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Horror Show
Publisher: Bedrock Games
by Thomas B. [Featured Reviewer]
Date Added: 08/14/2011 16:54:32

WHAT WORKS: A tested system that has depth without being too crunchy, combined with an obvious passion and knowledge of the genre. The book really shines with the Monster sections, where they provide both a number of ready made monsters as well as powers and guidelines to build your own from scratch. And yes, if you choose, you can use the Monster Powers section to make characters with special powers (like the psychic chick from Friday the 13th Part VII) or even play the game as a straight up Monsters game. Oh, and I love that cover so much.

WHAT DOESN'T WORK: None of the provided Features did much for me, but they don't take up much room anyway. There are still a few places where they probably carried over a bit TOO much information from the previous Network system games, but that's a maybe.

CONCLUSION: Yeah, I doubted the guys that made me like both a mob-based RPG and a terrorist/Homeland Defense based RPG. I'll learn someday. Probably the biggest problem the book faces is that most groups probably have a go-to game for horror at this point, be it GURPS Horror, All Flesh Must Be Eaten (which is easy to mod for non-zombie horror with the genrebooks out at this point), new World of Darkness or what-have-you...and there's probably not anything in this book that just SCREAMS "ditch your go-to game in favor of Horror Show", other than being written with few, if any, assumptions in mind. For my part, even if I never actually use this to run a game with, I have little doubt that I'll constantly pull it up for inspiration when running horror games. Did I mention I really love the cover? Very strong recommendation if you like horror RPGs, and one of the strongest releases by Bedrock Games to date, in my opinion.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/08/tommys-take-on-horror-show.html



Rating:
[5 of 5 Stars!]
Horror Show
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ICONS: Hero Pack 2.5
Publisher: Ad Infinitum Adventures
by Thomas B. [Featured Reviewer]
Date Added: 08/06/2011 13:03:49

WHAT YOU NEED TO KNOW: For $5, you get six new characters as well as an adventure with map and standees. In addition, Galacticron (who was lurking in Hero Pack 1) is present here, along with a couple of other villainous types specific to the adventure. The adventure itself is a pretty basic affair, with Lady Omega ripped Galacticron across space and into the New Mexico desert, in hopes that he will destroy Earth. The kicker, of course, is that the PCs can't really harm him directly.

WHAT WORKS: I really dig a couple of the new villains, like the tech-stealing Ephemera and Sequence - a villainous powerhouse who has received a serious upgrade. I actually wrote a comic script with villains similar to the "space locusts" that are presented here (although mine were more like cockroaches), so that's rather cool.

WHAT DOESN'T WORK: The adventure could have used some editing, and while Lady Omega is TECHNICALLY a fully useable character...she comes across like the barest stereotype of a supervillain. Also, the "useable map" sure looks like it would be DRAMATICALLY off scale for the standees (and that's being generous with the definition of "scale"). I would have liked, say, a page of Lakmar Shock Trooper standees, myself...I mean, if you're going to use them, you're going to want a bunch of them.

CONCLUSION: A good product, with a great example of an adventure where the heroes HAVE to think outside the box, at least with the Galacticron problem. Despite the paper-thin characterization of Lady Omega, she does at least have a cool look and power set, so an enterprising GM can build from there.



Rating:
[4 of 5 Stars!]
ICONS: Hero Pack 2.5
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ICONS: Hero Pack 2
Publisher: Ad Infinitum Adventures
by Thomas B. [Featured Reviewer]
Date Added: 08/06/2011 12:31:33

WHAT YOU NEED TO KNOW: With the success of the ICONS Hero Pack, it is no real surprise at a Hero Pack 2 came along. All of the art is still provided by Dan Houser, with characters created by ICONS fans, but this one only had 30 slots...which means the PDF is 65 pages, with every character getting a full character sheet and a background "page". Each character also receives a printable standee, so if you like your standees, there's a whole slew of them available for you here.

WHAT WORKS: One of the gripes I had about the first Hero Pack was that many of the characters weren't usable "out of the box", due to Qualities and Challenges not being specified, as well as the characters not having backgrounds...that is a non-issue here. Many of the characters were created by the same people, and have their backstories interwoven with one another. If I had to pick a favorite from this set, it would be Mook, a common thug with Duplication powers who hires himself out as an all-purpose Henchman force.

WHAT DOESN'T WORK: Some of the images, names and concepts seem to be an odd fit (Shadowform, the shapeshifter who turns into various tools and wears a green costume comes to mind).

CONCLUSION: From a design standpoint, this is an improvement over Hero Pack 1 in just about every way. The trimming down to 30 characters allows all of the characters room to "breathe", and allowing the artist's work to show off more than the otherwise crowded Hero Pack 1 did, and at $2 less than the first one.



Rating:
[4 of 5 Stars!]
ICONS: Hero Pack 2
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Wellstone City Chronicles - Encounter Deck
Publisher: Silver Gryphon Games
by Thomas B. [Featured Reviewer]
Date Added: 08/06/2011 11:58:41

WHAT YOU NEED TO KNOW: This 8 page PDF is a "random events" chart designed for Wellstone City that can be used with any deck of standard playing cards (which are standard stuff for Savage Worlds). It is notable in part because many of the "randon events" can have HUGE implications on the campaign, like your own faction sending a sniper after you, or your rivals trying to recruit you as a double agent. The events are divided by suit, with a specific event for each card, although Spades/Hearts and Diamonds/Clubs use largely the same events with major/minor tweaks to them.

WHAT WORKS: Based off of a playing card deck makes the PDF incredibly simple to use, especially for folks on a printer budget. So many of the events having the ability to turn things on their ear is very much a plus in my book.

WHAT DOESN'T WORK: Given how big some of the events can be, and how closely they are mirrored in the Minor/Major scale, drawing once per scene seems excessive, especially when you factor in the "Joker" rule that can put multiple cards in play. I did note a few typos that made it into the final product. The PDF price seems a little high, but only in relation to other Wellstone City/Silver Gryphon Games products.

CONCLUSION: Great concept, but then I love random roll/draw charts, and the scale at which this chart works is very nice, with some real game-changing options present, which can lead to a series of double-crosses and and the like. A great idea for a great setting, adding an element of chance that can affect the game in minor ways (finding $20 on the street) to major ways (having the FBI offer you the chance to take down the Russian Mafia from the inside, or the CIA turning on you mid-op with an assassination attempt, for their own reasons). Especially recommended if you feel like your Wellstone City game is lacking a certain spark right now.



Rating:
[4 of 5 Stars!]
Wellstone City Chronicles - Encounter Deck
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ICONS: Hero Pack 1
Publisher: Ad Infinitum Adventures
by Thomas B. [Featured Reviewer]
Date Added: 08/03/2011 21:44:29

WHAT YOU NEED TO KNOW: 120 heroes and villains in one PDF, retailing for $9.95. Every character has game stats and art by Dan Houser. This was part of a promotion where people purchased slots for their characters, Mr. Houser drew them in the style associated with the ICONS rulebook and game stats were published for them. In addition, several of the ICONS characters from the corebook are also provided, such as The Whisper, The Hangman, All-Star and All American Girl. A whole slew of standees are also present, which should cover every character in the book as well as some blanks.

WHAT WORKS: If you're a fan of cardboard style standees in your game, having a bunch of new ones to play around with is always fun. Some of Mr. Houser's character designs are really great, providing some very interesting character images.

WHAT DOESN'T WORK: Backgrounds are not present for any of the characters. Vital statistics such as height and weight are likely inaccurate as well, as a particular height and weight shows up a LOT (5'6" and 140 lbs) even when it seemingly makes no sense at all in context of the picture . Many of the Aspects are not defined (with only Epithet, Catchphrase, Social, etc.) listed, making the lack of background for several of the characters even worse.

CONCLUSION: While not a bad idea, the execution is flawed. You don't really get 120 ready to use Heroes and Villains, instead getting a few mostly ready to use Heroes and Villains and a bunch of guys you still have to use a little creative work on to make table-ready. While the standees, character images and what you can glean from the concepts aren't bad at all, be warned that this is not an "out of the box" product.



Rating:
[3 of 5 Stars!]
ICONS: Hero Pack 1
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Part-Time Gods
Publisher: Third Eye Games
by Thomas B. [Featured Reviewer]
Date Added: 08/01/2011 22:16:35

WHAT WORKS: Again, the art and layout are a step beyond anything Third Eye Games has produced to date, and maintaining the same cover price as the previous two corebooks. The Manifestations cover a wide range of standardized effects, with details from Dominions being used to keep them from all being identical. The backstory is crazy, but cool, and does a nice job of explaining WHY the Part-Time Gods need their humanity. The Source being the fueling power behind The Outsiders also pretty much provides any excuse to use any kind of monster you want, really. Once more, Eloy Lasanta sets up a great premise without a metaplot driving it.

WHAT DOESN'T WORK: Not a fan of the cover art. Something about the artist's style just didn't click with me. Interior stuff? Fantastic. Exterior? If I wasn't a big fan of Third Eye Games already, I'd probably overlook this just looking at the cover. Also, I'm not a fan of the "buy your way into the game" thing that's so common in Kickstarter. I get WHY it's there, but it's my least favorite part of the book, easy. Cool for the people represented in the book, I'm sure, though. None of the Theologies really "jumped" out at me the way they were presented. I don't mind the concept, but in "faction" RPGs, I can usually find something that would REALLY appeal to me as a player, and none of the eight did that.

CONCLUSION: If I had to go to a deserted island with just one Third Eye Games book, it would still be Wu Xing. That's not a knock against Part-Time Gods, that's just how awesome I think Wu Xing is. That said, Eloy's distinctive voice as an author again hits a home run, this time believably humanizing Gods in an RPG setting, and providing new mechanics that reinforce the need for the newly Divine to hold onto their mortal ties for as long as possible. He has now released a trifecta of great corebooks, each with a similar feel but still very much distinct from one another, and the streamlining of the Combat should go a long ways towards swaying some folks who found the other two games too cumbersome in combat.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/08/tommys-take-on-part-time-gods.html



Rating:
[5 of 5 Stars!]
Part-Time Gods
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Courtesans: Sex & Society
Publisher: Postmortem Studios
by Thomas B. [Featured Reviewer]
Date Added: 07/21/2011 00:03:41

What Works: I would say the game does a very good job at cartoonishly tackling the subject of Ladies of the Evening screwing (and screwing each other over) in historical England. Despite getting into some...interesting...territory, the writing never feels as crass and tasteless as it EASILY could have been. Far from it, in fact. As well, the sheer amount of options available for customization (of the ladies and their Admirers) is very impressive.

What Doesn't Work: A lot of the art and layout felt a step below what I've come to expect from Postmortem, and it didn't feel particularly evocative, either. The game's concept would seem to be a pretty hard sell, even moreso than Tough Justice is. Given some of the options provided, I'm at a loss that miscarriage rules were left out for simplicity's sake. Since the game never goes into straight parody, nor is it deadly serious, it is hard to say if the right tone was struck with some of the riskier source material. The afterword appears to have not been proofread.

Conclusion: This game is certainly not for kids, for starters, or for anyone feeling particularly prudish. While I think the game is well written, and I have come to expect nothing less from Postmortem in general and Mr. Warner in particular, it isn't something that particularly interests me. Tough Justice, another hard-sell type of game, captured my attention in a way that Courtesans does not, and I am sure it is due to the concept and not the execution. Still, I applaud the effort at putting something new and different out there, and I hope it finds its audience, even if that audience is not me.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/07/tommys-take-on-courtesans-sex-society.html



Rating:
[4 of 5 Stars!]
Courtesans: Sex & Society
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Resolute: The Splintered Realm
Publisher: Splintered Realms Publishing
by Thomas B. [Featured Reviewer]
Date Added: 07/18/2011 23:52:56

WHAT WORKS: Plenty of information for 20 pages, more than enough to get your game rolling. There are also some decent benchmark guidelines for character point totals actually mean, as well as ability benchmarks. The author does a great job of conveying a lot in a few words. Nice setting premise.

WHAT DOESN'T WORK: While cross-referencing with the Resolute Book of Beasts, I noticed a bit of overlap in the contents of the two bestiaries, which was disappointing. It is also hard to call the archetypes "optional" when you basically penalize someone for not taking an archetype. Given the size of the book, there is virtually no setting information once you get past the blurb that sets up the premise.

CONCLUSION: Unlike some other "low-end" or "budget" RPGs, this feels very much like a complete game (like the Resolute supers game does before it), even if it doesn't feel like the premise is executed quite as well here. I would also have liked to have seen even the minimal crossover with the Book of Beasts avoided, as the small size of the books basically means that every page matters. That said, there is plenty of room for microsupplements that could expand it out, both within the setting and the realm of generic fantasy. If you only buy one Resolute RPG, I say stick with the supers version, but this is definitely a fine product on its own merits.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/07/tommys-take-on-resolute-splintered.html



Rating:
[4 of 5 Stars!]
Resolute: The Splintered Realm
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6-Pack Adventures: Kiss of the Frog God (LotFP)
Publisher: Postmortem Studios
by Thomas B. [Featured Reviewer]
Date Added: 07/10/2011 21:48:05

WHAT WORKS: First off, the Frog Men (the underlings for the adventure) are downright terrifying, and do a good job by themselves of capturing the "weird fantasy" aspect over just any Basic D&D adventure. The catch for the boss fight is also a nice touch, forcing a bit of thought for the resolution, without feeling like it is cheating. The map is really well done, with some great production values. Two of the NPCs are set up as dueling personalities, and while we are clearly meant to sympathize with one, they are both at least partially responsible for the events that draw the PCs in, a nice bit of writing that makes the characters feel more real.

WHAT DOESN'T WORK: Two of the pregens are closeted homosexual lovers, and the author's notes about playing the gay couple come across a bit defensive and condescending. Gamers in general have come a long way from the days when homosexuality was on the mental illness chart in Palladium games and while some folks may have issues with the "two gay men" aspect, in my experience a lot of folks are going to be equally uncomfortable with the solution of "just change one of them to a female and play the couple that way". I don't really think it's a matter of being insecure in one's sexuality, but a general aversion towards roleplaying romantic relationships among PCs in general, ESPECIALLY in D&D-type adventures. That said, it IS a good hook in that it ties into adventure's hook thematically. The "Pilgrims seeking atonement" plot hook works great for a demo or con game, but is really specific for a "drop into your own game" session, but that's a minor quibble as the town could be dropped onto any road along the way, and the PCs drawn into the affairs of the village. The proof-reading could have been a lot tighter, as I not only caught homonyms that made it past editing, but mis-use of apostrophes and even a typo in the editor's name in the credits.

CONCLUSION: I got more "weird fantasy" from this adventure than I did from reading Lamentations of the Flame Princess in its entirety, and I mean that as a compliment. This adventure provides compelling reason to re-read LotFP and see if there wasn't something I was just missing in there (I had high hopes going in, initially, but was underwhelmed). I applaud the author for tackling themes that aren't commonplace in fantasy adventures, as it didn't feel like political correctness for its own sake, nor did it feel like an attempt to be "shocking" and "in your face"...in the future I would just toss in a blanket warning up front (if the author feels like it is necessary at all). As usual for a Postmortem Studios project, it's certainly worth the money, even for a guy like me who doesn't play the system it is designed for (a Savage Worlds conversion would take very little time at all, I'm thinking). Good buy for an evening's worth of play and, if you're like me and re-use maps a lot, the map included is a very nice piece of work (a swampy grove, to be exact).

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/07/tommys-take-on-kiss-of-frog-god.html



Rating:
[4 of 5 Stars!]
6-Pack Adventures: Kiss of the Frog God (LotFP)
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COA01: The Chronicles of Amherth
Publisher: Small Niche Games
by Thomas B. [Featured Reviewer]
Date Added: 07/06/2011 23:50:20

WHAT WORKS: I really like the Latents and the Arcane Bleed. Easily my favorite parts of the setting. Ample detail is provided to get your games rolling, while giving you more than enough room to stretch your creative legs. The callouts to the Small Niche adventures was a good thing as well, and I may have to check out those adventures tied to Amherth that aren't made by Small Niche, to see if they have the same "feel". There is MORE than ample value for $5, even if you left out Atarin's Delve.

WHAT DOESN'T WORK: Atarin's Delve is the weakest Small Niche adventure thus far, but a) I was never a fan of dungeon crawls and b) I really like what has come before. There is a section of the world on floating islands that seems a tad out of place given the "low magic, low level" approach to the setting. I would have liked trade dress similar to the adventures on the Amherth book itself. Just seems like its missing something without it.

CONCLUSION: Chronicles of Amherth never tries to reinvent the wheel, just put some tweaks on familiar D&D/Labyrinth Lord tropes. Small Niche Games provides a setting that not only accomodates their previous adventures, but room for most of your old school or retroclone adventures as well. In fact, I enjoy the adventures so much, that I plan (with the author's permission) to adapt them to Savage Worlds and post the conversion notes on my blog. Check it out if you like your fantasy a little darker and little lower level.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/07/tommys-take-on-chronicles-of-amherth.html



Rating:
[5 of 5 Stars!]
COA01: The Chronicles of Amherth
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Wargames: Heroes and Villains of the Cold War (ICONS)
Publisher: Vigilance Press
by Thomas B. [Featured Reviewer]
Date Added: 06/19/2011 21:53:53

WHAT WORKS: General Venom's character design is very swell, and Vigilance Press again shows that ICONS can be used for more than just "animated series" type stuff that people seem to think it is limited to. The cover is also great, using trade dress that resembles a GI Joe action figure card. Venom, himself, is another fantastic example of how Vigilance pays homage to certain characters without ripping them off - While it is easy to see the image and the House of Serpents, combined with the GI Joe action figure call out, and think "Oh, it's Cobra Commander"...you would be dead wrong, as there are a number of elements included (even a bit of Iron Man), making Venom feel like a fleshed out character, rather than athinly veiled knock-off like you get in many supers products.

WHAT DOESN'T WORK: While I'm not terribly hardcore in my ideology, I've figured out that I'm a biiiit to the right of the Vigilance Press guys - which is fine, as I think folks should feel free to believe what they believe until they start hurting someone else - but there were points where I was a tad uncomfortable with the first villain presented for the Wargames setting being presented as a worst case scenario for a superpowered Tea Partier. There were also a few points, especially in the Venom PDF, where the layout seemed to have a bit of wasted space that a different font size or something might have fixed.

CONCLUSION: The setting certainly has promise, although it is definitely in less politically "safe" territory than World War II, so it is possible that a given segment of the gaming population may not be thrilled with the presentation. It is absolutely worth getting while it's free, and if the Cold War-esque setting appeals to you, then it's probably worth purchasing as well. With a little tweak, Venom and the House of Serpents could easily be dropped into a number of settings (despite my comments above, I would have zero problem using him in a game - and could have much fun using him alongside The Patriot from the Villainomicon, in the right game, of course). Thumbs up on the overall presentation, just be aware that Wargames is NOT just WWII, with Russians inserted in place of Nazis.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/06/tommys-take-on-wargames-heroes-and.html



Rating:
[4 of 5 Stars!]
Wargames: Heroes and Villains of the Cold War (ICONS)
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Badass
Publisher: Stargazer Games
by Thomas B. [Featured Reviewer]
Date Added: 06/15/2011 23:58:37

WHAT WORKS: It reminds me a little of WUSHU, but better, in the sense that there is more of a "game" to it, and I oddly like my games to have "game" to them. A good amount of text in the 28 pages, so this doesn't feel at all just thrown together. I could definitely see supplements detailing Flavas, Mooks and so on for Fantasy and Scary type games.

WHAT DOESN'T WORK: The term "Flava" really bugs me, but that's just a personal thing. On one hand, it's a tad too "meta" at parts for me to take seriously, but then, it also explicitly says it's not a serious game. Providing advancement rules for what seems to be a pick-up game seems odd, but I also realize that advancement rules would have been the first thing brought up if they hadn't been included.

CONCLUSION: BADASS certainly isn't the first attempt at modeling crazy, action movie stuff, and it won't be the last, although the "Average Joe" stuff is certainly unique, as far as I can recall. I don't like it quite as much as I do WRM or RAG, as I like at least a bit more detail in my games than this, but a couple of swell supplements like WRM had (and this is released under a Creative Commons license) and I could easily change my tune. This is one of tjose games I'd like to try, but I'm worried about, because I think the bits used to trigger more Badass Points could get old, fast, although the fact that they are all limited to once per fight or once per session certainly helps. Good effort, but from reading it feels both like it could be a bit tighter and a bit beefier...then, I think, it would really shine.

http://mostunreadblogever.blogspot.com/2011/06/tommys-take-on-badass.html



Rating:
[4 of 5 Stars!]
Badass
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Resolute, Adventurer & Genius
Publisher: Stargazer Games
by Thomas B. [Featured Reviewer]
Date Added: 06/14/2011 00:20:34

WHAT WORKS: The organization is way better here, and I like the wider range of Talents, which also do a nice job of covering up for the lack of magic. Some fine proof that the WRM formula can be tweaked quite a bit, and the WYRM system used for a number of things. The layout is also very handsome, especially for a free product (not that WRM suffered any).

WHAT DOESN'T WORK: The penciled-looking black and white art is a step down compared to the rest of the layout. As with WRM, I would have liked to have seen a larger Threats section, but it's a free book, so what are you gonna do? Thus far, RAG hasn't had the level of support WRM has. I'm not completely sold on Resolute, Adventurer and Genius being QUITE as iconic as Warrior, Rogue and Mage, which may be part of the problem.

CONCLUSION: If the concept behind the Wyrm system sounded good, but fantasy isn't your cup of tea, maybe the Pulp version will be more up your alley. I mean, it's a pretty risk-free purchase, and I guarantee you have spent money on way worse. For my "money", the main reason I like WRM better is because I HAVE pulp options I, personally, enjoy...while I'm still searching for that fantasy game that really does it for me. That said, it's hard not to show love for the Stargazer Games crew, putting out very impressive products for free like this. Hm...Wyrm Supers, anyone?

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/06/tommys-take-on-resolute-adventurer.html



Rating:
[5 of 5 Stars!]
Resolute, Adventurer & Genius
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Warrior, Rogue & Mage
Publisher: Stargazer Games
by Thomas B. [Featured Reviewer]
Date Added: 06/12/2011 13:45:14

WHAT WORKS: Well, you can't beat free. Especially when you look at the production values (which aren't on par with major commercial products, but still look very nice and have a very evocative feel to them). For a 41 page, rules lite RPG, there's a good amount of depth, especially with some of the little bits and tweaks in the Magic section. Five free supplements have already been released, expanding on the game in various ways.

WHAT DOESN'T WORK: I'm not a fan of some of the organizational issues, like Skills and Talents being in the back of the book. Dual Wielding is apparently just a prereq talent, or was very poorly explained, although without actually playing the game, it may be that two attacks is a big enough game breaker that it requires essentially giving up an advance to get. A few more examples, especially of monsters, would have been great...but come on, it's a free product.

CONCLUSION: Easily on par with, or beyond, many of the lower-tier RPGs, and blowing right past about every free RPG I can immediately think of (aside from, say, older titles that have now been released for free). Warrior, Rogue & Mage is rules lite, yeah, but has a solid foundation and the thought and effort that went into it is very apparent. while the game includes a low-magic, and no-magic, tweak...I would like to see someone tweak it a bit more (higher magic, dark fantasy, etc.).

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/06/tommys-take-on-warrior-rogue-mage.html



Rating:
[5 of 5 Stars!]
Warrior, Rogue & Mage
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Wellstone City
Publisher: Silver Gryphon Games
by Thomas B. [Featured Reviewer]
Date Added: 06/08/2011 23:59:25

WHAT WORKS: A great feel to the book, especially in the flavor text, which I really only tend to mention if I enjoy it quite a bit. The new Edges amp up the adrenaline a bit, combind with removing the rank requirements. To say nothing of a whole slew of stock NPCs for the GM to use.

WHAT DOESN'T WORK: As settings go, this is real barebones, meaning that a novice GM might struggle wirh it a bit (or I may be the only guy who still reads "How to GM" sections). A couple of things make me question the game's focus...evoking Sin City, for instance, and then adding penalties for using bigger and badder guns.

CONCLUSION: Some nice rules options back up the modern noir feel, althoughI don't feel as though it's really aiming for "gritty" as some claim...and not that that's a bad thing. I think Savage Worlds is great for a Marv-like rampage, for instance. The ammo rules really cater to the folks that say Savage Worlds isn't crunchy enough, and the adventure does a nice job of getting the characters started in Wellstone City. A really good setting for an experienced Savage Worlds GM who is up on his noir, but someone new to noir or GM Savage Worlds might come up a bit cold. Also, last I checked, there was supposed to be an Interface Zero version of Wellstone City coming, and if that's still true, I can't see that not being great.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/06/tommys-take-on-wellstone-city.html



Rating:
[4 of 5 Stars!]
Wellstone City
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