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As a list of all GDW titles on RPGNow, it saves some clicking and scrolling. Hyperlinks didn't work for me.
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Salvage Rights starts with those funny, friendly little Pentapods and then tells you about things like Bishops, kernels and Dark Gods. Brr. Who needs Ka(e)fers with these guys on the doorstep?
Although the weather is just as unpleasant as the previous episode, this feels like quite a shift of pace.
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Rescue Run begins some new adventures as the start of Grendelssaga, which I'd probably call an adventure in three parts plus source material, considering the amount of action versus hints dropped in this instalment. It really brings to life some of those innocuous numbers like "length of day" and "orbital eccentricity", as well as the new edition's elements like DNAMs and Pentapod weirdness.
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This is a well playable adventure that's tasty and filling, with the right amount of sourness. I'd definitely go for the Opportunist ending.
Incidentally, it makes good use of this variant's take on Law and Chaos, possibly offering source detail for fey regions.
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This is an outstanding piece of work. More than an equipment listing, it's an integrated manual for construction, running and development of a colony, with all sorts of necessary equipment. It's useful both for player toys and to fill out the details of the setting and its adventures. Like previous supplements in the Mongoose era, the authors have had their fun with Pentapod oddities and Twilight 2000 references.
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Needs the core campaign book for stats and features an oddly random bit of "Aliens did it". You'll want this, though, as a lead-in to some important plot threads in "French Arm Adventures".
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My fellow reviewer has summed up the approach of this line of downloads quite well. The publisher (author is probably not the term) has gone as far as ensuring that there's a bit of a theme to the creatures here, which is about as much good as can be said for it.
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The background to this frontier fort and small town, held by an order of the Lady of Paladins, links it with several other products in the line, besides its own secrets to be found.
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Environments of this group of worlds are a bit Flash Gordon-ish and descriptions of its society are oddly simplistic, but nevertheless there's probably a good amount here to build a mid-length space opera campaign. I'd want to put some work into it. A couple of new alien species play important parts in the sector's politics and might be of wider interest.
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The recent flurry of interest was well deserved - this issue has some great stuff along a supernatural and generally spooky theme, with haunted ships for "Traveller" and Space Eaters for "Call of Cthulhu" among others.
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This presents a group of specialist diviners, priests of the god of flame and violence, with much interesting detail within their history, magical practices, worldview, relations to others (notably, certain wizards) and the hierarchy of beings that are vital to their rituals.
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I haven't found a lot of information online about the content of this one, so I'll mention first that it updates three previous adventure/sourcebooks: "Beanstalk" (with Beta Canum Venaticorum setting source), "Kafer Dawn" (with Aurore, including better maps than I remember) and "Energy Curve" (with "Arbors" - I don't mind the change of name at all). It seems well put together. Editing for word choice could be better but Mongoose have bookmarked it extensively without being asked.
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A varied, logical and enjoyable series of encounters centred on the dungeons of a (smallish) Citadel. This is what handcrafted game design looks like. It's provided in a lower resolution though fully readable.
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High marks for selecting some truly unpleasant real substances and describing in much detail just how badly they behave. The fantasy overlay that the author's tried to apply, in the final third of each entry, just seems random and non-contributory but wasn't hard to overlook.
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The setting seems unafraid to make use of cliches and sketched-in background. Probably there's nothing wrong with using images that everyone can recognise to get to the action quicker. Progress of the adventure, as written, involves telling quite a few untruths to the players and then punishing them for reacting to the situation as described and that, I think, I would want to do differently.
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Creator Reply: |
We appreciate your honest review, and have re-examined several areas in the mission as a result. Though players during our beta tests seemed to enjoy the surprises, we do agree that there were a couple spots that were slightly misleading, and have since updated the wording in this mission. We hope this will help enhance the story and overall fun for "Derelict," and thanks again for your feedback!
-Andy
Corefun Studios, LLC |
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