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This is a creepy little scenario, written for (though it certainly doesn't require) a casual sort of pace over several sessions, with a copy of one of this publisher's maps as another reviewer mentioned. Although officially systemless, the suggested rules are most compatible with BRP (classic CoC). I don't know if I would go with the Alien reference, myself, but as the text makes clear, it's easily interchanged with something different.
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Unguided exploration into an interesting and unknown (to the PCs) region of space, with many opportunities for conflict and gain. An impressive amount of detail for such a large ship.
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A strongly visual fiction piece and adventure that bring out well the even-more-grim side of Deadlands and the, er, more Western side of the Mythos.
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As the description suggests, this is an adaptable sort of scenario in which adventurers assist a seaside village against marauding humanoids, with some nicely constructed encounters. I received a copy of this product through the Gamers Helping Haiti bundle.
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Interesting application of the formal concept of personality types, or social styles, to describe characters and the compatibility or clash between them in a way you may not have seen before. The discussions of an additional violence index and of (some) mental illnesses are more sketchy.
It looks as if it should drop in to a different game system with little work, if you want (excluding, obviously, the setting-specific alien species and their adjustments to personality type and violence propensity).
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Inspirational horrors from the turn of the 20th century, few of which are entirely about ghosts.
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Glad to see an update! This is certainly worth a look to suggest how different kinds of modern weapons might appear in 4e statistics, without attempting to shoehorn them into any campaign assumptions.
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I received this in the "Gamers Helping Haiti" bundle. It's a good short dungeon design, delving into the relics of the evil wizard of a past age named in the title. Background details hint at some very interesting ideas in play for the wider setting to which this is an introduction.
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A variety of excellent resources - both thoroughly reliable and imaginative enough to inspire many new ideas for adventures - for any reasonably hard SF system. This really is a lot of research for the price asked. 4.5 stars
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As advertised, a well-realised mediaeval inn of middling quality, with floor plan and NPCs, together with a wider social description of the town's justice moot that, more or less in the last of six pages, manages to fit in a great deal of useful political understanding and a detailed adventure skeleton.
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This issue covers the single, though important, subject of creating alien species and cultures in two parts, firstly in concept, then Spacemaster statistics.
The first, systemless section covers a number of broad questions through the example of a species of photosynthetic turtle-people, illustrating how a slightly odd concept carries through to modify the usual assumptions, with good consideration of alien psychology, nonhuman culture and, just as importantly, why a GM might want to maintain a light hand on such potentially baffling subjects for game purposes.
The statistics-based section had in places a slightly questionable balance of techniques, from my reading, with some frankly odd ideas - rules for soul departure? To be fair, I haven't tried using these rules to construct a Spacemaster species and can't speak for how the total result would balance out in play.
In total, an excellent conceptual source.
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Useful and sensible ideas for one of the game's underrated items, with some low-level magic.
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Its planetary settings are well detailed, though the Black Guardians themselves raised a couple of questions for me - fixable with a little thought. This is a fairly linearly scripted space-opera piece with some fantasy elements, heavy on the parmesan and the tomato sauce, which seems a reasonable way to write for Savage Worlds. Some truly threatening scenes might require careful judgement by the GM if players start to get into trouble.
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The Mayor went up to feast at Willic Brambletoe's hall, then the Reeve went to see what happened to the Mayor - and none of them ever came back .. A nicely detailed village setting around an introductory short dungeon bash with a couple of interesting new monsters, plus an optional extended encounter. I received a copy of this adventure through the Gamers Helping Haiti bundle.
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I received a copy of this product from the "Gamers Helping Haiti" bundle.
The book contains racial abilities, paragon paths, racial feats and a Q & A section for some abilities that seem to have raised concerns.
Others will no doubt have their own impressions of the usefulness of these PC race concepts, so all I'll say is that these are very much what you might expect from the blurb.
Technically they're mostly sound, perhaps with some tendency to stack multiple enhancements on already strong racial abilities. Occasional editing lapses, notably consistent overuse of "shall", which I'm sure I've seen elsewhere.
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