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I'd been contemplating picking this book up used for a while before I found it on here.
I've decided that my Shadowrun campaign may be headed to Germany soon.
This is a good read, but it's lengthy, and a major time investment, unless you use it for flash-reference instead of reading it all ahead of time (which I recommend).
It's still good, though, so I'd pick it up.
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Unique, but overpowered.
While interesting and fun for players, these items are a major pain to a GM, being either too powerful or too outlandish to incorporate easily. While it would be good in a perfect world with perfect players, it just lacks the ability to be used with irresponsible players.
It's good, but it's just too risky for me to put any of this into a game, because I know that my munchkin will abuse it.
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There's one thing that I love about Troll in the Corner: They're unique. They write quirky, interesting stuff, with actual serious gameplay.
Standard d20 equipment, above average writing.
Sometime I have to finish reading Shadowrun: Germany, so I'll make this quick.
Like all Troll in the Corner products (I swear they don't pay me to kiss up, these are my genuine thoughts) that I have read, this is interesting and unique. While Aruneus has zombies, grimness, and a new take on orcs, this has a ton of humor. It's almost impossible to read this straight faced.
I. Like. This.
It's priced to sell, and it's worth the investment. And with a word like "Unengoblinatin" in it, it has to be good.
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On one hand, this is pretty plain in terms of gameplay. However, the background and premise of these are great, at least in the fact that they're creative.
While not a powergamer's favorite thing, these items give an unique twist to game play, and even though they may not be the player's assets, they are interesting and fun.
Hey, they're free, they've got decent art (though I'll gripe about not soft brush erasing the edges, like I always do), even though it looks suspiciously auto-rotographed.
Have fun with these, they're worth a read.
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Rules for a zombie apocalypse in standard d20/Pathfinder?
Awesome.
Troll in the Corner saw fit to give me a copy of this (I don't think a review copy either, I think just a free copy out of the goodness of their hearts), and I'm glad they did. It's awesome!
Standard gripes apply: Soften the edges of your in-text images, anyone? Just use the GIMP, edit-_select all, edit-_stroke selection, eraser with soft brush? Is it that hard?
And that's it. Have fun, and get this. It's priced at a great rate.
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Okay, BattleTech is like Shadowrun to me. It's my introductory material to the tabletop. And it's awesome.
I'm giving this the top possible rating. Why? Because I looked through it, and it brought back so many happy feelings. It's a great deal for a minimal cost. It's the sort of thing that makes me want to go to my local game shop for a pick-up-game.
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This is a fairly average sort of product. There's not much to say. Either you'll use it or you won't. It's not fancy die-cast miniatures. But this is how I play, should I play on the tabletop. And, I like these.
They're 3d renders, but they're of good enough quality not to make my nerd-senses tingle and want to play MechWarrior 2. They're nice. Nothing overly original, but there's quality here.
If you need this, I recommend it highly. I give it 4/5, just because it's not overly original, but there's enough stuff to play around with. There are about 20 figures, and two formats for each. The renders are of very high quality. I'd get it any time.
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This is a very simple product. It's maps. And they're fairly well thought-out.
I don't notice any glaring issues, however, I should note that these maps are extremely retro-styled. I don't mind it, but if you're used to fancy pants stuff, this may not be your cup of tea.
The only gripe: .jpg's get more and more lossy the more you save 'em, and it's obvious on the colored world maps.
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Creator Reply: |
As mentioned in description these are old school maps. Do view them for yourself to see if they are right for you. SSD is now making much higher quality maps, hence we are offering some of are older work in this "value" pack, (See Moon Dragon Inn for examples of our newer maps.)
The B&W detailed dungeon/castle maps were inserted into PDF as 2 color bitmaps. (So they are as crisp as possible for this format/medium.) In contrast, the color regional maps were converted "once" from a digitally remastered bitmaps into a JPEG and should print out as you see them in the preview. What this reviewer refers to as multiple over saves of JPG is actually a result of the remastering process. (This map was enlarged to 4 times its original size.)
“Everything” was redrawn at bitmap level with the exception of some of the mountain lines. Mountains were edited, but many of the thicker lines and were allowed to stay, hence giving the impression of multiple saves. Since mountains are gray and have shadows this was not considered an issue, and it does not distract from either the detail or ambience of the regional maps. All roads, cities, dungeons, temples, rivers, waterfalls, and labeling text, does printout neatly and clearly. This regional map does look very nice, and is very functionally, at least according to the two dozen players who use it in my games. Enough said.
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Really, the thing with Septimus is that it's a fancy sci-fi setting with everything. It's gonna be a long read. That's one of the only downsides. The others are that the power system is obtuse (thanks to the d6 system, which I enjoy massively otherwise), and there's a few spots where the text will merge with the background images and cause a minor headache.
Other than that, it's great. That's all I'll say. The setting is massive and intriguing, with a mix of post-apocalypse and soft sci-fi. It's a great game, and it's worth picking up.
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Even though horror-style stuff isn't really my thing, this book was incredibly smooth, and managed to creep me out with the examples. Even better, it's priced to sell, and though you won't find huge loads of art, it would just get in the way anyways (and probably prevent people like me from reading through it). This is one of the few products that I feel is a mix of simple and complex, and still manages to benefit from the combination.
On one hand, it's incredibly simple, the rules are basic and sweeping, so everything is covered in minimal territory. There are few attributes and skills, and they are defined in a wide function. Only six-sided dice are used, and always in a group of three. The game has built in safeguards to scale the opponents to the players (assuming there is a true opponent, free-for-all fights in hostile environments are suggested as one method of running the game), and the exact outcome of events is often replaced with a minimal summary, so that the game can move quickly. The rules, which are about 100 pages, give or take, are capable of being read and understood in one sitting. The game relies less on a large amount of modifiers and fancy dice, but more on a storytelling basis. The major villain and scenario can be set up with three pages of formatted text, though obviously more can be used to flesh out settings further.
At the same time, there is a complexity added, with characters able to scavenge for weapons and objects of use. The game aims heavily to emulate movie physics, and has no qualms with applying rules separately to different characters (bad guys, for instance, cannot be killed by falling), providing a balance. Many contingencies exist, and many reasons behind rules are given. Advice for new game masters is given, so that they can create settings filled with suspense, mystery, and fear, while not burdening the game's play. Many standard horror tropes and cliches are included, often with mechanics to work with them, such as finding weapons in a pinch.
If you want a good light rule set, even for a non-horror setting, this game has one of the better rule sets for casual play I've ever seen, combined with a ton of additional stuff for more horror-oriented gameplay. Let the slasher-flicks begin!
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The problem with this product is that it's mediocre, and it's in a place where it's not really hard to compete. If you don't wanna make up your own names for something generic, you're probably not meant to be a GM. The names are fairly bland. That's the greatest flaw.
There's no Prancing Pony, there's just nothing that's really memorable. That's the flaw. There is a very binary checklist for evaluating this: Are the names engaging?
They aren't.
Sorry, but I just can't give this anything. There are tons of good online tools to come up with these names. Sure they may not create stunning results, but then you just push the button again. You can't push the button on this again. Writing for settings may have killed this, because I see a glimpse of potential, but it just can't get over the hurdle of mediocrity, and in a place where almost everyone tries, that's the only way to have any value.
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Exactly what it says on the tin.
It's okay, but it's unoriginal, and really, unless you need to mass-generate inns for some reason, just think up one, and save yourself the pocket change.
Really, what it lacks is that there are no original names. I'm not saying they're stolen, they're just so boring. Good if your adventurers want to just sit in a low-key tavern in a low-key town in a low-key kingdom, bad if you want an engaging story.
It feels like somebody just wanted to cash in on the quick e-book profit system.
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This is, in one word, fun. It doesn't focus on being uptight, or realistic (well, particularly realistic), or even a specific thing. It's simply action-espionage, be it from Bond to Bourne. You can play a gritty game, or a game with super-tech and action.
Spycraft doesn't burden or restrict itself. It is what it is, and it'll do anything it wants. It's d20 adjusted for a modern setting, but it does what d20 modern did not. It makes the game fun. Instead of worrying about how your character is arbitrarily defined, you know how they're defined.
The art and quality is top-notch, and if you want something like a simple spy game, this is where you'll find it. A brief glance at other spy systems (admittedly earlier in production), such as an official James Bond game, shows that where they failed to make a simple, easy system for all types of adventure, Spycraft has succeeded.
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Heavy Gear 2nd Edition was one of the first tabletop games I bought. It's enjoyable and fun. It's also (or at least to my relatively novice skills when I got it) fairly obtuse.
The universe is well-detailed, and the gameplay is fun, but it took several hours worth of reading just to understand the functions.
However, you get a lot with this book. You get a combined RPG and tactical battle game, as well as a fair amount of flavor (still enough to allow them to publish a ton of sourcebooks, so not too much, but enough to satisfy). The art is top notch (it's no surprise that Dream Pod 9 sells the art in books as well).
It's good, it uses a lot of six-siders, but there's something missing in terms of plain examples and explanations.
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This is by far one of the best tactical combat systems I've ever played. It's got mechs fighting it out on futuristic battlefields.
The rules are simple but rewarding, and the fights are quick and satisfying.
If you want a quick, simple game that will pass time while someone goes to get snacks, but still leave you wanting to play again the next session, you can't beat this in terms of free products.
There's really not more to say.
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