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Book of Templates
Publisher: Silverthorne Games
by Jason C. [Featured Reviewer]
Date Added: 10/26/2009 16:44:44

This book contains around thirty templates for use in d20 fantasy games. Templates are applied to monsters in order to give them particular abilities, or boost or lower them in power.

Some of the templates seem awfully specific, as if targeted directly at someone's home campaign and not much use outside. Others are off in their calculation of how much the template affects the Challenge Rating of the monster. However, there are many that are very creative and some that are downright fun. Mixing and matching templates and monsters will give a GM lots of cool things to do when preparing and running monsters.

There are no particular special features for the PDF, but the length is such that this is not an issue.

A solid outing and the price is right.



Rating:
[3 of 5 Stars!]
Book of Templates
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EPICS roleplaying system
Publisher: Dragonslayer Games
by Jason C. [Featured Reviewer]
Date Added: 10/25/2009 12:53:55

The EPICS roleplaying system is an innovative, standalone, generic roleplaying system that can be used for any kind of story-based roleplaying. The system is intriguing. By starting only with the basics of the setting and character, you can jump right into play very quickly. You then have a pool of points that you use to customize your character on the fly. If you're in a crashing plane, for example, you could put some points into airplane piloting in order to steer the plane to safety. You have then established that your character is a pilot. As the game goes on, you then retroactively create your character.

If you need more points, there's very cool and intuitive way to achieve that. You establish that your character doesn't know something or is mistaken about something. In the crashing plane example, you could throw up your hands and cry, "Oh no, I don't know a thing about airplanes!" This would establish something about your character and give you bonus points that could be used in other situations.

However exciting it is to create your character in play, it seems that it would be of limited usefulness to most groups. Even those that like to modify their character a bit need to have some idea of what their character feels, thinks and is capable of when they go into a situation. Otherwise it's impossible to make meaningful decisions.

Nevertheless as a first pass at a challenging design goal - getting characters into play without fully locking down every possible character capability - EPICS is quite effective.

Reviewer tilt: +1 star for trying something completely new and crazy.



Rating:
[4 of 5 Stars!]
EPICS roleplaying system
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Arthur Lives!
Publisher: Vigilance Press
by Jason C. [Featured Reviewer]
Date Added: 10/16/2009 17:07:29

I'm in favor of reviewers mentioning their prejudices up front, so I will do so now: I really don't give a damn about King Arthur. I just don't. I barely liked the Disney Sword in the Stone. "Wake me when there's some girls, guns, cars jumping off things and explosions," is what I said to the award-winning RPG Pendragon. Well, my alarm clock just went off with the release of Arthur Lives!

The game is True20, and requires the main True20 book. It is compatible with the Adept and Warrior's Handbooks as well, and probably with most of your favorite True20 stuff. I was at a bit of a disadvantage without the True20 Companion, but in practice this lack didn't matter much. Systemwise, True20 is adhered to quite closely, which is a good thing as it is one of the best open systems on the market.

In Arthur Lives!, the characters are reincarnations of the figures of Arthurian myth in the modern day. As such, they begin to remember abilities and skills from their previous incarnation(s?) and thus the levelling-up system of True20 gains a new dramatic focus - you're not just building on your in-game experiences, but revealing parts of who your character used to be. Your character is in part defined not just by their capabilities, but by their relationship to their capabilities. If you're a staid middle manager, for example, and you suddenly remember and absorb your past as a seductive and sensual half-nymph, that's going to change not just numbers on your character sheet, but also how your character thinks about themselves and is motivated. This is one of the most innovative approaches to the level system of d20 variants that I've seen in any game.

The first chapter is on creating characters. This is the meat of the Arthur Lives! system. In addition to making your typical True20 character, you select your character's incarnation, and when they become aware of it, they gain benefits including bonus feats that push them along the path of knowledge and capabilities that their previous life had. A reincarnation of Merlin or Nineve will gain magical feats and abilities, for example.

I really can't emphasize enough the flexibility of this section. For example, questions regarding the sex of characters are addressed more thoroughly than in almost any other adventure RPG that I know of. A female character could be a reincarnation of a male Arthurian figure, or perhaps freed from the strictures of the day, a capable female reincarnation might able to upend the myth and take it in a whole new direction. Or, the game could adhere more closely to myth and try to emphasize the legendary relationships as closely as possible. The very fact that this is addressed, and encouraged for players to think about when designing the character elevates this above so many other mythical and historical games. There just is something different between a modern woman and a woman in Arthurian myth, both have something to bring to the table and you've got to make a decision about the nature of your character and what you want to do with it.

The next few sections details some new, Arthur-style feats and magic, with an interesting new system for awakening people's memories, and using remembrances of the past to set up advantages in current situations. A section called "echoes" describes the "reincarnation" of mystical and magical artifacts from the era into the modern day.

One last thing that makes this product sing - it is a labor of love. I didn't even really need the Afterword to tell me that the author is extremely knowledgeable and passionate about Arthurian myth. Remember, I came into the product not really giving a damn about it. All the enthusiasm I have for this game came from the verve and energy he put into the whole product. It has an excellent style that will draw you in even if, like me, you are a bit of an outsider to the whole thing. The impact of this can't be overestimated.

If I had to pick out some things to be improved, here's what I'd be looking for: a pronunciation guide (Malahaut? Lamorak? Morgause? Is Balin BAY-linn or Bal-linn or Bahl-linn or wut?), the incarnation list should be in the bookmarks (I should be able to click on 'Arthur' and be taken straight to Arthur's writeup), and there should be more "famous" Arthurian incarnations (Morgan Le Fay, Modred?) But these are nitpicks.

The purchase includes a printer-friendly and a screen-friendly version, although they are not that different, the screen-friendly version has some color illustrations, but otherwise they're more or less the same.

Arthur Lives! is one of the best True20 games on the market. Arthur fans will want it, obviously, but even if the Arthurian mythos sorta bores you? As one of those people, I'm saying: you want it too.



Rating:
[5 of 5 Stars!]
Arthur Lives!
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Millennium's End v2.0
Publisher: Chameleon Eclectic
by Jason C. [Featured Reviewer]
Date Added: 08/25/2009 14:23:35

This book is the second edition of a game that came out in the nineties, and it's rather fascinating to see a game in which the default group the player characters belong to is based on Blackwater, the world's pre-eminent mercenary company. It's difficult to assess this book as a result. In the aftermath of the disastrous involvement of mercenaries in the Iraq War, it seems odd to have them as the heroes of an RPG. In the Iraq War, mercenaries like those depicted in Millennium's End stole from the government, robbed the populace they were there to protect, were implicated in multiple murders and their general incompetence at even handling support operations was legendary and has resulted in lawsuits for the negligent deaths of US soldiers.

But at the time this game was written in the mid-90s, we didn't know any of that stuff about how Blackwater (or BlackEagle, as it is called here) would actually perform in real circumstances. I imagine the shock of ME players recognizing their characters when reading the news about the CIA hiring Blackwater for illegal assassinations or about Congressional investigations into millions of misappropriated funds.

So I have a difficult time writing this review. How can I look back at a game whose primary dramatic premise, that this mercenary company is a force for good in the world and is effective at protecting America, has been tested and not just discredited but completely collapsed? Perhaps it is best to look at ME as a bit of alternate history - a "what if the PR guys were right" scenario, in addition to the other changes to the timeline of the 90s. You can go a long way with the conservative view of the world on the brink of collapse barely held back by free marketeers with guns, and many of the technothrillers created in the 90s have that political point of view. Perhaps it's inherent to the genre and I'm overthinking it. C'est la vie.

The system is a straightforward percentile system. Although character creation is a very detailed process, there are excellent "example characters" that show their work effectively. Combat is also extremely detailed, with a hit location system and an impairment system to describe the impacts of injury. It's, by design, a quite deadly combat system. I would expect several casualties, especially early in the game as players get used to the system. This is not exactly in line with the technothriller roots of the game.

There's a scenario in the main book, "The Thanatos Factor", involving a secret chemical weapons research facility. A detailed "what came before" section makes it very interesting for GMs who like to have a lot of investigative detail in their games. I can't escape the niggling feeling reading it that the player characters, given what we know now, would be more likely to be openly hired by the chemical weapons developers than anyone else in the scenario...Nevertheless as a scenario it's well-detailed, has a cool handout, I like the characters and the setup.

Still, there are plenty of oddities here too. Different ratings for base attributes for males and females. Bookmarks that are mostly useless - "Chap1", "Chap2" and so on, though there is a well-marked link directly to the character creation sheet. There's a highly detailed equipment section that doesn't seem to mesh with the GM advice of keeping things moving and dramatic.

In the end, ME is a largely well-produced game targeting a particular kind of story from a particular time period. There just aren't many games out there doing detailed, deadly combats of this sort anymore. If that's what you're after, ME will give you what you want. And as a window into a past that's gone, it's exemplary. I can't think of another game that has gone through the change that ME has gone through just by virtue of time passing. I just don't think time has been kind to it. I will do my best to be kinder.



Rating:
[4 of 5 Stars!]
Millennium's End v2.0
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Terror Thirteen
Publisher: Anansi Games
by Jason C. [Featured Reviewer]
Date Added: 08/25/2009 12:34:03

Anyone who's read my reviews for the koff years that I've been posting them here knows that one of my big issues with the PDF market is how rarely people use the functionality of electronic publishing to improve the presentation or play of their games. The industry standard for many years was, "we put a PDF version of the print book together and put a price tag on it". Pressure from high-quality PDF publishers have improved this standard - now we expect to have at least semi-optimized files and bookmarks. But these are still baby steps compared to what electronic publishing can do for gaming. Now Terror Thirteen has added something new to the mix - using attachments to deliver the various sheets the game needs right in the same package as the game itself. It's simple, it's effective, and it should absolutely be an industry standard. The game also has the aforementioned bookmarks and good file optimization. Although it's large, it loads fast.

All right, enough of my hobby horse. Let's get to the meat of the game. Terror Thirteen is a horror game, with all that implies, cultists, monsters, and so on. However, it has several innovations that make it stand out in the crowd.

First is the implementation of a fluid Background system. Backgrounds are descriptions of "upbringing, personal development and social status" that are not part of their skills or inherent attributes. Many games have background systems that describe these elements of a character, but T13 is the first one that I'm aware of that makes those Backgrounds very fluid. They can be increased or decreased by 1 (out of 10) as part of an appropriate scene. In addition, even non-advantageous Backgrounds like "Addiction" have advantageous aspects to them - addicts know how to navigate the underworld, find drug dealers, and so on. This means that if you want a game to really be about overcoming some disadvantage (or strongly claiming some advantage), the player has some control over that, by making their character address the Background again and again, increasing its importance to the story and altering the Background rating itself.

Second, T13 emphasizes Bonds - these are relationships or connections that define the character. Some are very dramatic and meaningful, such as a Bond to one's family or lover. Others are more for flavor, such as a Bond to one's trademark hat. What's great about this system is that by creating these Bonds, the player tells the GM (or other players, see below re: narration) exactly where they need to hit in order to get their character hurt and/or motivated. If a guy in a horror movie has a trademark hat, you can bet the monsters are going to knock it off his head or steal it or he'll lose it at some point during the movie. Bonds are a great way to emphasize that.

The resolution system is similar to many story-based resolution systems out there. When a conflict arises, typically between two characters, there's a die roll (or several if there are many parts) and the winner gets to narrate the outcome. Interestingly, the narration-passing permits and encourages the player to steer the plot towards their particular expertise. The scholar of ancient Assyrian's player might determine after an investigatory conflict that the monster has its roots, where else, in ancient Assyria. This is a cool way to get a bit more of the spotlight time (or give it away) if you feel you are being left out of the game.

Failure results in "Bad Things", which is a cool way to keep consequences interesting based on the kind of conflict the character was in. One particular sort is a lasting "Status" that the character must find some way to deal with. Another unusual and innovative mechanic is the Terror Level. The master villain tries to increase it, in order that more drastic monsters can be summoned and unleashed - the player characters try to reduce it.

The work contains, thankfully, a bullet-point analysis and summary of many different sorts of horror stories. This is crucial and many horror games leave it out, or focus obsessively on one sort of horror stories.

Finally, an example of play steps you through the process of the game.

As you can see from my long summary, this is a very meaty game. A lot of work has gone into it and it's highly valuable for the horror gamer. If there was one thing I could improve about it, I would say that the layout needs to be more consistent. For example, in the Character section, there's a brief description of what Skills are, with example Skills actually listed later. Well and good. There's a brief description of what Backgrounds are, with example Backgrounds actually listed later. Fine. But then there's a description of what Bonds are, and the examples are listed right there.

However, this is quibbling. The game is highly effective, is well-detailed and clear, presents many innovations for horror gaming, and deserves high praise. I'm giving it my highest marks.



Rating:
[5 of 5 Stars!]
Terror Thirteen
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Active Exploits Diceless Roleplaying
Publisher: Precis Intermedia
by Jason C. [Featured Reviewer]
Date Added: 08/20/2009 15:07:47

This excellent work is one of many "base system for free" PDFs that you'll find on the market, but you won't find one as thoroughly documented, well-laid-out, clearly written or downright useful as Active Exploits Diceless Roleplaying. The basic systems are quite simple, and the additional systems (for magic, psychic powers, and so on) are solid. As with all "generic" games, you are going to have to set up your own color and requirements in the setting, but the system is easily balanced. In addition, the PDF is very well-organized and a joy to use either on the computer or at the table. It is easy to find what you need relatively quickly. If you are considering putting together a game and want to try out a diceless system for it, give Active Exploits a look.

It also helps that the work is compatible with a lot of other excellent Precis Intermedia work, making this a good investment to improve the value of those games and supplements as well.

This game is everything it says it is, gets the job done solidly, and it's absolutely free. Since I can't think of a way to improve it significantly, I give it five stars.



Rating:
[5 of 5 Stars!]
Active Exploits Diceless Roleplaying
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FREE d20 to FATE Conversion Guide
Publisher: Adamant Entertainment
by Jason C. [Featured Reviewer]
Date Added: 08/14/2009 16:12:15

This free conversion guide was set up to help those playing FATE convert the excellent d20 Modern material put out by Adamant to their system. It's short, it's free, it's thorough, the only thing I would have liked to have seen is some further attention to how one can expect the capabilities of the characters to change.

In addition, high level characters turn out to have a LOT of Aspects, as the example shows, and some advice on how to manage that sort of thing would be helpful.

But it gets the job done and gets it done solidly - and the fact that Adamant is doing this after putting out top quality D20 Modern material for so long shows they're quite committed to the material reaching as many people as possible.



Rating:
[4 of 5 Stars!]
FREE d20 to FATE Conversion Guide
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Coupons & Feats
Publisher: The Le Games
by Jason C. [Featured Reviewer]
Date Added: 08/14/2009 15:48:26

Look you dummies, if you want me to buy things from you, give me coupons!

And if you want me to download your coupon book, give me a taste of what you write! Something small but useful like feats if you're writing 3e stuff. So I will know what I'm buying and want to buy it because of the coupons.

It's not rocket science!

So pretty much I am rating this one five stars not because the feats are brilliant or the coupons either (though they're both perfectly fine), but because every publisher should come out with coupon books exactly like this one every month, forever, the end. Also.



Rating:
[5 of 5 Stars!]
Coupons & Feats
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Coupons & Feats
Publisher: The Le Games
by Jason C. [Featured Reviewer]
Date Added: 08/14/2009 15:47:42

Look you dummies, if you want me to buy things from you, give me coupons!

And if you want me to download your coupon book, give me a taste of what you write! Something small but useful like feats if you're writing 3e stuff

It's not rocket science!

So pretty much I am rating this one five stars not because the feats are brilliant or the coupons either (though they're both perfectly fine), but because every publisher should come out with coupon books exactly like this one every month, forever, the end. Also.



Rating:
[5 of 5 Stars!]
100 Fantasy Adventure Seeds
Publisher: Postmortem Studios
by Jason C. [Featured Reviewer]
Date Added: 08/14/2009 15:43:00

This is an excellent brainstorming work that will help any GM who is designing a fantasy campaign and wants to establish interesting and evocative things for the player characters to be doing.

Let's get the negative out of the way first: There are a few awkward phrases and/or bad editing in places, and there is not much attention given to exactly how one is supposed to use the work itself (although the GM advice that's given is fine.) Maybe I'm supposed to know whether my group wants to teleport from problem to problem or if they are all supposed to be linked somehow, but it would be nice to know how I am to figure that out and how to implement it.

Now on to the positive, and there's a lot of it. Unlike other "adventure hook" books, this one goes into considerable detail on the hooks. Each is given a full-page writeup, each has at least two possible twists, and an "epilogue" that presents different ideas for what could happen after the adventure is over. The hooks cover all sorts of fantasy, from grim-and-grody to high-flying pseudotechnological. I can't even conceive of a fantasy campaign so strange that at least some of these seeds wouldn't be useful.

Plenty of the hooks also have "ideas" listed in sidebars. These are pieces of advice specific to GMs running with that idea - how to keep gladiator fights interesting, for example, or how the PCs might interact with students at a magical school.

I've used many of these hooks in my campaigns - sometimes even dressing one up as another - and they're easy to prepare and understand. That can be a great benefit to a GM.

There are no bookmarks or other PDF special features, which I suppose fits the "every page a different thing" part of the work.



Rating:
[4 of 5 Stars!]
100 Fantasy Adventure Seeds
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Four Color System (Core Rules)
Publisher: Seraphim Guard
by Jason C. [Featured Reviewer]
Date Added: 08/13/2009 17:51:28

The core rules for a simple, free superhero game very much inspired by the old Marvel Super Heroes game. That game was one of the best in the history of the hobby, so a near-copy has to be at least "very good". It has a lot of elements to it that you don't often see in modern superhero games, not the least of which is random character creation. I always got a thrill trying to figure out why my guy, or the bad guy, was an alien who had a cybernetic brain and could control plants.

Essentially, if you happen to be someone who missed the early Marvel game (or are too young, you whippersnappers), the system is a percentile one. Your character has a particular power or skill level, you roll a set of percentile dice, then check to see what the result is: failure, success, great success, or phenomenal super mega success, which are colorcoded. (Here, it's black red, blue, yellow, compared to MSH which was white, green, yellow, red.) Fortune points, achieved by beating villains and/or keeping track of your civilian obligations, can help you out.

The weaknesses in the work are more aligned to what the work is rather than to any particular flaw. Yes, there are still a few "see page 00"s that might be taken out on later updates. More importantly, though, the system both relies extremely heavily on GM decisionmaking and evaluation, yet gives virtually no advice or guidance on how the GM is supposed to make those decisions and evaluation. It just says to visit RPG boards online. Even a tool comes with enough instructions to know what the tool does and how it is intended to be used!

The product has no bookmarks or special features, though at only 34 pages it's probably not strictly necessary. The free price makes this an excellent bargain and gives the score a boost.



Rating:
[4 of 5 Stars!]
Four Color System (Core Rules)
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Haven: City of Violence (D20 Modern)
Publisher: LPJ Design
by Jason C. [Featured Reviewer]
Date Added: 08/13/2009 17:41:07

This extremely professional and well-put-together supplement presents a grim and gritty crime-oriented setting for D20 Modern. Following in the footsteps of great "dark city" settings from comics' Gotham City to gaming's Hudson City, Haven, City of Violence offers a world of betrayal, conspiracy, noir stylings and, of course, plenty of guns and brawling.

A brief short story sets the scene, then a general overview of the organization, history and government of Haven is presented. Then, each neighborhood of Haven is given its own flavor, with many interesting NPCs to both assist and bedevil the player characters. A recent history, emphasizing gang conflicts and organized crime activity, follows.

The supplement introduces the idea of neighborhood-oriented backgrounds, which expand feat options for characters as well as opportunities for Wealth and Reputation. A few new Occupations, Advanced Classes, Skills (and skill uses), and many new Feats are also introduced. I should note that one of the Advanced Classes, the Cleaner, gains significant bonuses from setting up a "murder room" (i.e. with plastic sheets covering the floor and windows, isolated from others, and so on.) This is very stylish, definitely in keeping with the scary-organized-crime aspect of the game, and most important, introduces a new sort of tactic for player characters, encouraging traps and manipulation to get the target to where the attacker wants him.

A simple disadvantage system is also introduced. Unlike many disadvantage systems for D20 games, the one in Haven: City of Violence, feeds directly into the CR system rather than standing on its own. This makes it much easier to integrate into existing material or preplanned campaigns, a big plus.

An interesting Organization section details several of the key factions in Haven, and gives mechanical bonuses to advancement in the faction, including prominent organized crime families and police. Each faction divides its loyal members into "Muscle" and "Brains", and expands additional talent options for those that advance in those areas. This is something that could be expanded on significantly in many different sorts of games, as factions are key to most modern game designs.

A decent GMing section follows, the best part of which is the list of questions which can be used to design an adventure.

Throughout, the text is clear, and the art is highly professional and evocative. I spotted a few minor typos, but nothing serious. I count 91 pages, plus 2 covers and an OGL page, and they're all chock full of wonderful nastiness.

There are several ways this work could be improved - the use of bookmarks, for example, is almost necessary in supplements this big. I also am not sure the neighborhood-background system adds much to the game in the level realm that most people are going to play it in. (By the by, some notes on how to use Haven at low levels, middle levels, and high levels would also be great.) The GM advice on how to have dynamic, exciting action scenes is top-notch, but little attention has been given to how to get the D20 Modern system to handle things like lots of movement in combat.

However, overall, Haven: City of Violence is one of the strongest D20 Modern citybooks out there. It takes a tone and runs with it right to the finish line. If you like Gotham City, if you like Hudson City, Haven will fit right in next door. Like Marv said in Sin City, "I love hitmen. No matter what you do to them, you don't feel bad." The low price tag makes this one a bargain you can't pass up. I'm giving this one extremely high marks, in part because I love the subject matter and it's clear the creators did too.



Rating:
[5 of 5 Stars!]
Haven: City of Violence (D20 Modern)
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Verge 24
Publisher: Peril Planet
by Jason C. [Featured Reviewer]
Date Added: 08/13/2009 17:21:07

For a free game that was written in 24 hours, Verge is really impressive! Okay, that's faint praise. Let me try again.

Verge is a simple, quick game that comes with an evocative setting halfway between Dickens and steampunk. Essentially the system consists of rolling a pool of d6s and counting "successes", which are those that come up 4, 5, or 6. Each of those successes permit the narrator or the player to state one thing about how the conflict goes, which can lead to some interesting back-and-forth, particularly since the areas in which your characters are highly skilled are likely to have more highly detailed narrations and attention from the players.

An excellent start, Verge gives you a lot of different directions that you can go. By its 24-hour, 14-page (plus covers and an ad) nature, it doesn't go into great detail about anything, but it should spark some fun at the table.

The free price adds to the value and the layout is effective. There are no special PDF features.



Rating:
[4 of 5 Stars!]
Verge 24
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Blank Cards Collection
Publisher: The Other Game Company
by Jason C. [Featured Reviewer]
Date Added: 07/29/2009 14:10:57

This well-laid out set of blank cards for many different purposes is a great buy for all groups - especially since it's free. The PDF uses forms, so you can type in the info and print them out. My wife used the spell cards for playing a cleric and we liked them so much we had them laminated, so she could "lay out her hand" every morning to decide which spells her cleric would pray for. A top notch product made even better by its free price. This is everything a card collection should be.



Rating:
[5 of 5 Stars!]
Blank Cards Collection
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Bride of Portable Hole
Publisher: EN Publishing
by Jason C. [Featured Reviewer]
Date Added: 07/29/2009 14:07:36

As I mentioned in my review of the prequel to this PDF, if you like "gamer humor", snigger at Murphy's Rules, Knights of the Dinner Table, Dork Tower, Grimtooth's Traps, and all that stuff, then you'll like this humorous, often low-brow supplement. If you're like my wife and roll your eyes at that kind of thing, you won't. For my part, I roffled and lolled and did all that stuff the kids text about these days. So I give it high marks.



Rating:
[4 of 5 Stars!]
Bride of Portable Hole
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