Posted on April 16, 2008 by Flames
The Revised Tome of Horrors is a massive play on nostalgia. A book hoping that you miss the strange, often inexplicable and forgettable monsters from 1st edition. The problem becomes, that if you do not know what the hell these monsters are and you have no attachment to a pech or a tentamort, you will think this is simply a massive collection of strange and unremarkable creatures.
The book is single minded in its approach; proudly presenting you with over 300 monsters from the “good old days” of D&D. It clocks in at a massive 451 pages and is only available in PDF format. The reason for this decision is explained at the opening of the book. Ultimately it boils down to the cost involved with a reprint of a book this size.
Review by Vincent Venturella
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Posted on April 11, 2008 by Flames
The Suzerain rulebook is a slim fifty pages of very pretty plate artwork and a lot of apparent coffee spillage. Rather than being tied to a particular setting or world this Suzerain seems to be trying to pass itself off as a generic system with specific world books, though there are hints of the New Age mysticism and multiversal aspects in the fiction snippets and illustration explanations throughout the book. The immediate first impression is one of over-engineering for such a small book(let). For your money you get a brief introduction, basic rules, advanced rules, character creation and ‘Feats’ which covers the ground of skills, innate abilities (merits), innate failings (flaws) and special powers such as magic, cybernetics or SCIENCE!
Review by James ‘Grim’ Desborough
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Posted on April 7, 2008 by Flames
Scion is about the only recent output from White Wolf that I’ve really cared for other than Exalted. While the game overall seems to have been completed with Hero, Demigod and God it’s nice to see that it’s getting some ongoing support and even more nice to see that White Wolf seems to be one of the first companies to really start taking PDF publishing seriously. There’s still some imperfections, I believe the idea is to sell sections of the Scion companion bit by bit as complete PDF releases, but to omit some final sections which will only be present in the print version, but it’s a big step in the right direction and one that I hope will be followed up on by other companies. Incidentally, I was about to write a Celtic pantheon fan-offering up for Scion when this came along, so they just managed it in the nick of time!
Review by James ‘Grim’ Desborough
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Posted on March 31, 2008 by Flames
The game of Dungeons & Dragons is, at its core, a game of epic fantasy. The characters we choose and role-play more closely resemble the mythological heroes of ancient times or modern fantasy literature. The nature of an epic fantasy adventure is that the hero(es) will face a great threat which will endanger the lives of innocents/family/the world. There will be a great struggle, but the outcome is never in question. Epic fantasy stories end with our protagonist overcoming the long odds and great trials to become a truly legendary hero. But this begs an interesting question.
What if the hero can not succeed?
Review by Vincent Venturella
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Posted on March 24, 2008 by Flames
The subtitle is The Book of Undead and that accurately captures the thrust of this entire work. For me, this work was long coming as I still have my copy of the 2nd Edition Necromancer’s Handbook on my gaming shelf (okay, shelves). That book allowed us to live out our darker desires in D&D; a game whose objective morality often prevents those who want a little taste of the dark side from enjoying themselves. That handbook, like Libris Mortis promises us the chance to peer deeper into the unlife of undead from every angle. Let’s face it, who doesn’t sit at work some days, when your boss is breathing down your neck, and Sheila from accounting is emailing you thirteen times an hour for the TPS reports, and dream of summoning a horde of the undead to wipe them all out.
It can’t be just me.
Review by Vincent Venturella
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Posted on March 17, 2008 by Flames
The characters in Scion are the long-lost, illegitimate, half-human children of the gods of old, the pantheons, the Norse, Greek, Egyptian, Japanese, Aztec and Voodoo pantheons respectively (though I’m not sure Voodoo deserves to be in such company really). There’s the possibility to play scions of other gods and pantheons as well, but these aren’t detailed in this book.
The Scions are contacted, equipped and gifted by their errant parents and put to work to defend humanity from the machinations and monsters impinging on this world at the behest of the Titans. To help them with this they get magical powers, magical items or companions and other gifts from their parents. Superpowered individuals rampaging about the modern world as demigods, fighting monsters and ancient gods (of the wrong sort).
Review by James ‘Grim’ Desborough
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Posted on March 10, 2008 by Flames
Brainwashed is a d20 Modern, horror adventure by 12 to Midnight, written by the impressively named Preston P. DuBose and illustrated by Nicole Cardiff (cover) and Steve Bentley (interior). It follows the misadventures of a group of investigators as they probe the mysterious and sudden popularity of the Harmony Farm commune/cult and get to the bottom of a strange and otherworldly secret. The blurb professes an ambition for a Lovecraftian feel to the game, good to aim high, and it references 12 to Midnight’s horror supplemental rules effort Fear Effects, which – unfortunately – I haven’t read, so I can’t comment on the adventure in that respect. I also now, ahead of time and with full understanding of my own hypocrisy here, having written published adventures before, admit that I just generally don’t like pre-written adventures as they don’t suit my free-wheeling style of GMing.
Review by James ‘Grim’ Desborough
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Posted on March 8, 2008 by Flames
We’ve been waiting a really, really, really long time for a Warhammer 40,000 RPG. I remember buying Rogue Trader – and still have it somewhere in a folder, it having fallen apart with use – and the promise in that was of a full-on Warhammer 40,000 RPG arriving at some point in the near future. That was 1987, it is now 2008 and, finally we get our Warhammer 40,000 RPG. It has a lot to live up Dark Heresy, Warhammer Fantasy Roleplay was pretty much a masterpiece and gave D&D a run for its money in UK popularity, the wargames have ensnared generations of kids in their clutches and the 2nd Edition of Warhammer Fantasy Roleplay, despite being a supplement treadmill and despite getting zero support from Games Workshop, was a success as well. Then, just as Dark Heresy does come out, and sells out pretty much immediately, we learn that GW/Black Industries are dropping ALL their roleplay etc lines, triumph and tragedy in one fell swoop.
Review by James ‘Grim’ Desborough
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Posted on January 29, 2008 by Matt-M-McElroy
Dread is a violent horror game from Neoplastic Press about hunting demons and it is presented in a chaotic punk wave throughout the book. This review is of the revised and updated edition of the game. The revised edition cleans up some of the rules, expands the magic and adds a few new demons for the characters to deal with.
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Posted on December 28, 2007 by Matt-M-McElroy
Changeling: the Lost is a very different game than Changeling: the Dreaming. Some of the terminology may be similar but each book explores fairy tales in a different way and offer up very different types of games. Some fans will want to compare the two games, others will look at Lost as something new and original. I’m a fan of both games. Changeling: the Lost is an amazing book, full of great writing and tons of story elements.
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Posted on December 9, 2007 by Flames
Borrowing snippets from the back cover of the book, Blood Games II is an occult-horror role-playing game about courage, self-sacrifice and desperate heroism with no hope of reward. I think of it along the lines of “John Constantine meets Buffy the Vampire Slayer”. There are a lot of great ideas in the book and there is an underlying sinister tone that helps separate this game of occult horror from lighter traditional urban fantasy.
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Posted on December 5, 2007 by Flames
A Modern Fantasy game written by Stewart Wilson.
The simple version of the game’s premise is this: there is a magical world existing alongside our own. The Unaware cannot fully comprehend everything and so the magical realities of life are concealed from them.
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Posted on December 2, 2007 by Flames
While its another dicepool system the roll-and-keep and the exploding dice seem to focus people’s attention on the game pretty well and make rolling the dice unpredictable enough to be exciting. Combine this with ‘raises’ (extra risk for extra effect) and the mechanics fairly naturally lend themselves to skilled characters using a bit of flair and expertise rather than simply hacking away.
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Posted on September 27, 2007 by Flames
Basically, what the game world is, is part of a lower, demonic plane of existence, beneath the other spiritual and other worlds, a place of demons and death and devilry and Tim Burtonesque twisted landscapes where the various demonic races and beasts vie with each other for power and control. A theme which has been explored more than just a little in many other products for many other game lines.
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Posted on September 27, 2007 by Flames
I should probably note before I commence that I am not much of a fan of the original Ravenloft, or of the world as a whole. Of the alternative game settings offered in the last gasps of TSR Ravenloft is much weaker – in my opinion – than Dark Sun or Planescape. To me it just all seemed a little too cheesy, a little too Bela Lugosi and we all know how unscary the old 40s and 50s horror films seem these days. Some of that ‘cheese’ always seemed to taint my encounters with Ravenloft from fortune telling gypsies to vampire lords and, so, I’ve never been that enamoured of it. I know people love it though, so I’ll try to rate this d20 remake gazetteer based on its individual content rather than the world it describes.
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Posted on September 20, 2007 by Flames
Aletheia is an extremely difficult book to write a review for because, while it is an RPG, it is one with an extremely defined, extremely tight, extremely focussed setting which amounts to a campaign idea with its own rules, rather than as an RPG as such. Given that so much of the book is devoted to the reality behind the secrets of the setting it is nigh impossible to give a full review and assessment of the game since that would give away too much and spoil it for those that do buy it.
Review by James Desborough
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Posted on September 20, 2007 by Flames
Orbit is an older game, 2003, but we picked up a copy on the bring-and-buy table at Gencon UK so I thought I might as well review it. Some shops seem to still have copies for sale and you can, apparently, still get copies from the creator.
What the game is, or at least what it tries to be, is a sort of ‘Heavy Metal’ (the film) in game form, intermingled with some psychobilly retro-fifties styling. The book is soft back, reasonably well printed and weighs in at 258 pages all told. I had high expectations for this game as I sensed a kindred spirit to ’45: Psychobilly Retropocalypse but these expectations weren’t particularly fulfilled.
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Posted on September 17, 2007 by Flames
Colonial Gothic is a game of occult mystery and darkness set during the American Revolution, I shall try to contain myself from dispelling too many myths about that time or the nature of the revolt, or what the British actually did/were doing and why but even without that making my forehead vein throb this seems, to me, to be a peculiar time period to place such a game in, when there are more pressing matters for both the British forces and the rebels.
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Posted on September 15, 2007 by Flames
Cadwallon sells itself as a ‘tactical role playing game’ and it sits, uncomfortably and mystifyingly, somewhere between D&D and one of Games Workshop’s skirmish games like Mordheim or Necromunda. It never quite explains what tactical roleplaying is exactly and it comes across in the reading as either a dumbed down D&D where the board becomes necessary or a brightened up skirmish game where you actually roleplay. It is stuck between dimensions, neither one thing nor the other but given the D&D miniatures and the popularity of Clix this new middle ground seems to have become a fighting area for many of the companies so there must be something in it.
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Posted on September 15, 2007 by Flames
Qin is to China’s mythological history what Legend of the Five Rings is to Japan’s. While there are superficial and stylistic similarities between the two games and they share the same broad appeal the similarities in no way mean they’re the same any more than the broad similarities between Japan and China themselves mean they’re in any way the same country.
Qin takes a more historical approach – though don’t worry, there are monsters and magic – and has a much more egalitarian and open society structure (considering the source material) than Legend of the Five Rings. Being a peasant or bandit is a much more viable option in Qin and while the social order is divinely mandated and enforced – particularly for women – the period of the setting is chaotic enough and in enough upheaval that this is no longer an issue.
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