Posted on June 24, 2011 by Jason Thorson
John Morrone, veteran writer for the horror webzine Bloody-Disgusting.com, is unleashing his musical talents on the world in the form of Zombies Unlimited. According to the official website, Zombies Unlimited is dedicated to creating low-cost, original music for independent horror and sci-fi movie soundtracks. This music comes to us in the form of techno, a genre I associate with cheerleading, raves, and clubs I wouldn’t patronize. But make no mistake, Zombies Unlimited is creating some of the most unique techno and electronica possible and as a longtime professional musician of the old school variety, I certainly appreciate ZU’s musical aesthetic despite my unfamiliarity with the tropes of these genres.
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Posted on June 23, 2011 by Megan
Throughout history, the concept of the ‘lost city’ has always fascinated… likewise generations of gamers have been drawn to explore by legend and rumour, right back to the Basic Dungeons and Dragons module B4: Lost City! Whether it’s fame and fortune, mere survival, or some higher purpose, mention lost cities and adventurers will come in droves. This lost city is no different, and there are wonders to discover for those brave enough and skilful enough to explore.
The lost city of Kadralhu has much to offer the adventurer and much also to offer the gaming group, for it is presented as a ‘sandbox’ adventure, a setting with much to do rather than a single plotline to figure out. Whatever the characters’ motivation for going there, wherever they venture once they arrive, there are things going on, things to discover, enemies to vanquish, allies to be made and secrets to learn.
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Posted on June 22, 2011 by Monica Valentinelli
Published by Harper-Collins, The Element Encyclopedia of Signs and Symbols: the Ultimate A to Z guide from Alchemy to the Zodiac is not one book, but several smaller books that range from the language of flowers to numerology and, of course, symbols.
Normally, I find there are two challenges a book like this has to overcome. First, there’s the issue of gravity. Books in this vein can either be lighthearted, with more of a pseudo-magical feel to them, or serious and grounded in fact. This particular tome is squarely in the middle. While it does offer an aura of mystery in some respects, The Element Encyclopedia of Signs and Symbols also offers a comprehensive resource guide at the end of the book.
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Posted on June 21, 2011 by Nix
Deadlands, the very name speaks of dark tidings and sinister shenanigans. For those unfamiliar to the setting, Deadlands is an Old West role-playing game that was initially released in the mid-90’s. It met with quite a bit of success and has recently been re-released employing the Savage Worlds system. Both games were written excellently by Shane Lacy Hensley and I was quite happy to see my beloved game in print once more. With Deadlands, Shane transports us to the spaghetti westerns of Sergio Leone and Clint Eastwood where he mixes it liberally with horror. He then throws in dashes of Steampunk and science-fiction to make it one of the best genre spanning settings. It can be dark, irreverent, gritty, and surreal all in the same session without a pause.
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Posted on June 20, 2011 by Billzilla
Being an aficionado of folklore, I was intrigued by the title of this collection, The Gaki and Other Hungry Spirits, which refers to “hungry ghosts” of Japanese legend. While the stories themselves are decidedly Western in nature, they are no less interesting. A number of the tales do feature hungry spirits, so points to Mr. Rainey for holding to his theme.
This collection starts off with the title story, “The Gaki” in which we have a tale of a man searching for something to fill his life. He finds intrigue at a clandestine gathering of people by the Copper River, and what follows will lead him down a path he never knew existed. Ultimately, he finds what he seeks, but it isn’t what he expected, and it requires a high level of devotion from him in exchange.
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Posted on June 17, 2011 by Nix
Tough Justice is not an easy game to sell. It is not for everyone and I would not recommend it for children as I would many other role-playing games. Tough Justice takes the players and game master to one of the bloodiest periods in British history, at least judicially speaking anyway. In years between the seventeenth and nineteenth centuries there were hundreds, some estimations go as high as 300, of offenses that could result in death for the accused. It is to this era that Tough Justice sets it sights and it barrels ahead full speed into a dark and horrendous time.
Tough Justice is a beer and pretzel/crisp game only by default. It’s game mechanics are actually quite easy, even if it’s content is anything but easy.
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Posted on June 15, 2011 by spikexan
Players can try something different with the newest SAS from White Wolf. In “Into the Void,” ($6.99 at RPGNow.com), players kick off an adventure with killing the Prince of their city. The Prince, in all truth, is a secret hording problem that a good Final Death solves.
Or does it?
This is one of the better SAS releases that I’ve read. While certain NPCs are named, there is no reason why the Prince can’t become the Prince of established characters’ city along with the key movers and shakers detailed.
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Posted on June 14, 2011 by Megan
Plunging straight in, this adventure begins with a brief outline of this richly-detailed Japanese-inspired setting. In a neat twist, the characters too are seeing it for the first time, arriving as ‘gai-jin’ (the Japanese word for ‘foreigner’ although it’s a word with somewhat negative connotations) and seeing it with all the wonder of outsiders visiting a new and very different place, even as their players are finding out about a new setting.
Much of the discussion, though, is best kept for the GMs’ eyes. Unlikely to be common knowledge elsewhere, although it may be a topic of discussion in some academic and theological circles, life and death here, the state of the souls of both the living and the dead, is somewhat unusual. Reincarnation gone mad, shall we say, and leave characters to discover it for themselves as they begin to piece together what is going on. Japanese-inspired this setting may be, but it draws on the darker side, on the tales that are told, that create a setting filled with oriental horror.
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Posted on June 10, 2011 by alanajoli
Back in 2008, Tez Miller and I reviewed the first two novels in Ilona Andrews’s Kate Daniels series. We’re now three books later in the series, and it’s still going strong. Here’s what you may have missed:
One of the staples of role playing games and adventure video games is arena combat. What’s not to like? The tradition hails way back to the Romans — or earlier — and watching gladiators in the ring is still entertaining enough to modern viewers that there are reality TV shows based on the theme. It is not something I’ve seen tackled in Urban Fantasy very often, and here, Andrews does it with aplomb. Beast Lord Curran has banned his Pack from getting involved with the games. Derrek, Kate Daniels’s teen werewolf pal, has to get involved in order to save the object of his affections — and in order to keep him out of trouble, Kate gets involved as well.
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Posted on June 9, 2011 by Nix
I am not a horror movie fanatic. I enjoy them and I look forward to seeing a few of them, but my over-sensitized mentality takes quite a bit to shock while my natural sarcastic side urges me to quip, mock, and make other ‘witty’ comments on the movie as it plays. I blame hours of watching B, C, and D movies, including many episodes of Mystery Science Theater 3000, for this inclination. Thus, I am a movie fan, just not a fanatic. I do enjoy learning what happened behind the scenes on a set, the often turbulent process a movie takes to actually getting filmed and released, and the other details that surround such endeavors.
If you are of a similar mindset, then you would most likely enjoy Diabolique. Diabolique is a bi-monthly publication for the horror connoisseur and seems to cover everything from vintage horror, to recently released films, to works in progress.
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Posted on June 8, 2011 by DecapitatedDan
For a million millennia the world has cracked and convulsed under the indomitable mob of the orc. Savage, bloodthirsty creatures, they are without number, staining nearly every corner of the globe. The mighty Orc Tzar, newest leader of the mob, marches ever north to find the lost organ of a forgotten god. Only a lone, one-eyed orc with a mysterious gift can find the key to breaking the cycle forever.
This book is so Gore-Geous it’s beyond words. Wait I can’t do that to you can I? The character designs go way beyond cool to a level of pure awesome. Add on top of that the ink and you just made me drop my jaw. The real clincher though is the colors. This book is just vibrant, I honestly got lost in its radiance time and time again. I want to go back to the characters now, mostly because of the amazing amount of detail used.
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Posted on June 7, 2011 by Nix
Ace of Hearts is another of the lighthearted, ‘beer and crisps’ games by James Desborough. I’ll admit, you do have a certain type of humor to enjoy his products. But, if you do have a slightly skewed sense of reality then this will be a worthy role-playing game to take a look at. This particular product is definitely for adults. It has and deals with mature themes.. besides.. what is a kid doing drinking beer and eating pretzels.. err.. crisps anyway while role-playing? They should have school in the morning and be in bed sleeping. If they don’t have something to do, then I am sure the parent can assign some chores to keep them occupied. Chores are good like that, they can keep the child busy and it builds character.. well.. character and resentment. Anyway, back to the review.
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Posted on June 6, 2011 by DecapitatedDan
“Fear & Loathing in Las Vegas” meets Flash Gordon in GENERAL JACK COSMO AND THE VAMPIRE MEN OF KOTHOS. If Hunter S. Thompson had decided to pursue a career in space-heroics, he would be General Jack Cosmo: Unapologetic ass-kicker, savior of the emerald planet Zur, drug-powered freak and certifiable weirdo. In the tradition of Hunter’s gonzo writing and classic pulp sci-fi like the work of Edgar Rice Burroughs, GENERAL JACK COSMO AND THE VAMPIRE MEN OF KOTHOS is a fast-paced sci-fi/horror adventure.”
I’m glad I get to talk about the artwork first, thank you format I came up with, because well it’s purty as hell. You really want to know what this book reminds me of, Voltron. The colors of the characters and environments all I keep coming back to is Voltron.
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Posted on June 3, 2011 by Ray Frazee
A little known fact of my life: when I was 5 my parent decided to vacation in Florida for the first time, and they picked the later half of October for this family outing. Of course, when I was 5 the year was 1962, and if you do a quick search on The Google you’ll discover in the last half of October, 1962, Florida was probably the last place in the world you wanted to be, since the odds of experiencing a live reenactment of Alas, Babylon, were pretty high.
Now, I remember none of this, but my parent often told me the story of how, right in the middle of the stuff about to go down, they decided the place to hang was a motel in Clearwater, Florida, which is about a 10 mile jaunt across Old Tampa Bay from MacDill AFB, a huge Strategic Air Command base and, at that moment in time, a target that was going to get whacked out in short order should the Cuban Missile Crisis have decided to go hot.
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Posted on June 2, 2011 by Nix
What would happen if the cult classic “The Warriors” was set in the early 90’s with all the gangs being various super-natural creatures? You would have the role-playing game Nightlife. Nightlife was released in 1990 and 1991, with two editions and several supplements. It is hard to tell why one game fails to catch, and another game spreads like wild fire. It is also hard not to compare Nightlife with White Wolf’s World of Darkness, even though the two have very few similarities.
Both have vampires and werewolves and both games are set in a punk setting with horror elements. They use d10’s as their die of choice and super-natural creatures have strange awe inspiring powers. However, the similarities end there between the two games.
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Posted on May 31, 2011 by Nix
The premise of Cthonian Stars is really quite simple, we are not alone in the universe. Even though we manage to overcome our current, and rather ignorant, age to reach out into our Solar System humanity will still be in its infancy when compared to what we may find. In the near future world of Cthonian Stars humans have settled into almost every corner of our Solar System. Colonies exist on Mercury to Pluto and every moon in between. Humans have come together in peaceful cooperation for our mutual benefit, yet the distances between the various colonies still has a stifling and isolating effect. Travel is not an instantaneous effect, but takes time and is dangerous.
The influences that sparked Cthonian Stars were ones that I was not only already familiar with but also a fan of. They listed movies such as Event Horizon, Pandorum, and Outland to help capture the ‘feel’ of the game.
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Posted on May 30, 2011 by DecapitatedDan
“A horrible witch and her zombie servant host a dinner party for a family of corpses, and Hellboy and Roger turn up to blast them all back to hell in this team-up story from Roger’s early days at the B.P.R.D.”
This is Richard Corben? Really? Wow so different from what I am used to, yet I still love it. This book has the typical Hellboy visuals done right. Mostly I base that on the flat color style. The action scenes were a lot of fun here and the character designs stayed solid all the way through. Overall a great looking Hellboy comic.
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Posted on May 27, 2011 by spikexan
Dark Harvest is an alternative setting (compatible with Victoria) from Cubicle Seven. In this pseudo-historic twist, Dr. Frankenstein establishes a seat of political and military power in the country of Promethea. This power base permits him to explore stranger scientific pursuits and achieve dangerous heights of hubris. Of course, things are far from well behind the curtain and PCs will most likely take part in the factions attempting to topple the status quo.
The artwork, layout, and cartography in Dark Harvest has several more hits than misses. The art itself is great as is the cartography. The book proves to be a bit dull visually. There is a great deal of information in this book (information about the various areas of the country, the history, key figures, and much more). The point in mentioning this is that the information gets a bit textbook without more interesting breaks in the writing.
In regards to the rich writing, few facets of day-to-day life were left unexamined. History, educational systems, religious structures, gender roles, and a wealth of other topics were laid out in an approachable manner.
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Posted on May 25, 2011 by Nix
100 Horror Adventure Seeds is not a ponderous tome of highly drawn out and detailed adventures that focus on the things that go bump in the night. In this collection the ideas that James sets down are designed to trigger the imagination, not to stifle it. He starts off, quite early in the book, with the trials and pitfalls of horror gaming in general and moves on to the relative usefulness of a more structured module. It quickly becomes apparent that James is not a fan of the structured module. He does admit that they are good introductions for a new Game Master to a system, but eventually these will hinder a Game Master due to their lack of GM creativity.
James then describes why a more traditional module format tends to fail, and the main reason is quite simply the players. A player tends to have this nasty tendency to think for themselves and to have reactions that are not completely scripted. It is true that a Game Master can nudge and coddle a group back onto the modules path, but then that strips the players of their freedoms. With this collection, I believe James sets troubled Game Masters down the correct path where the plot is highly fluid and adaptable.
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Posted on May 23, 2011 by Nix
Each story in this anthology was based on a particular song by the band God’s Machine, and in particular the album Scenes from the Second Storey. Being utterly unfamiliar with either I was at a loss to see how each work coincided with it’s assigned song. I simply read each story as it was presented.
My interest was heightened when I discovered that the writers were either from Australia, or near that region. As I read I picked up subtle differences between ‘American’ writing and that of their homeland, I am sure this affected my expectations within each tale and my eventual opinion. I delighted in this look at another part of the world and how they write and construct a story. Several of these authors interested me enough that I wrote their names down for my next visit to a bookstore; though it appears that most do short stories I hope to find their other works.
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