was made to make the rules easy to read and understand quickly. No real clarification diagram. The examples lack bolding to help you remember the key points. On the other hand, the black and white illustrations are pretty. Some Heroquest 2 rules have been dropped (I liked them, but they weren't essential - perhaps in a supplement). The cover illustration isn't exactly a dream, but that's a matter of taste.
I have to admit that I'm disappointed by the design and I'm afraid it won't help the system win over fans.
But I'm still a big fan of the philosophy behind the rules.
3 stars because of the layout (but 5 for the SRD system).
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Another generic system! With just one d6! Madness! But it works! The system's philosophy is to keep things simple, but to offer great flexibility by combining attributes and skills with bonuses/maluses. It's compact but very open to creation. The core book (and the others) is very educational and easy to read, with a very clean layout. It's a well-thought-out toolbox that's easy to use, while allowing a certain amount of creativity and free narrative. With the supplements, it's a highly structured system, yet open to all styles of role-playing. The basic book is enough on its own to create universes, but the supplements are a big plus. But beware: it's a very light mechanism with a very compact power scale. Granularity is not fine. But surprisingly, it works and allows you to create many effects. As for the visuals, I found an effective use of AI only for the images (I specify following the author's response) that abundantly illustrates the whole with coherence. In terms of content, Sean Benoit's writing and presentation are particularly clear, explanatory (numerous useful inserts) and didactic. In addition to the system, D- Forge offers a great deal of work on role-playing in all its configurations and aspects.
I give 5 for the body of work (the density of analysis in all the supplements in the range is impressive) and for managing to maintain its lightweight system philosophy.
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Creator Reply: |
Thanks for the great review. As far as A.I. goes, only the images were done with A.I. I used leonardo.ai for the images. The actual writing I did myself. |
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Thanks for the great review. As far as A.I. goes. I used leonardo.ai for the images. The writing I did myself. |
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A system of rules that achieves its objective. It's compact, quick to set up and easy to manage. Level progression is fun, mixing randomness and decision-making. There's a hint of the D&D classics. The power levels are interesting for emulating a wide range of atmospheres. The idea of capping values keeps the system balanced and prevents it from exploding in flight. There are many mechanics for many options, but in my opinion, the Volume 1 compendium and the forthcoming Volume 2 are essential for an efficient system and to better explain some of the core book's rules.
It's worth noting that the Pdf mock-up doesn't really resemble the kickstarter layout: a minor disappointment.
A system I discovered late in the game, but which has gone straight into the generic systems I use with great pleasure.
Maybe one day a more homogeneous version 2.
Score 4 out of 5 for a layout that could easily have been more aesthetically pleasing, and rules clarifications that have to be found in supplements.
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This Second volume dedicated to GM for ACKS II is like the core rules: very complete with the same quality of presentation. It adds even more possibilities to the core book allowing to reach the notion of encyclopedia for this OSR - B/X system.
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ACKS II is an ultimate version (accompanied by its two other books) for OSR in B/X version. The rules are perfectly balanced, homogeneous, covering absolutely all aspects of Heroic Fantasy. The encyclopedic aspect is impressive. There is almost no creative limit and it runs like clockwork. The layout is clear and efficient and full of good quality illustrations. A must have for me.
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After the excellent The Lair of the Leopard Empresses (a direct best-of in the sword & sorcery genre), Sarah Newton brings us the second edition of her major work begun in the early 2000s. This first volume, dedicated to introducing the system and character creation, offers an immediately exciting and inspiring glimpse into the universe. At the crossroads of strong literary influences (G.Wolf, J.Vance, M. Moorcock), the game context recalls Numenera (itself inspired by the first edition of the chronicles) but explodes the limits of the imaginary. These chronicles have as much potential as Glorantha, in my opinion. I'd also like to add that the FATE-based rules system is remarkably well-written and the layout is very attractive. For me, one of the best, if not the best, role-playing games of the new year. I look forward to seeing the other two volumes.
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We're making good progress, but personally I feel that there are still some necessary clarifications or clarifications of the rules that need to be made. Looking at the work Sarah Newton has done on The lair of the Leopard empresses, I'm expecting just as much from the next version of M!M!
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Un bon équilibre entre de bonnes idées OSR. En l'état, très pur, et donc facile à modifier pour en faire son moteur de jeu rapide et fluide. Un peu trop OSR "gritty" pour moi dans ses règles de base, j'aurais tendance à le régler de façon plus « héroïque ». Le dé d'usage est finalement un bon compromis si on ne veut pas perdre du temps sur certaines mécaniques plus "simulationnistes" dans d'autres jdr.
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Simple, fast, effective, robust in the simulation but leaving a good place for narration. Very full. A must-have to draw for any initiation, for a quick session. The only downside would come from the maximum skill level being only 3. Personally, I go up to 4 to give a little more weight to the skills.
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This new edition improves many little things, BUT the main problem is still there: battles are too long due to the inflation of opponents' and characters' hit points. Modern Age had a viable solution, as did Fantasy Age Companion. But nothing is implemented in V2. Yet, there are plenty of solutions to this issue and to the randomness of stunts. This V2 should have considered the numerous feedbacks on this problem since V1. I don't know if there will be a new Compagnion V2, but as it stands, without homebrew, the battles remain too long and not nervous enough. A disappointment in this respect, whereas the other improvements are excellent. Try again.
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Can't wait to buy the final pdf !
Knave 1 remains a companion for other jdr.
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With The Lair of the Leopard Empresses, Sarah Newton delivers a near-perfect version of the Monsters!Monsters! and Tunnels & Trolls game systems. The customization of the rules is perfect, in my opinion, and demonstrates the power of this system. But beyond that, the imagined universe is highly original, and stands right alongside Beast & Barbarians, which I think it ably complements. The presentation is clear and ultra-readable, as well as being beautifully illustrated maintaining the proposed universe (AI or not). Full of interesting ideas, rich and wild cultures, African color and leopards! I immediately wanted to mix the universe with B&B and use the extremely well-developed rules. Another Sarah Newton success story that makes me want to play.
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