An avid reader and gamer, Todd picked up his habit for the latter with TSR's Marvel Super Heroes. Since opening that box set, he has ran hundreds of games, co-owned and operated a game store way too huge for his hometown to manage, earned a degree, and contributed writings to Abstract Nova and Eden Studios.
At this time, he works a day job between meaningful freelance assignments. He's more than likely checking his e-mail right this very second.
He currently lives in Bowling Green, Kentucky with his wife, son, daughter, and possibly the least graceful cat in the Western Hemisphere.
Posted on January 20, 2011 by spikexan
Fallen is Babylon is part of White Wolf’s Storytelling Adventure System, a series of well-tailored games that can be picked up for one-shots or slipped (most of the time) into a campaign. This particular setting makes no specific claim to line. It instead provides a town with a curse of sorts. The appearance is that the supernatural isn’t welcome. Vampires cannot sire here, Will-Workers find their abilities bleeding away the longer they stay, and, well, you get the idea. Of course, a mystery like this needs to be investigated.
Enter the players.
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Posted on December 27, 2010 by spikexan
This is a fun little book (52 pages/no ads). I can see why it’s holding at number one at Flames Rising RPGNow Shop since its release. It’s a useful little bastard that gives canon material to what gamers have been doing since Masquerade’s end and Requiem’s release. I guessed it would be a book about translating the old system to the new, but it doesn’t play favorites. It goes both ways.
The first three pages detail the similarities and differences between the two lines. For example, the original line ran with the “we’re the Childer of Caine” speech where untrustworthy memories make any origin story suspect in Requiem.
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Posted on December 13, 2010 by spikexan
Signs of the Moon takes a look at one of the few aspects (pun intended) I love about the Werewolf (both of them) lines. The Auspices appeal to me because it always seemed realistic, as realistic as a game about shapeshifters can be. People are pulled by the moon in ways we barely understand. Just as sure as a hot August day can statistically cause a homicide rate to rise, the moon too plays a role in our little dramas. Why not write a book about it? This is a hefty 227 pages of new gifts, rules, filler and more.
The artwork to the book keeps to the feel of the line. It’s a visceral, tribal style that is so much stronger than what the original line offered. My personal fave is on page 207. I usually shy away from talking about layout in a White Wolf book because, well, they set the standard for high quality.
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Posted on November 18, 2010 by spikexan
Benjamin Baugh’s Savaged edition of The Kerberos Club is one of the more imaginative settings I’ve seen for the engine in awhile. The setting couples super heroes with Victorian England. It’s really a game for fans of Alan Moore’s The League of Extraordinary Gentlemen (the comic of course, not the movie). Beginning in 1860, superhumans begin cropping up (or flying about in this case). The public is understandably weary of such, so factions quickly form. The superhumans come in all flavors. There are mystically created heroes, Mystery Men of Science, and more. The 300-page corebook, while meaty, still requires both the Savage Worlds corebook and Savage Worlds Superpowers Companion to play.
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Posted on October 26, 2010 by spikexan
What do you give the Savage Worlds’ character who has everything? In an earlier review, I suggested Suzerain, which permits players to take their characters to the demigod level and opens up, well, all the other game books on the bookshelf at home. This is becoming quite the trend as massive gaming collections fail to the get love they deserve. Eden’s under-appreciated Odyssey Prime tried this (with D20 and Unisystem no less). John Wick has an interesting take on it with his Flux game while Suzerain tries to work from one system (Savage Worlds) to make all the setting fit into place. The designers at Savage Mojo could have stopped with the core book, leaving readers to fend for themselves; however, they instead have created a series of settings intended for demigod powerhouses. To paraphrase the game, fighting a few vampires is good work for a hero. Fighting an army of vampires is what you get when you attain Suzerain status.
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Posted on September 2, 2010 by spikexan
A good PDF should be more than just a scanned version of a book. Okay, so many of them are laced with hyperlinks and bookmarks, which are great. Some PDF releases really explore the potential behind pure digital media.
When the second edition of Vampire: the Masquerade came out, I didn’t care about the Tremere at all. They were, to me, an excuse to make sure yet another RPG had a wizard hidden within it.
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Posted on August 26, 2010 by spikexan
There are many ways to put together a Call of Cthulhu adventure, although so many of them have the same trappings. Our Ladies of Sorrow truly comes from a different place that is part Greco-Roman myth, part psychology (some of the game involves a common psychological condition), and, of course, part Lovecraftian Mythos. It feels so much more like older Cthulhu adventures mainly because it is so ingrained with investigation work. As the author suggests, a small party (3-5) is ideal for this adventure. The story centers around three sisters, be they the Fates, avatars of Nyarlathotep (for keeping with traditional Mythos flavor), or several other well conceived possibilities. This large adventure (154 pages/7 pages are ads) consists of a brief foreward and introduction before jumping into the first of four chapters.
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Posted on August 9, 2010 by spikexan
They call it “The Best Four Days in Gaming,” but for me Gencon turned out to be one single day of hyper-kinetic goodness dotted by plenty of booth babes to punctuate my day. Going to Gencon in order to enjoy the event is quite different than being a man on a mission, well, missions. There were some fantastic new products this year, such as new releases in the Cthluhutech and Eclipse Phase lines. I picked up Smallville (and the Leverage Quickstart Job adventure) to see what twists they would bring to the Cortex system. I mean how could Clark Kent sport a D12 Strength when Jayne from Serenity does the same thing (Cam Banks’ answer to that question proves pretty interesting). White Wolf took a bold move by, well, not bringing a single book to read this year (though the booth, which looked like a Vampiric salon, was hopping with excited patrons looking to hear about upcoming products and get their drink on). Companies like Out of the Box had a fleet of new party and educational games while Wits and Wagers had both an expansion and family edition available (would have liked to see Say Anything release an expansion too, but oh well).
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Posted on July 13, 2010 by spikexan
Shadows of Leningrad is the third in Goodman Games’ Age of Cthulhu series. These adventures, set in the 1920s, allow for pulpish globetrotting (Luxor and London set the scenes for the first two adventures). While these adventures can possibly become rather violent, their design strongly favors a traditional investigative format. With an unforgiving setting (early Communist Russia), a generous sampling of supernatural entities, and mundane threats, the adventure proves to be a daunting one.
The book’s smart layout ran a printer-friendly gambit of basic two-column text, minimal artwork, and good looking bordering along the headers and footers. When sidebars popped up, they were positioned at the bottoms of the pages.
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Posted on June 11, 2010 by spikexan
Advertising will sometimes try to sell a movie as the funniest of the year . . . during the third week in January. I think that’s a fairly short-sighted marketing approach, but maybe people don’t remember that eleven more months will doubtlessly have contenders to the self-proclaimed title. Why even bring it up? Because I want to explain my take on this RPG. I’m not going to call this the coolest RPG I read in 2010 . . . yet.
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Posted on June 4, 2010 by spikexan
Before I dive into this review, let me point out that it reads differently. I think a good review should not only weigh a product’s pros and cons. No, they should also speak to previous tastes and biases. Comparisons. Rather than dwell here, let’s dive right into the Hellfrost: Bestiary review.
Hellfrost: Bestiary (Triple Ace Games; 132 Pages) is a massive collection of fantasy monsters for the Hellfrost setting and Savage Worlds’ game engine. The book covers all manner of vile creature from the evil deer (page 20) to truly loathsome Dread Liche (page 84). These antagonists also offer many variations of trouble for PCs. There are “tanks” with toughness of 23, psionics, pesky swarms, and mystical adversaries. Trouble. Loads of trouble.
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Posted on May 26, 2010 by spikexan
The Armitage Files for the Trail of Cthuhlu line offers an old idea with a fresh approach. This smart-looking book centers around ten documents (authentic looking pieces ready for handing out to players) and how Keepers can use said documents in a campaign. I call this an old idea because in-game props are a tried and true staple of gaming. Even before LARPing was an acronym, game masters handed out handwritten notes, recorded messages, weapons, or something tangible for their players to enjoy.
It’s great to have something physical to link the real world to the fictional setting. Right? Those props usually end up not amounting to very much beyond cool memories. In this book, Laws tries to show Keepers how to get serious play from in-game props.
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Posted on May 24, 2010 by spikexan
There are many ways to tackle a horror game. What one finds in a Call of Cthulhu game isn’t what they find in Geist. Heck, What you find in Call of Cthulhu isn’t really what you find in Cthulhutech. This is a great thing. Some groups want to spend the night warding off hordes of zombified neighbors while others want to take on the personas of uberpowerful creatures of the night. I mention this because I will be putting Bogeyman (Sane Studios, 164 pages) into a box with other games of a Clive Barker feel.
The chief feature to Bogeyman is that it’s runs off a card-based mechanic rather than dice. In fact, each player needs their own deck while game masters require two (and you want to keep them separate). Beyond that, the typical gaming fare–character sheets, snacks, pens, paper–mostly fill out this game’s requirements. The only bit lacking are the “beads of sweat,” which I think is a terrifically named aspect. These little tokens have many uses, most of which are linked to impulses.
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Posted on May 17, 2010 by spikexan
It’s a big year for Supernatural. The tv show has been renewed for an unexpected sixth season (the original story arc only called for five), they are flirting with the GhostFacers webisode series, novel tie-ins are seeing print, and the rpg license remains strong. The newest addition to the line, Supernatural: Guide to the Hunted, is one of those supplements players need to complete their series. The corebook possesses plenty of material for game masters; however, this book adds flavor for those wanting to run something straight from the television series. I’ll get back to this later in the review.
The layout and artwork to this book understandably follows the format of the corebook, which is a clever look matching John Winchester’s monster bible. The fake Post-It notes, sketches, photos, and scribbled notes make for an eye-catching read.
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Posted on May 6, 2010 by spikexan
There are some games I appreciate for their simplicity. Between a day job, two kids, nurturing a media addiction, and writing, I still like to squeeze a game into my schedule. Saddle Sore is a game that can help make things fit a bit easier for Marshals with hectic timelines. This tidy 34 page book is chock full of adventures that happen “between adventures.” It’s a nifty little idea I’ve seen before in an article, Game Chef entry, or indie-rpg (I think the title was “Something Happened on the Way.” I’d love to know the answer to this mystery if anyone can help).
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Posted on April 27, 2010 by spikexan
People like to play games and be things they aren’t. Sometimes it means playing an elf; sometimes it means playing a gangster. Games like Mob Justice, Haven: City of Violence, and even oddities like World of Darkness: Mafia or Marvel Super Heroes’ Deluxe City boxed set strived to bring various criminal elements to gaming. There are many more examples out there (some good and some, uh, not so good), but today we’re looking at the Wellstone City setting, which works with the Savage Worlds game engine. Get out your handgun, make sure you don’t hold it sideways (there are rules on why you don’t do this), and take a walk on the wrong side of the tracks as we see how a Savaged Mobster (or other gritty urbanite) looks.
Kevin M. Rohan wore many hats during the creation of this game. It’s a fact I found impressive, especially since he did such a solid job under each one.
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Posted on April 21, 2010 by spikexan
Just before I received this comic, I read Abraham Lincoln: Vampire Hunter. In that book, history gets turned every slightly, so that readers can be treated to a vision of the Sixteenth President. It’s a fun game to play, which is evident by the flood of books related to this genre.
Comics, however, get to reveal Paul Revere’s secret story. His story proves equally fun.
Grant Bond’s artwork in Revere: Revolution in Silver is, for lack of a better word, wicked. His splash pages along with the sketchbook at the end of the book show an incredible range of style. He often crafted two-page splashes with incredible effect. The colors are mostly dark (red is used for blood and the British mainly). Lots of grays and blacks fill this book; however, it looks vibrant.
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Posted on April 15, 2010 by spikexan
After a little over a year of writing RPG reviews (and one movie review), I’m dipping my big toe into comic reviews. I’m currently looking at two comics that are so off the mainstream path I find myself giddy. I love comics even though I don’t love where the Big Two have taken them in recent years. Independent writers and artists hold fresh characters that can take some surprising turns. My layout for my comic reviews will be different than my RPG reviews in that I’ll only focus on the writing and the artwork. There are more aspects–coloring, lettering, inking (or tracing according to Chasing Amy)–to comic creation; however, I will only focus on the two primary areas. Here goes.
There were moments in Aposperos (from Visionary Comics Studios) were the artwork, a style that is so far from what I like, worked for me.
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Posted on April 12, 2010 by spikexan
I reviewed the Savage Worlds edition of The Day After Ragnarok a few months back. As a fan of bleak settings, Kenneth Hite’s dark little world is a contender. Atomic Overmind Press now releases Serpent Scales, which are meaty bits that focus on a specific (and I mean specific) aspect of that world. In this review, Hite takes on the British Sten Gun, which may be most deadly to its user.
I’m going to combine layout and artwork today. I mostly liked the layout with the exception of a sidebar on page two. The sidebar could have been a bit darker for readers.
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Posted on April 1, 2010 by spikexan
Have you ever discovered a game, but wish you found it earlier? Maybe your gaming group has changed and you miss a key player. Perhaps your group wished for a game about X, but no such game existed. Once the desire passed, out came game X. To a degree, that is how I feel about Suzerain. About five years ago, I started a campaign for two friends. They were excited about the premise; however, they were less than excited about the game engine–Savage Worlds in this case. Their problem (and mine too really) rested squarely on the advancement piece of the game. Characters in Savage Worlds feel pretty damn powerful after a few sessions.
Playing once a month for five years creates some incredibly potent characters with this system. I wrapped up that campaign last weekend, mere weeks after discovering this unique little game.
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