Posted on September 29, 2010 by Megan

The book opens with a rambling foreword by the author, touching on how this is a complete rewrite – as the translation of the original I’m reading is of the 2nd edition of Rêve de Dragon – of the rules, suggesting the order and way in which it should be read and the like, before getting to the underlying philosophy of the game: that a dream exists only whilst the dreamer is dreaming… and that in similar vein, the alternate reality of a role-playing game only comes to life when someone is playing that game. The aim in creating the game is to provide a ruleset that facilitates the shared dream of the in-game reality.
The whole is divided into three books, the first of which is called Journeyers. For this game is about journeys: be they quests, searches for enlightenment or indeed actual travels. It begins with the rules for creating a character, or Journeyer. Each is described by a comprehensive list of 18 characteristics, assigned in the main by point-buy, as well as skills and other attributes. Interestingly, the details of actually acquiring skills and the like are left until later despite a fairly comprehensive outline of how a character is described mechanically, the discussion then moves on to the crux of this ruleset, the resolution table, which is brought into use whenever it is not clear whither an action will succeed or not.
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Posted on September 28, 2010 by Eric Pollarine
Anthologies are a sordid sort of crapshoot. Admittedly, I am not normally a fan of crapshoots, or really gambling of any sort. It doesn’t come as some sort of moral high ground or religious stance against lady luck; it just isn’t my cup of tea. So when I got the chance here to do a review of Elder Signs Press’s, “The Best of All Flesh” which was edited by James Lowder, whose earlier works are some of THE seminal Ravenloft and Forgotten Realms works. Needless to say I was both excited-as all things zombie leave me feeling somewhat elated, and yet very, very skeptical. I have read the Permuted Press outings, and I have also read some of the newer compilations which have been released in the last five years, as all things “Zombie” seemed to be just the right thing for the failing publishing industry.
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Posted on September 27, 2010 by Flames
Enforcer is not a typical 40k book. There are no space marines, aliens, battlefields — the standard fare for the darkness of the 41st millennium. Enforcer is also not a stand-alone novel, but an omnibus edition capturing all three novels of the Shira Calpurnia trilogy into one volume. The three novels are Crossfire, Legacy, and Blind. I somehow missed these when they were initially printed. I had heard quite a bit of positive discussion concerning them, so when I picked up my copy I dug right in.
The focus of these books is on Shira Calpurnia a senior member of the Adeptus Arbites. The Arbites are responsible for enforcing the laws of the Imperium across the galaxy. The best comparison to the arbites outside of 40k would be Judge Dredd. Depending on the situation, an arbite could be judge, jury, and executioner. Intimidation and brute force are the means by which they get the job done.
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Posted on September 24, 2010 by Nancy
Boom Studios started publishing Cthulhu Tales as a series in 2008. The first time I came across these comics, a little over a year ago, I was pleasantly surprised to find that each story within an issue (of the ones I’ve read so far, at least) is contained and delightfully bizarre.
Issue #11, which came out in February of 2009, features four tales that range from the insanely funny to the apocalyptic. The first story — written by Christopher Sequeira, artwork by W. Chewie Chan — tackles the corporate world. In “Incorporation,” money-hungry and power-hungry Glenda can’t wait to start pushing people off of the ladder as she climbs her way up the ranks at her new employer, Wilcox-Gammell. She soon finds that the job is tougher than she thought and the perks aren’t exactly as advertised. The artwork is good. Nothing that really stands out, but it delivers the story well. There’s some creative use of the panels, especially toward the end. It’s a good read and not exactly the cautionary tale that it appears to be at first glance.
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Posted on September 23, 2010 by Monica Valentinelli
Terry Goodkind is one fantasy author that I’m all-too-familiar with. I’ve watched THE LEGEND OF THE SEEKER series and have read most of his books about Richard Rahl and the rest of the characters. So, when given the opportunity to read THE LAW OF NINES, I was curious to see what Goodkind would do with a modern tale.
THE LAW OF NINES is fascinating to me in a lot of ways, because this wasn’t a story that I had expected to read. For starters, this is a lot grittier and darker than some of his other books because it is set in our world – a world with no magic. Although strange things do happen, Goodkind’s emphasis is on the “cost” of how characters might react to these reality-bending occurrences. The results, while not pretty, are wholly believable and help maintain great tension throughout most of the book.
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Posted on September 22, 2010 by Megan
It’s a delightful conceit – a ‘virtual boxed set’ – harking back to the cardboard boxes that used to contain much of one’s gaming treasures… and this too is full of treasure, namely all eight parts of 0one’s Dungeon of Terror mapset with a few bonus goodies as well: a big DM’s map, random encounter tables and template pages on which you can record your notes about the various rooms. If you want to use the dungeon entire, this is well worth acquiring.
The eight parts of the mapset, which are also available separately if you have already decided that you only require a part of this vast complex, are presented as separate PDF files in your download, as are the three bonus items… and a JPEG image which is the one that appears in product advertising (I’d have liked a larger one of just the ‘box lid’ art to use as cover to a folder or even in on a hand-made box to make it a REAL boxed set!).
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Posted on September 21, 2010 by Eric Pollarine
So when we last everyone’s favorite and most famous gunner, Avery Cates, in the Digital Plague, he was on his knees and smiling. Hoping that this was the end, and that the universe would just put the bullet in his head and let him rest. I mean he had already survived an uprising from cybernetic monks, being patient number zero for a world killing nano robotic plague, and of course the seemingly endless stream of System Security Force cops trying to take down public enemy number one. You know what? I would be smiling too.
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Posted on September 20, 2010 by DecapitatedDan
“No one knows where these two warriors came from. The only thing that’s clear is that they’re two of most ornery, trouble-making $%@# that have ever lived. SKULLKICKERS is a fantasy action-comedy: Two mercenaries are entangled in a high-class assassination plot and nothing—werewolves, skeletons or black magic—will stop them from getting paid. If you love tabletop fantasy RPGs or movies like Army of Darkness, SKULLKICKERS is waiting for you!“
Nice looking book! I love the color work, it makes every panel pop off the page with style. I gotta say that the fat werewolf rocks! Can I get a shirt of that! I love the character designs, very cartoon/anime but that is what I tend to like. Like I said the colors rock and it really works well with the tone of the story.
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Posted on September 17, 2010 by Flames

The Redemption Corps is a regiment of ultra tough storm-troopers. Led by the legendary Captain Mortensen, the Redemption Corps and its Navy support divisions drift across the Kaligari Cradle from one warzone to another on brutal missions. When the revered major comes to the attention of the deadly sorority of the Battle Sisters, he not only has to contend with an ork invasion, but these fearsome warrioress-fanatics too. Now, the regiment must fight for its survival whilst being trapped between the xenos and the dark fury of the Imperium.
I read through this one rather quickly. It sucked me in and I couldn’t put it down. It also helped that I was trapped in the passenger seat on a family road trip as my wife drove us out to the middle of nowhere. Anyway, Storm Troopers are the focus of this book and bear some explanation. The Storm Troops of Warhammer 40k are nothing like those white armored buffoons from the original Star Wars Trilogy.
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Posted on September 15, 2010 by Jason Thorson
Eyes Beyond is an independent short film starring, written and directed by Canadian filmmaker, Daniel Reininghaus. Many movies that share its level of independence have glaring problems; however, Eyes Beyond emerges as a surprisingly superior romp through depravity.
The film’s premise, without giving too much away, is as follows: Brothers, Adam (Evan Eisnstadt) and Gabriel Morales (Daniel Reininghaus) invite their neighbors over for dinner. As members of the Rogers family, Henry (Robert Nolan), Abigaile (Danielle Barker), and Vivian (Kelly-Marie Murtha), make themselves comfortable and conversation ensues, things quickly spin out of control – way out of control. But things are rarely as they seem.
Eyes Beyond does a lot of things very well. First and foremost, it looks and sounds fantastic. The film’s technical attributes are very polished. Cinematographer, Michael Jari Davidson capably captures dynamic shots – warm and primary colors against white backgrounds, lush green-lined yards with depth, dim natural light, bright artificial light, etc – with the same consistency and quality one expects in projects boasting much higher budgets.
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Posted on September 14, 2010 by Robert A. Howard
I’ve been waiting eagerly for the re-release of the Dark Sun Campaign Setting for a long time – since the early days of 3rd Edition, actually. Why? It’s an amazingly different world in comparison to the somewhat same old and tired fantasy settings out there. But, D&D 3e came and went and Dark Sun languished in some dark corner of the WotC offices – probably collecting dust next to Planescape – forgotten and dejected. I honestly didn’t think I’d ever see this world in print again, but after a decade and half, Wizards of the Coast finally came through with a completely revitalized 4th Edition Athas.
If you haven’t been playing D&D forever and half or just never tried Dark Sun back in its heyday, let me tell you a little bit about what this setting has it store for you. Dark Sun has a very different feel than other settings you may have ever tried.
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Posted on September 13, 2010 by DecapitatedDan
If I were to just flip through this issue and not take in the story and how the art relates to it I can honestly say I might have passed on it. What a mistake that would have been. I will admit that the art style is jagged and can seem choppy at times, but when taken into how it relates to the storyline I couldn’t be more satisfied with it. A Heavy Metal style of artwork lends itself to the overall enjoyability of this book through the designs of the dead, and of a world that has never been seen by human eyes.
So I mentioned that the art really played off the story. What I meant by that was we are presented with a future that is not our own. In the reality here there are many things to be left explored. In this issue alone were treated to a new futuristic approach to skydiving which was really cool. Of course were talking the future so anything could be possible, but the way that it was taken into context here works.
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Posted on September 10, 2010 by Megan
This book sweeps you into the world of Savannah Levine, a young private investigator with a motorbike, a bit of an attitude… and spellcasting ability, the latter being a mix of her heritage of a half-demon witch mother and a sorcerer papa. For this is the 11th novel in author Kelley Armstrong’s ‘Otherworld’ urban fantasy series, where supernatural beings inhabit a modern America that’s otherwise just like the real contemporary one.
The story appeals on many levels: fans of detective fiction, female empowerment or the supernatural/modern world interface will all find this enjoyable. You could call it Kinsey Millhone (heroine of the ‘Alphabet’ series of private detective stories by Sue Grafton) meets The Dresden Files, but this is a living, breathing alternate reality in its own right where most people potter along in contemporary lives much as you and I do while supernatural beings mingle amongst us mostly keeping their abilities to themselves (with good reason, at times!).
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Posted on September 9, 2010 by alanajoli
In theory, Magdalena #1 starts a new series, but the story of Patience, the current heir to the Spear of Destiny and the bloodline of Christ, began in the Darkness series. We start here with Patience already split off from the church — in the first pages, it’s clear that the people who were once her benefactors (and bosses) are now very, very close to being her enemies. This is, of course, problematic, as the world is about to end: Satan’s son is on earth, and only the Magdalena can stop him.
The writing here is tight, and the art is good, if a bit in the standard-comic-book-style. The biggest problem with Magdalena #1 is the feel: cross Buffy the Vampire Slayer with The Da Vinci Code, and this is pretty much what you might expect. The Magdalena is effectively a demon slayer from the bloodline of Christ.
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Posted on September 8, 2010 by Nancy
Dear Cthulhu, Have a Dark Day: The Collected Columns, Volume One by Patrick Thomas is a collection of humorous advice. Taking on the persona of the Elder God, each piece of guidance is based on the concept that Cthulhu is actually very conservative. He abhors those that like to break rules. He discourages cold-blooded killing, because killing is “a right which should be Cthulhu’s alone” or at least saved for official sacrifices.
There are a lot of funny letters contained in the volume. For instance, a young woman writes in to ask for advice regarding peer pressure to give up her virginity. Cthulhu’s response? She should keep her virginity, because “it is better to be a leader of men than a follower.”
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Posted on September 7, 2010 by Robert A. Howard
The module itself is 32 pages long, printed in full color on what feels like good quality paper. There are a total of thirteen encounters presented in the nice one to two page format that has become customary in 4th Edition Dungeons & Dragons supplements. Also included is an eight page foldout battle-mat of the town with a crumbling old mansion on the reverse side. There is very little in the way of artwork beyond the cover art and the encounter maps, unfortunately, and there are no handouts or props aside from the battle-mat. Although, I must say as someone who is incredibly horrible at drawing on a battle grid, I really appreciate having one included with the adventure.
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Posted on September 6, 2010 by Eric Pollarine
Ah yes, here we go. So when I was at Wizard World Chicago, see previous blog article on said adventure, prior to going into the actual convention I met up with Matt, our very fair minded and –not to be a kiss up, but really, in to in fact be a kiss up-wonderful editor handed me a box, which he so apply and verbally labeled as a “Christmas Present.” I asked as we stood in the lobby of the hotel, whether or not “Johannes Cabal the Detective,” was in the box or not? To which, of course there was the obvious reply, yes. But the man wears sunglasses to obfuscate his eyes, which I believe hide his own supernatural abilities. Point being, I am scared of him, so I didn’t press the subject.
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Posted on September 3, 2010 by alanajoli
When we last left off (back in March, embarrassingly enough), Sara Pezzini — aka, the bearer of the re-united witchblade — was facing off against cyborg assassin Aphrodite IV, who has previously tried to kill her. Twice. But being surrounded by enemy robots does a lot to make you rethink your position on being enemies, so as Witchblade 135 opens, the two team up. It’s clear that something is not right here at robots ‘r us — I mean, assassin robots should clue a person in on laws being broken — but while Aphrodite’s mission is about killing the traitor to her programmers, Sara’s determined to bring the law down hard instead. Surprisingly, the cyborg assassin agrees. But, of course, it’s not that easy — there are more robots to face, and, in the final panel, a whole lot more sexy cyborgs than anyone knew existed.
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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 September 1, 2010 by teampreston
Sword of Justice is the opener for the Warhammer Heroes series of novels featuring the Emperor’s Champion Ludwig Schwarzhelm. The novel starts out with a bang and really never lets up. Short of spoiling the novel I’ll say that like many stories set in the Warhammer universe, the opening scene revolves around a battle. This is handled in a very deft manner showcasing some pretty ordinary, grunt-level characters that grow in to something more as well as some characters that we know little about, but grow to really admire as the story goes on.
One thing I have to point out is the superb manner in which the author describes the characters, the scenes and how the characters are …human. One thing that I feel sets a good novel apart from a great one is having characters that are fallible, that make mistakes; especially when we see them coming and even when we don’t. I loathe Mary Sue characters, Golden Child characters, “the Chosen One” who really is a superhero in all but the cape…usually. Putting it mildly, the characters in this novel are all flawed in one way or another.
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