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A good resource for almost any superhero campaign. Zodiac Ring works as an adventure or better yet a mini-campaign within an established ongoing game. There is a lot to like here, from the well thought out set-up to solid advice on how to progress through and finish the storyline.
The artwork and NPC roles are less inspired, but it doesn't take away from a low-cost campaign that is easy to read and ought to be just as easily to implement in your superhero campaign. It is intended for Mutants & Masterminds but could work easily for most superhero games.
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It isn't the adventure that will convert all non-believers to Macabre Tales and it could do with expanded information for the Referee in a couple of key places. However, it isn't a bad adventure and in the hands of a horror veteran Ref', this could provide a good evening of entertainment on whatever system you enjoy.
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A fine addition to an already well-developed game line. This puts a little grim guts and glory into Woodland Warriors but doesn't overshadow any of the work that has come before it. It lacks some details but in other respects it is a good addition, with new rules, many new character options and a new setting to play in.
I have a more in-depth review of this game at http://knightsoftheblackbanner.blogspot.com/2011/12/woodland-warriors-at-sea-review.html
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Dogs of WAR is a game with a lot of potential. The system is quick and easy to use, where it expands on Barbarians of Lemuria it does so well, and there is some nice artwork hidden between these pages. However, the layout and presentation really let this one down, and the game is crying out for a revision, perhaps one that expands to encompass other action/espionage material.
I have a more in-depth review of this game at http://knightsoftheblackbanner.blogspot.com/2011/08/dogs-of-war-review-part-i.html
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An easy-to-learn, quick-to-play superhero game that sticks to its guns on the kind of comic adventures it emulates, ignoring modern "dark" heroes in favour of the colourful and iconic silver-age style. Well-written and solid in implementation, Supers! is a good book indeed.
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A solid, workable campaign setting with a Robin Hood vibe. It adds kind, classes, and some optional rules that fit snugly into the core game. The lack of an adventure is the only real failing.
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Woodland Warriors is a toolkit role-playing game built up from an old school rules set that doesn't 100% work for it, but does serve well enough. It is not entirely a bare-bones product, presenting a setting and reasonably good quick start adventure. For anyone who likes the idea of intelligent and civilized animal characters without a hint of anime-furry basis, but who couldn't get into Mouseguard due to the oddities of the Burning Wheel rules, this is a good choice.
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P&P tosses out huge move lists and complex fighting mechanics and replaces it with a quick bluff/fold playing card system to get through matches, interviews, etc.
The focus here is the heated feud between wrestlers. If you’re expecting to get the bone crunching move-by-move element of pro’ wrestling, this isn’t for you, try Wild World Wrestling instead. Otherwise, this might be what the role-playing wrestling fan has been waiting for.
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I playtested the original Know Your Role rpg a few years ago, and was sorely disappointed when it finally crept out and went ignored and unsupported. So when I heard about Wild World Wrestling I had to take a look.
There is a lot to like here...
A well-considered revision of the d20 rules, and a clear attempt to bring out the major aspects of professional wrestling. Gimmick enhancements replace replace feats, and classes are thankfully gone. The classic D&D abilities are gone, with wrestling styles instead, DEX is now athleticism, STR is now power, etc. Flaws are excellently handled too, with your opponent picking when to activate them to best effect, so no-one is taking inconsequential disadvantages that will never crop up! The manouevre creation rules look a lot tighter too, though I suspect they can still be broken horribly by someone who really tries.
I've read it through, tried a few matches and found them to my liking. While it will take a few shows for me to get the hang of all aspects of the rules system, I think they are well-reasoned. In all respects, this is what KYR ought to have been.
As for bad points...
A .pdf without proper indexing is just lazy. Also the cover art, while not terrible is oddly out of place with all the interior photographry. It isn't the prettiest book going, but I can easily accept that this wasn't the highest priority. While not truly a negative, some rules cheat sheets would have been nice.
Overall...
For a mere £3.22 this is a top quality product and a must-buy for any gamer who is also a wrestling fan. It is quite clearly written with an appreciation and understanding of the sport, and a grasp of how to bring it to life in a game. I definitely hope to see more material for Wild World Wrestling. The genre is very niche in this hobby, and while this doesn't have the licensed name that Know Your Role did, it is in every respect the superior product.
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I previously marked down this volume of Mirror Universe due to some technical errors that meant the .pdf didn't contain the advertised material. Inspired Device got in touch with me soon after, apologized, corrected the error and provided me full downloads again to make up for it. That's some fast service folks! Fastest I've ever seen on here - So ignore any negative review or rating from me if it remains here.
Anyhow, to review this product is easy enough... It's another fine addition to the range, and I now own all of them! So clearly I think the set is worth it. More cartoon style superhero art (think Justice League Unlimited) provided in colour and b&w, some suggested origins be they hero or villain. Fine stuff indeed. My other reviews are more concise, so I needn't repeat myself here, suffice to say the high quality is upheld throughout and I can't wait to see more.
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As I've now bought all of the Mirror Universe sets, I'm reviewing 3, 4, and 5 together here. 1 and 2 I reviewed recently and 6 I will review later.
3, 4 and 5 continue the line at its basic strengths, nice looking, cartoon-style superhero cut-out art cards. The good/bad alternates for each are as inspired as the first two volumes, though there is now greater variety I would say. The overall vibe is still very much a silver-age/bronze-age one which is fine for me but maybe not perfect for anyone hoping for more dark and gritty heroes/villains.
Ultimately these are a fine tool for use with any superhero campaign, especially as either quick heroes and villain inspiration, or simply as visual tools. Oh, and check the Inspired Device homepage for previews and freebies if you're undecided, or if you fancy a horde of faceless footsoldiers, heh.
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As I've now bought all of the Mirror Universe sets, I'm reviewing 3, 4, and 5 together here. 1 and 2 I reviewed recently and 6 I will review later.
3, 4 and 5 continue the line at its basic strengths, nice looking, cartoon-style superhero cut-out art cards. The good/bad alternates for each are as inspired as the first two volumes, though there is now greater variety I would say. The overall vibe is still very much a silver-age/bronze-age one which is fine for me but maybe not perfect for anyone hoping for more dark and gritty heroes/villains.
Ultimately these are a fine tool for use with any superhero campaign, especially as either quick heroes and villain inspiration, or simply as visual tools. Oh, and check the Inspired Device homepage for previews and freebies if you're undecided, or if you fancy a horde of faceless footsoldiers, heh.
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