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These are exactly what it says on the tin: Ground tiles.
They're high quality, cheap, and pre-formatted for printing.
If you plan to use these in a digital game (like with RPTools' MapTool) though, you may be out of luck, since they're in PDF format, but if you're gonna print them out, there's no reason to hold back. Unless the 6x6" is a downside, but the tiles are each split into 6 smaller ones, making them suitable for roads or fields (tile F) in most any game that needs them.
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This is basically a good, if simple, naval combat wargame.
It's pretty simple: Roll the dice, confirm hits, do damage, next round, draw a card, see what you can do.
Ships are given a few factors that make the game fast, though I can't really vouch for how accurate it is, not really being a nautical guy (I've read Hunt for Red October, but that's as close as I get).
If you want naval warfare, I recommend this, if for no reason other than the fact that for $15 and a bit of ink and paper, you get a fully-featured game.
My main gripes: No plain images of the ships for us digital favoring players, meaning I get to find ship images myself, or use proxies. Also, the action card system could result in long periods of time consisting solely of inaction, as ships move over and over, without firing.
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Okay, I'll say this: High quality, good file size.
If you need a simple ground tile that is capable of being used in many, many settings, use this!
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This book does contain a full game, don't be put off by its title. Granted, it lacks some of the elements of a full game, but it's got enough content to be playable, if it involves some deduction and bashing.
It's a long book, and I have no gripes with the page formatting. The art is pretty decent, if obviously marketed to a predominantly male audience. It's not as bad as some I've seen, though, and it's mostly not so bad as to preclude use with any players you could find.
Some of my worst gripes lay in the system.
For one, it's a pretty standard d20+modifier vs. check. Boring and predictable. Not only that, but they're just so common. I mean, you can find these for any genre. In fact, I've seen one of these just the other day. It's not that they're bad, but they're predictable. The more modifiers you stack, the less fun a game becomes. For instance, in Shadowrun, a newbie can kill a dragon with a standard gun, just because he rolls a great hit and the dragon rolls too few successes to sink the damage. This never happens in a modifier heavy game. There's a happy medium for realism, just because you don't want your ultra-tough demigods dying to a .50 cal bullet. However, in this you can get massive numbers, so it's always going to end in a one-sided battle with whoever built the highest modifier character winning. There's no threat from a mob with pitchforks, because only on a 20 could they even land a hit. Of course, this is me griping, but it's part of the reason I prefer a game where you get fewer modifiers rather than astronomical amounts. Given inspection, I think it would be easy to get a +5 modifier on a level 1 character. That's a lot, that's 25% of a d20's potential, and you don't wanna give a basic character so much of a probability unbalance, because the battles will become binary.
Another: Instead of just putting physical statistics, they use elements, which are not so horrible, but they add a bit of complexity that could be done without. It feels almost like in the desire to be unique, the developers just renamed things at whim. Granted, on the character sheets, they do say both the fancy name, and the plain name a D&D player would expect. (For instance, Air is "Agility and Nimbleness"). They add an attribute, so at least it's not just a plain copy of D&D here.
The protection system feels just like saves in the d20 system: You have three defenses, a reflex, fortitude, and willpower (though not necessarily), in place of a standard Armor Class.
All the races are pretty much standard, though not bad in any way, and while the steampunk/Victorian fantasy setting is not terribly common, it's not impossible to find similar things.
My gripe is that it feels a lot like pretty much everything else. However, it does have some creative elements. I have a few gripes with putting weapons as skills (maybe as a D&D holdover, despite the fact that I do it in both my homebrew systems, so I'm hypocritical here).
It does have a bit of bloating. Each weapon has its own skill, so you have to calculate up to 41 skills (though really, you won't use more than one or two types of weapons, so this lowers down to about 20 or so, counting the fact that you probably won't use every last skill either), 7 attributes, 3 movement-related "passives", 3 defense AC-style things, health, a mana equivalent, your proficiency with up to 7 types of armor (though, again, you probably won't use every last one), multiple disciplines (also complex, based upon class, basically determine abilities further), a buncha talents (each with five potential ranks), then the gear, wealth, and relationships of a character. Each individual character. And that's not counting cosmetics. It'd be fun, I believe, to play with a group of well-trained roleplaying machines, but it's sure not for novices, at least not novices who wish to play the same week they start reading.
And now I feel bad for being negative. This is actually a good game, and at the price, even though you'll probably end up buying at least one additional book or improvising a fair amount of content, it's definitely worth it. I'm interested in the City of Steam game they say is coming out as a MMORPG adaptation of this, just because it's a good system, but way hard to understand.
All in all, I'd give it a four, for being a good, mostly solid system, set in a good setting with tons of potential, docking the one point it lost for its massive modifier d20 system (both unoriginal and fairly biased towards powergamers) and the massive bulk, because only a few of the weapons will be used by any one gaming group.
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Creator Reply: |
Hey Erathoniel,
Thanks for the review. I'd love to release a d30 version as it was originally, but well, nobody has those d30 things anymore. Maybe I'll be able to release a boxed version some years later that includes d30s if it gets really popular.
Oh, and as for the character stats (air, fire, earth, water, etc). That's all linked into the concept of the world machine -more to come about that later.
If you have some cool suggestions on how to improve the system for future releases, don't be afraid to email me.
david@fltgames |
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Okay. This game is pretty well-done. It's got professional looks, art that doesn't gouge out eyes or look unprofessional, lots of options for character development, et cetera.
It's not the most complex system in the world, but it is a mite bloated, granted in the good too-much-information-overly-versatile way, rather than the roll-to-see-quantifications-on-your-hair way. The armory contains enough weaponry to satisfy me, and takes a Renaissance era-game feel.
All-in-all? I like it, it's got a success system similar to Shadowrun, but not in any way close to ripping it off.
It's rare to see an anthropomorphic setting with so much dignity (as quite a few degenerate, but I'm not gonna dwell on that here), and even more rare to see one set in a high-fantasy Renaissance with magic feel. The setting, even without any anthropomorphic elements, would be unique. Also, unlike some anthropomorphic settings, this one treats different species with less of a style of "different is different" as "different is similar", there are no worse or better species, just ones with a propensity for things, and no prohibitions or requirements.
The art is crisp and clean over the top fare (I was looking for Phil Foglio in the arts credits, since a lot [but not all] of it is reminiscent of his works as seen in Avernum).
If you want a game in this genre, while granted, there are very few that I could name (the other one being Harvesters, albeit that is more of a Redwall-styled low-fantasy), this is a great bet. 300+ pages of interesting content.
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On one hand, this game has an incredible amount of detail.
On the other hand, it's too complex for rapid-fire character creation, meaning that you'll take a while.
It has a lot of what I like from the d6 System style, with gifts and drawbacks. They allow ultimate customization of a character, at the cost of extended character creation. The fighting styles should always be presented as the tables in the glossary, in my opinion (and they should be referenced more loudly, since I tallied up my test character's fighting style effects by hand, leaving off only one point.
The game winds up applying massive modifiers to rolls. With +15 modifiers, plus the potential to add even more modifiers, oftentimes the dice become minimally active, taking a role only in the case of a critical failure or success, which oftentimes unbalances play, since the game seems to "fight" the dice, making them irrelevant (when it's possible to get a +10 modifier bonus on your opponent, it's pretty much no surprise as to which way the game goes).
I actually like it, despite its flaws, though, because it has an in-depth world, with lots of flavor and fluff to complement the rules, which are simple, if a mite overly complex.
If you want a ninja game, this is the best one I've seen.
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This is a pretty nice insight into gaming, and it has interesting interviews. It's definitely worth a read, so pick it up.
I'm kinda at a loss as to what to write, since I've been doing a lot of writing just now, and my brain's hurting.
Basically, read interviews with the makers of Twilight:2013, and enjoy a ton of interesting content in a well-formatted file.
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These tiles look nice. That's my (arguably not so) professional opinion there.
If you ever need a simple science fiction background, or if you run Somnium Mundus, these can be a good place to start.
Hey, they're free, so if you won't hurt for the 50 megabytes later, get it.
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This is a pretty good product, loaded with content and more.
However, maybe this is just the incredibly jaded part of me, but most of these creatures didn't seem that creepy. Only a few were truly scary, and none caused me to jump in my seat.
That said, good monsters, and if played right by a GM, they could be perfect.
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This is an interesting take on werewolf mythology.
Werewolves are basically supersoldiers.
I kinda like this setting, and the rules look simple and easy (simple d10 system).
My only gripe is that there could be a lot more content before it would reach saturation, but it's pretty darn good as is.
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Okay, I'm in a gripey mood. So this will be full of gripes. However, don't let it sway you too far wrong, this is a good product. It outlines several factions (not all, in my opinion, technically "divine" in any form of the word, but I'm griping early), with a fair amount of detail. It also has pretty good artistic arrangement, if the indentation is a mite off.
Good: Art, somewhat creative (in some ways).
Now it's gripe time. All these gripes are pedantric and minor, so don't let them detract too much. However, if these were addressed, the rating would be a five instead of a four.
Gripes:
Affecting the electrical impulses of the brain would not necessarily cause brain bleeds. I'm no expert, but the term "seizures" comes to mind. The brain is fragile, but it won't bleed at random. Seizures and permanent damage is more likely than bleeding.
All the fantasy-oriented factions seem cliche in that setting, some seem out of place in modern settings.
Some of the factions (coughfracturescough), seem to be an embodiment of social upheaval, which is not necessarily something a savvy GM would put in a campaign, since a lot of their players may come from backgrounds in which such situations exist (put two Christians of a different denomination together [or any two religious people with similar but different views], and add in the Fractures as a plot element, and watch the sparks fly).
Also, a lot of the factions would need to be pretty heavily "nerfed" to use a video game term, in order to not pretty much automatically kill the players. Nano-Virus, I'm looking at you.
Pedantry: Nano-Virus isn't technically the right term either.
There. Now that I've got the negative out, I'll apologize. This is a good product, with the exception of the typesetting, which sometimes creates issues. The art is top-notch, and the writing is good. It's worth the money.
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This is awesome. It's a black and white map, but it's got a lot of stuff.
The map itself is good, but it also has a special feature in the PDF that allows you to change grids, filled in wall handling, and more on the fly.
That said, I do have a couple gripes:
No digital export: even though it's built all modular, I can't use it in a digital campaign without a special program to convert print output to images.
Mixed styles: It feels like they did one of my least favorite digital art things- mixing brushes (I'm gonna assume they're using Illustrator, just a hunch) within one environment, without a good reason. They could have used a more pleasing brush on some of the objects.
Granted, it's good quality, and it's pretty nice. I'd get it again.
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Basically, this is the history of Shadowrun.
'Nuff said. I love Shadowrun.
Some language makes it not for the kiddies, but otherwise it's fine.
Oh, and the map is major awesome.
4/5, for not being something I can recommend to the kiddies who are new to Shadowrun.
That said, it has a lot of information you can't find anywhere, not even on Dumpshock's Sixth World Wiki. On one hand, you'll probably not need it, on the other, it's good to know.
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This is a good product. It's simple and precise. However, there is a small gripe:
Examples. There are few, if any, examples for how things actually work.
However, it's still a good system, so it's worth picking up, even if it requires a fair amount of work.
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Creator Reply: |
Thanks for the positive comments on the game. One of the primary design goals was to get the game into as few pages as possible, and I decided that examples and actual play could be elaborated on via forum and blog posts- I wanted to core rulebook to be as tight and focused as possible. |
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Okay, so this is a long book, and I just finished reading it after a couple days. It's worth it.
The writing is decent, the characters are somewhat realistic (both in behavior and abilities when compared to tabletop, if my puny 3rd Edition skills are right), if at a couple points overpowered.
It's a Shadowrun book. It's good quality, but it's not necessarily high art either. The setting's still good, and the writing's good, so it's still a good deal.
Pick it up.
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