Posted on February 3, 2010 by spikexan
I’m looking at dead things, specifically games about dead things. My next three reviews are going to cover the World of Darkness’ shadowy afterlife and the things that sometimes make the doorway between worlds a bit more revolving than usual. These reviews will cover Book of the Dead, Geist: The Sin-Eaters, and Through the Ebon Gate. Today, we will take a baby step into the realm of the dead through the guise of the World of Darkness system’s Book of the Dead. This book intends to deliver an encompassing look at the underworld, although admits that having Geist makes things all the better.
Let’s talk about this book’s artwork. Artwork tends to have a direct relationship to the importance of the text. With that said, Book of the Dead must be a critical addition to the White Wolf line. The cover art, which features a Mercy Thompson look-alike, is exactly the kind of cover that prepares me to dig into a book.
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Posted on February 1, 2010 by spikexan
I have to make a confession. It’s not an easy confession to make since I’ve been a card carrying sci-fi geek all my life, but it’s best you all know the truth. The truth is this: I know next to nothing about the Doctor Who Series. Cubicle 7 games have decided to introduce me (and many others) to the good Doctor in a big way. Although I’m reviewing a full-color PDF of the game (thanks to Cubicle 7 for my reviewer’s copy), they have created a RPG rarity in this day and age–the RPG box set. Yep, for $59.99 game lovers will get three books–players, game masters, and adventures, a handful of blank and filled-out character sheets, and other bits of goodness. All of these are also in full color and look quite smart.
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Posted on January 27, 2010 by Michael Brewer
Necromancy and the undead are two of my favorite themes for roleplaying games. The undead have a strong presence in gaming and there are many interesting creatures that can be used in adventures. Unfortunately, there have not been many useful options for those that sit on the other side of the screen. As a player, I am always on the hunt for new and effective methods to harness the powers of death, the dead, and the undead.
The Genius Guide to: the Death Mage is a fourteen page supplement from Otherworld Productions & Super Genius Games for the Pathfinder RPG. The Death Mage is a new arcane spellcasting base class that provides players five paths to choose from: Corpse, Ghoul, Tomb, Reaper, and Shadow mages. The Death Mage also introduces some new spells and a new creature subtype, Unbreathing (a not quite undead creature).
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Posted on January 18, 2010 by spikexan
Lots of guys have little black books, but mine is a mite bit different than most. The little black book on my shelf is full of monsters rather than phone numbers. It was intimidating because the majority of my friends prefer to play something superhuman than simply human. The idea of playing children is a tough sell to them when there are monster hunters, space pirates, and even anthropomorphic mice to choose from; nevertheless, the world of Little Fears has always intrigued me. In fact, the author’s own comments about playing children (play something you actually know) rings true to me. Well, the little book about children fighting the forces of Closetland has grown all up and I’m here to tell you about it.
When I look at the new edition (the Nightmare Edition) of Little Fears, I see some true growth. The artwork has improved, the material has expanded, and the direction seems a bit clearer.
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Posted on January 13, 2010 by Megan
The concept of a group of people investigating contemporary strangeness and paranormal events is not a new one, but this book provides a coherent and well-considered approach to what is going on that makes it worth investigating.
It begins with a short Introduction that provides the obligatory “what is role-playing?” explanation and describes the core premise of the game: that the characters are members of a society dedicated to hunting out the truth. It also states that the following four chapters can be read by players and game masters alike, while the rest is best left to the game master alone. As with any game in which there are secrets to unearth, it’s best not to know those secrets in advance if you are one of the people trying to unearth them… but it does presuppose that only one member of your group wishes to game master at least for this system.
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Posted on January 12, 2010 by spikexan
Certain time periods are overused in RPGs. This game, which comes to us from Flying Mouse Games (thanks for the reviewer’s copy), actually works the opposite angle. We may see many takes on Queen Victoria’s reign; however, Queen Elizabeth’s tenure is a little bit more open to exploration.
The default setting for this RPG allows players to take on the roles of adventurers under the leadership of Queen Elizabeth and John Dee. That is the core to this book, its heart. This 234 page PDF offers a wealth beyond that singular idea.
In my Eclipse Phase review, I phrased the series of two-page overviews that were designed to give readers some quick insight into the game. OHMAS would have benefited from doing something similar.
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Posted on January 8, 2010 by Megan
If you are already a fan of the Supernatural TV show and want to play out the kind of adventures that happen to its protagonists, this book will come as a real treat. If you don’t know the show, or are just looking for a game in which present-day heroes deal with supernatural menaces, this probably is not the game for you.
Written throughout in a casual style (almost as if written by Dean Winchester) and laid out in full colour with lots of (uncaptioned, alas, and rather dark) shots from the show as well as evocative collections of items that might rest on a hunter’s desk, the work begins with an Introduction by Sara Gamble, one of the show’s writers. Clearly, she’d quite like to join in, and it ought to get you into the right mood for this game from the outset.
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Posted on January 4, 2010 by Megan
Set in a New Orleans that never was, and certainly is not now, post-Katrina, this atmospheric work opens with a story that sums up the edgy infighting of vampiric unlife (provided you can read thin block capitals on a heavily-patterned background – better contrast would have improved my enjoyment of this bit!). The introduction following the story explains how New Orleans seems a city made for the gothic horror feel of Vampire: The Requiem, and explains how the material in the core rulebook perhaps represents common knowledge (and misinformation) about the city, while herein lies the real truth. Thus it is clear from the outset, that this book is intended mainly for Storytellers and not for general player consumption.
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Posted on December 28, 2009 by Megan
Who watched cartoons when they were growing up? Or still watches them, perhaps covertly, today? (You don’t need to answer that!) In the Foreword the point is made that not only are cartoons very entertaining for youngsters, they also provided a fertile inspiration for games on the playground… so why not for role-playing as well?
Channel 1: Introduction (to promote the TV show feeling, ‘chapters’ are called ‘channels’!) begins by attempting to define what sort of cartoons this game is intended to emulate – the 1980s action-adventure ones, which have been grouped together as ‘retro-toons.’ Now I’m a bit old to have been entranced by them (I graduated in 1980!), but certainly caught the odd episode and can see the appeal. Typified by boundless enthusiasm, violence that was brief and never seemed to draw blood (although robots came apart a lot) and no difficulty whatsoever in distinguishing between the Good Guys and the Bad ‘Uns, the sheer innocence and capacity for boundless fun is at the center of their appeal.
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Posted on December 17, 2009 by spikexan
The television show Supernatural may not be a holy experience for me; however, I hold it in high regards. While critics may pan its “model factor,” I hold that it’s one of television’s brightest shows about darkness. Being one of my favorite shows, I was ecstatic when the corebook was released. While it took awhile for that to happen, Supernatural Adventures followed in a timely fashion. A book of adventures proves to be a tall order for me. I like running my games, not the games somebody else created. Also, I love the series and find myself inspired by it regularly. These two factors play a huge role in my review for this book.
Let’s start with Digger Hayes graphic design. I think Hayes approach to the Supernatural line is the only approach to it. Just about all the hunters we see from the show seem to be a disorganized, messy lot.
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Posted on December 15, 2009 by Megan
Honed by years of experience with the D20 ruleset, Fantasy Craft opens with the clear premise: this is YOUR game, and the rules are but the toolset to enable you to run it how you like. That said, the Introduction continues with the usual information about what role-playing is, definitions of players, characters, the game master and the like… but throughout the point is continually stressed that you will be choosing the precise nature of the world in which your game will run, from a range of time periods to the relative levels of technology and magic.
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Posted on December 10, 2009 by spikexan
I’m surprised it took this long. I know there have been flirtations between Dungeons & Dragons and Call of Cthulhu in the past; however, the affair is now fully public. Two of the biggest games in the market now have a serious connection. This book offers nearly fifty pages of how to bring Lovecraft’s creations into your beloved fantasy game. It’s essentially a small book of monsters. It’s just happens to be a damn good book of monsters.
Erik Nowak’s graphic design and layout catches the reader’s attention towards exactly what you need. Stats are blocked out differently than the flavor text. Bold fonts and borders keep the reader wrangled into the material.
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Posted on December 8, 2009 by spikexan
Say what you will about the Savage Worlds setting, but I find it possesses one of the more engaging mass combat systems. I’ve been guilty of not using it to its highest potential in some of my campaigns; however, that’s another story altogether. Blood of the Innocent links directly to the Tour of Darkness (‘Nam setting) for Savage Worlds (though only the core book is required to play this adventure).
This deadly little jungle romp comes in two flavors, which are “War is Hell” and “Life is Good.”
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Posted on November 30, 2009 by spikexan
Okay, my last few reviews have been pushing the horror envelope rather well. I’m here to today to say that this puppy fits to horror like hockey masks and FOX News. What we have today is a mini-sourcebook for Slasher Flick. This system’s game focuses on slasher horror and its conventions, some of which are archetypical characters, insanely powered mad men (and sometimes women), and mayhem. This mini-sourcebook’s name comes from the special features bundled into DVDs Yep, you’ll require Slasher Flick before you pick this game up because there is precious little to mine from it that isn’t directly useful to the core material. Should you happen upon this first though I think you’ll find that you will want to pick up the source material.
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Posted on November 25, 2009 by spikexan
The Call to Arms line from Crafty Games delivers single player character types. The three I’ll look at today are the Gallant, Infernalist, and Monster Slayer (a good mix to say the least). Each of these PDFs are about six pages long, but only have three pages of usable material.
Pages one and two constitute the cover art and credits. Page six has the mandatory legalese. The question now becomes this: are three pages worth $1.75? Let’s find out!
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Posted on November 19, 2009 by Megan
After a brief short story demonstrating how a diverse group of different backgrounds might come together and meet foes known to at least one of them, this work dives straight in to present some new magical traditions. These traditions incorporate the underlying philosophy that a magic user might study, different ways of thinking about magic, and suggest the sorts of ritual practices suitable for a student of that tradition.
The first one is the Egyptian tradition. Magic users raised in this tradition base their beliefs on those of Ancient Egypt, using imagery and items from that period, scribing hieroglyphs and visualising their powers as emanating from an appropriate deity of the Ancient Egyptian pantheon.
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Posted on November 18, 2009 by spikexan
Super Genius Games brings us another piece of Lovecraftian horror with After Lovecraft: The Horror at Red Hook. Lovecraft’s creations have been responsible for a tremendous amount of gaming material. The After Lovecraft project takes an innovative approach to Lovecraft’s work. This line transforms Lovecraft’s writing into in-game materials. Since many of Lovecraft’s tales come from the First Person perspective, they make wonderful “diaries.”
You can even download the source material at supergeniusgames.com should you or your players need it (or you want to trick it out as an in-game prop). Because awesome people work at Super Genius Games you can also find a copy within the game as a handout.
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Posted on November 16, 2009 by spikexan
There are two ways to go about writing a super hero RPG. The first is to focus on the Heroes, such as with Marvel Super Heroes, DC Heroes, or Godlike. These games are interested in the setting and world view. They have rules, but aren’t really dictated by them. The second way is to study the philosophy of Super Heroics and then apply some mechanics to it. It is here that we find games like Capes, Truth and Justice, and eCollapse. Here we find ourselves asking questions like “what does it mean to be a hero” or “what kind of choices can I live with.” Both roads can lead to some excellent gaming, but I usually find myself playing the former and reading the latter.
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Posted on November 13, 2009 by spikexan
In Unknown Armies, something called the Swap Meet exists. It was one of those mystical places where you buy the memory of the date you never had in exchange for the memory of watching your first child being born. While Goblin Markets doesn’t come across quite as harshly as the former example, the theme of the book is caveat emptor. The reason why I’m bringing up both games is to illustrate how wickedly cool and troublesome such a place can become. These places are hard to get into and so much more difficult to escape. Oh, you may leave the market easily enough. It’s just the choices made while midst the vendors that will haunt you. These places allow for once-in-a-lifetime meetings between characters, a look at what the characters really want, and enough subplots to seed an entire campaign.
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Posted on November 5, 2009 by Matt-M-McElroy
Dancers in the Dusk and Swords at Dawn are bonus content books for Changeling: the Lost. Not part of the original planned publishing schedule these books were the result of excellent sales, fan support and the very creative folks at White Wolf stepping into the Hedge once more for another look around.
This book is an excellent mixture of art and writing, much like the rest of the Lost books. However, for reasons difficult to pinpoint exactly this book was a great read. There are tons of great story ideas and plots twists a Storyteller can introduce into a chronicle or even just make use of as inspiration for new ideas and threats to keep the tension going throughout the game.
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