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Desk jockey superspies meet Lovecraftian abominations? I'm in.
I've seen a lot of blends of settings, but The Laundry is probably the best horror setting I've ever seen. Funny, quirky, and totally dark, there's nothing in the Laundry that's not to like.
An unique take on the genre. Definitely worth grabbing, and the sort of thing I've come to expect from Cubicle 7.
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I have only one gripe with this: It's so long.
However, once you get past that, Legend of the Five Rings is worth the read. Basically a mix of cultural analysis and game, the nice thing about Legend of the Five Rings is that you can play it in any style: politics and fighting are available, so if you want a game of social intrigue, or wanton bloodshed, you can run it.
The rules are unique and interesting, and I must say that it avoids most of my gripes with the majority of systems out there. There are no huge modifiers leading to foregone conclusions, and you don't wind up throwing hundreds of dice.
The setting has loads and loads of content to go with it, almost all of the 400 pages are crammed with information, making it one of the best books around.
The art and typesetting is perfect. I really cannot find a complaint. Legend of the Five Rings has exciting, gripping typesetting and art that make it an easy read because you feel engaged and immersed.
Granted, at $36, it's an investment, but you really do get what you pay for, and since it has the content of many lesser systems, Legend of the Five Rings is a one-stop-shop for any feudal Asian setting.
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I like reviewing art. I've probably said that before. But it's something I can do relatively competently, so I jump at the chance to review anything like this: Art that I can print and use in a game.
Ultimately, the quality is top-notch. Each counter will print out at high-definition 2x2 inches, but you could probably move it up to 4 without noticing (600x600, @ 300 dpi, so if you wanna print 'em at anything but 2, use the pdf's included, or be sure to specify a size).
The images are nice and high-detail. Ultimately, I feel that they'd look better than a lot of miniatures I've seen, and the ability to reprint one is always nice (admit it, everyone you know has pieces broken off of at least 1 mini).
Plus, the basic images are here, so if you wanted to use it for MapTool or similar (You might want to check on licensing, you may not be able to use these in any setting with streaming, even if it is to the same people who would see 'em on your table if they came over. The official site is lacking on terms of use, so it might be better to play it safe).
Anyway, where was I? Oh yeah, if you need some counters, the only thing about these that isn't absolutely perfect is the selection and price. You'd get a lot compared to some other products, but if you can't find what you're looking for here (and there is a broad selection, though not necessarily of what you'd need, so you may want to check the preview first and see if they have what you need). You can probably find something from your campaign, though, from Archon to Wolf, even if it requires a little improv.
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Now, I've never seen a tabletop game based on poker before. I've tried my hand at writing a homebrew one based upon blackjack when I didn't anticipate having dice on a trip (which was really, really, really bad). I've also seen a couple based upon blackjack (they turned out better), and I've seen some with entirely unrelated systems made up just for them (again, better than my blackjack one).
The interesting thing about Dust Devils, though, is that it has heavy cinematic elements. It's not the most cinematic system I've ever seen, but it probably ranks up near the top. Character roleplaying is encouraged, and the rules are loose enough to permit anything and tight enough to feel comfortable.
Ultimately, for $10, you could do a lot with this book. However, if you want a full-tables-and-lists game, look elsewhere, since the simplicity here does not lend itself to giant tables filled with ten-foot-poles and rope. Instead, it works based on conflict, plain and simple, and character development.
Characters in Dust Devils are not intended to be permanent, either, so even the best character in the world will get a bum hand then be sent to his "end", be it a gunfight or retirement of less violent means.
I give Dust Devils a 5 just for its unique nature and originality, and the fact that it should be able to get any group thinking about characters, not guns or swords or artifacts.
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Ok. This is my third try to review this because I keep messing up in Firefox and going to another page, missing it each time, so I'm gonna be terse:
This is great art, and there's a lot of it. My only gripe is that it's overly crypt-themed heavy, but you've got stuff that will spruce up every environment in here, beds, bookshelves, tables (complete with a very macabre setting). The art is top-notch digital stuff, so if you need to fill out a dungeon without hurting your drawing hand, look here!
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Normally I'm a big believer in do-it-yourself GM'ing, or fully fleshed out scenarios, and find hooks and the like very unsatisfying. So when I decided to review this, it was partly out of morbid curiosity.
I was pleasantly surprised.
Eureka basically lays out a ton of simple scenarios, but it does so in such a well-written and perfectly "fleshed-out-but-not-too-detailed-as-to-stifle-creativity" method that it is a bearable read.
Not only that, but almost all the plots can be run cross-genre, meaning that the fantasy plots (say, killing a bandit leader and causing a power vacuum) can be sometimes moved into a cyberpunk setting (replace bandits with gangs) or whatnot.
If you just can't think of one more adventure, but the next session is rolling around regardless, you can get a lot out of this book for its decent price. You can easily find a plot based on a specific element that you want to incorporate (or avoid ones on those you don't), and inspiration seems to flow freely.
I've spent a lot more money on things to try to get a better adventure than I have on this and come away from it with a lot less, if you want to get some surefire adventures, look no further than Eureka!
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DC Adventures Hero's Handbook is a fun game.
I should probably preface this by saying that I'm not a M&M guy. I can't tell you what's new in this and what's old.
However, I can speak for this: It's a full game set in the DC Comics universe. There are various blurbs on setting and characters, though you'll probably already know this as a general rule (since most of the target audience consists of people who have at least been exposed to the likes of Superman, Batman, and Wonder Woman).
More impressive is the sheer volume of the game. It's huge. 281 pages, lots and lots of pictures, and giant walls of text (which are admittedly broken up a fair deal).
While it's a lot to read in even 5 sittings (it took me 7, and generally I get in 100-150 pages a sitting), it's got nice solid rules, though it feels very different for a veteran D&D or Shadowrun player expecting walls of rules for things. Pretty much everything is handled by a single d20 check. Look through the giant text, and you'll find that maybe 50 pages max are devoted to plain rules, and the rest focus on content.
The downside to all this content is that it's massive and takes a lot of comprehension. Quick reference? I'll believe it when I see it.
All in all, my only real gripe with it would be the incredibly massive modifiers on a d20, but I state that gripe for almost every game that uses 'em, and in a superhero setting, this is more forgivable (after all, why shouldn't Super-Tough-Character be able to shrug off a paltry bullet 24/7?).
For $20, this is a lot of bang for its buck, and the plentiful art and well-designed game work well together. A must for any comic book aficionado or a GM/player in need of a superhero game.
And, despite the name which might hint towards the book being oriented for a player rather than a GM, the book does do both, it actually has quite a few pages devoted to the GM.
5/5 in my book, because its quality and setting are top notch, and the art is premium.
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Arrowflight is an interesting game. Using a simple d6-based mechanic, it provides rules for in depth fantasy gaming. It reminds me heavily of the d6 engine in terms of magic (which always makes me shudder and cringe), but other than that, it's pretty unique. The universe is pretty well fleshed out, and the rules look good. Give it a shot if you need a new fantasy game. It's nothing exceptional, but the art is good, typesetting is good, and rules are simple but permit a good game with minimal preparation.
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Nice atmospheric music. A lot of it is pretty good, and it'd set the feel. My only gripes are that there are a lot of shorter songs, which wouldn't always last for terribly long in terms of play time, so if you were running a campaign, you would have to constantly fiddle with the music player. My second gripe is that a lot of the music is pretty much carnival-only. Some could be applied more liberally to other creepy mood based settings, but a GM would have to get players to a carnival, and looking through the mass of settings I have, the only ones that work with that are Spycraft (gimmicky), Shadowrun, d20 Modern, and maybe (very gimmicky) Heavy Gear or MechWarrior as a side-plot (though this may be somewhat due to my lack of knowledge of carnivals and how to work them into other settings).
Oh yeah, I have another gripe: The laughing samples: No subtlety. It's like the music is saying "Be scared!" rather than "Big bad things lurk here!".
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This is an addon for Zombie Death Town to facilitate a more fun multiplayer experience. Mostly, it just adds content, so that it can be played with the assistance of a game-master and other players. I'm not sure what rating to give it, but I'll just rate it the same as Zombie Death Town. Good, light, fast rules, coupled with a nice (if short) adventure.
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Zombie Death Town is exactly what it says on the cover. Every ending ends you, so to speak. This doesn't make it so bad, but it is a little lacking in depth. While it's fun for a quick play, it's not really a huge game, and while combat is easy enough to survive, lots of situations kill you by fiat.
As I said before, it's good, but shallow and short. What I'd really have liked is if it had gone on about 50% longer before the inevitable happens, because as is the only way to spend more than 15 minutes on it is getting lost or reading very slowly. Some places don't seem to let you exit back to the city (namely the lab, which doesn't really have anything interesting except death and some horror-fic style stuff). It's actually pretty well written in my opinion, even if not everything has been viewed through the lenses of common sense (though that does make you like a zombie survivor, it doesn't really give you a full range of actions). Also, apparently re-entering your house is the same as deciding to hide in the basement (where you will die), which is another of my gripes.
However, it's basically a choose-your-own adventure book (which I loved as a child), combined with a more traditional roleplaying game (which I loved much more recently), so it's not all bad, and it is an engaging horror game.
Ultimately, if you need something for a roadtrip or similar venture, this is as good a thing as any, though you'll wanna bring something else, also. The author also included rules for playing the game in a group setting, but I haven't tested those. It gets above average, for managing to be a horror game that engages me.
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Creator Reply: |
Thanks! I appreciate you taking the time to review the game. -Charlie |
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Book of Beasts is a good product for a game master who wants to run a quick game of Resolute.
While not containing anything overly unique (there is some breath of fresh air, but most of the creatures are generic), you can easily find stats for a lot of foes that work well in almost any campaign with fantasy elements.
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Wow. I liked the first version of this, and wrote a huge rant.
This version is more concise, and the gripes I had have been more or less resolved.
Everything is better, in my opinion. It's probably the best d20 system I've seen, and much of the massive bloating has been removed.
Really, for $12, you get great typesetting, good art, what more could you want? It's a good Steampunk setting, and the rules are solid.
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I'm really not sure what to say about this. It has potential, and it reaches for the stars (literally and figuratively).
Unfortunately, it kinda doesn't get there.
The typesetting in this makes my memos look good. I'm sorry, I'll be honest. It's just not that good a job of typesetting. The background image obscures the text, and cuts out at the top and bottom of the page, leading to a cringe on every page. The art is decent, but doesn't follow the rules of real-estate (location, location, location, anyone?). Throw in the fact that it looks like it was from a few years ago (and I've authored a monochrome webcomic, it's not hard, but it's not to its full potential), and has absolutely no color (this makes sense for printing, but a .pdf can have colors. I can do coloring, and the nice crisp lines (at least for the cover art, the rest of the art seems to come from a variety of methods, the Greys look pencil-sketched, and the Pentarans and Daemons look actually to have had some shading done) seem to beg for it.
The rules, while good, are still nothing exceptional. d20 with modifiers gripe here: Like I say on most every review, the one-die system is nice, but if you put on too many modifiers, you don't get a fair game since someone always wins all the time, and others will always lose.
The main strength of the game is its diversity, which it does halfheartedly. The intro was very exciting, but having a mere 5 character classes (arguably with specializations, but really, be honest, there's five, and they choose from different lists sometimes) restricts players, and the lack of a dedicated Psi-user for anyone but humans is disappointing. However, there are more weapons than I know what to do with.
There's a lot of detail in some areas, too. For instance, ships can have a separate laundry, for crying out loud. But you can only follow given rules for Soldiers, Pilots, Merchants, Psi-Ops (Human only, the other races lose out), and Nobles. What is it with nobles in space anyways? It seems like every space game has to have player-class nobles, did I miss this memo?
I'm torn over this review. On one hand, there's obviously a lot of work in this product. On the other hand, it looks like it was done by an amateur or novice, without consulting people before letting it off the chain.
Really, for $8, you don't get very much product. If it were priced with similar products ($2 or $4, maybe), I'd say yes, but as is, I would sit this one out, unless you absolutely need a sci-fi game to play immediately without getting into a Star Wars/Star Trek/Firefly-Serenity/Battlestar Galactica/Babylon 5/Starship Troopers dominance fight.
Unfortunately, the only rage this filled me with, was the rage to quit the one of ten Adobe Reader windows I have open that contained the rules for this. In fact, it seems to be made to prevent Nerd Rage, since it takes generic things that feel more like a conspiracy theory compilation and mesh it together in such a way that will make any nerd agree that any of the aforementioned settings are better.
Really, the only thing about this that was noteworthy was the Messianic Greys, but that was really not enough. I know it's supposed to be a generic version so you avoid the price tag and setting wars, but if it's generic, they may as well put in some good stuff with it. There's a fine line between generic and nondescript, and this goes to the nondescript side.
Would it be worth $8? No, probably not. Would it be worth $4 or $2? Quite possibly.
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Really, there's one thing I have to ask you, the reader:
Why don't you have this?
At $12, this is quite possibly the only Mecha game you'll ever need. The rules are simple, but contain all that you need for a rough-and-ready mecha campaign.
I like the multiple-die success system, which I personally believe is the way to play. So get this! It's cheap, and it's good. Decent art, bland but forgivable typesetting, it's all good. It's a good game for the whole family, as well, due to its simplicity, but it's not by any means so simple as to be only part of a game.
I give it a five-star rating, just because it's got everything I look for in a mecha game.
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