Posted on May 20, 2011 by Flames
While at PAX East this year, I had the pleasure of sitting in on a panel on developing independent RPGs. Vincent Baker was among the panelists, and I was incredibly excited to see the man who had created the well-known and critically acclaimed Dogs in the Vineyard. Immediately after the panel I went to his booth and saw that he had another game for sale, Apocalypse World. Its cover, featuring a nude, ambiguous form in a gas mask, haunched over and lit from behind, intrigued me– I had just finished my thesis on Cormac McCarthy’s The Road and was on an apocalypse kick, so although I had gone to the booth expecting to pick up DitV, I came away with a game I hadn’t even heard of before.
With Apocalypse World I didn’t really know what to expect. I admit, I don’t have very many systems under my belt– I’ve read far more games than I’ve actually played, and I don’t like to pass judgment on a system without actually playing it. But just from the get-go, Apocalypse World had a lot going for it.
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Posted on May 18, 2011 by Monica Valentinelli
To enhance your gaming experience for an upcoming Trail of Cthulhu campaign called Eternal Lies, Pelgrane Press has published a collection of songs you can play in the background on a never-ending loop. For this hour-long selection, several composers collaborated with Will Hindmarch and Jeff Tidball to create the atmospheric tracks.
The purpose of the Eternal Lies Suite is to enhance your mood as you play through this campaign. Since Eternal Lies isn’t out yet, we can glean some insight as to the scope of this story — it’s a global adventure that may include two characters named Edgar Job and Henslowe.
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Posted on May 17, 2011 by Megan
Taking a new tack for Rite Publishing’s “30” series, this work looks not at items that you might find but a specific type of threat that you might encounter – the haunt. Indeed, not just any old haunts but those which have, for whatever reason, chosen to manifest in a house.
The product opens with an overview of haunts, which were introduced in Paizo’s GameMastery Guide – if you intend to make extensive use of haunts you may find a copy useful. Basically, haunts can develop in a location in which living creatures suffered in some way, and can be accompanied by undead. Despite having hit points and assorted capabilities, they can be thought of more as an atmosphere, an area in which effects are caused, than as actual beings in their own right. (I’m sure learned clerics and mages could argue for hours over that one!). They can only be removed from their location by performance of specific acts, based on the reasons why the haunt is there in the first place, although they can be damaged or negated such that they go away… but only for a while, they’ll manifest again later.
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Posted on May 16, 2011 by Nix
From the first few times that I heard of this game I was drawn to it. “A game where you take on the persona of a child?” I thought, “Now that would be rather interesting..”. Sadly, those first few chances I had to play were missed out on due to running my own or participating in other games. It enticed me enough that I kept an eye open for any chance to sit down at a session. Finally, the day came when I did play and my patience was well rewarded. I have attempted to run demo’s at a few conventions, without much luck due to the fact that I feel Little Fears is a difficult game to describe to others in only a few short words. My patience will one day be rewarded I am sure. I have played for many years and I have introduced many gamers to new games, but there have been very few where I have tried to push a book into someone’s hands telling, “You have to play this.”
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Posted on May 13, 2011 by DecapitatedDan
“Ian and his team find themselves under attack from a roving army of marauders. Now they must fight to the death to protect not only their mission, but a small group of civilians who, against all odds, have survived the zombie apocalypse. But even if they defeat the attackers, will the victory come too late, given Ian’s fateful prognosis?”
Have you taken a second, sat down and looked at the way Joe Wight draws an issue of The Last Zombie yet? I am guessing if your reading this you probably haven’t so lets start simple. PICK UP THIS BOOK! Not that the art is the only thing going for it, but this issue is full of action, death and fire.
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Posted on May 12, 2011 by Nancy
Hiram Grange is a bizarro-world James Bond. So far described as an “extremely ugly” man with “piercing blue eyes and a hawkish nose,” a man that nevertheless “moves with a deadly grace,” Grange can give picture-perfect, shaken-not-stirred Bond a run for his money. Hiram has a way with the ladies and has repeatedly saved the world, despite his predilection for alcohol (particularly absinthe, though Bushmills Irish Whiskey plays a large role in Chosen One). Oh, and he also has an unhealthy obsession with Jodie Foster.
In Chosen One, Kevin Lucia brings to light a different side of Hiram, one less encumbered by his vices and more concerned about saving the girl and the world.
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Posted on May 9, 2011 by Megan
Jumping right in, the first chapter – Riddles of Steel: Roleplaying in the Frozen North – explains what’s so special, what’s so different about games set in harsh northern areas inspired by Norseland sagas and Viking lore. The familiar cod-mediaeval or renaissance fantasy civilisations of the majority of games is replaced with a bloodier and darker mindset, never mind that the place tends to be darn cold as well! Vicious monsters abound, and those which walk on two legs live life to the full in conditions that others may see as primitive, certainly more self-sufficient than their neighbours to the south.
But it’s not just a lack of urban luxury, guards to protect you from thieves and villains, and lower temperatures: the whole mind-set is different, and to get the most out of such a setting both GM and players – particularly those whose characters are native to it – will need to start thinking in a different way.
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Posted on May 5, 2011 by Ray Frazee
The RPG Call of Cthulhu has always seemed, to me, to be a game that a lot of people have played, but few get right. It’s a great game with a rich background, but the few times I’ve played it felt as if gamers had issues trying to fit their character into the world of the early 20th Century, and the efforts often resulted in hilarious incidents, like one player I knew whose character used a 19 year-old female NPC for point-blank .45 target practice and subsequent bloody blow-through wall spraying.
The other thing that’s always felt difficult to bring into the world is the over-all veil of horror that was an intricate part of Lovecraft’s story. Let’s face it: horror is hard to bring to the table. It’s difficult to put into word in such a way that it doesn’t feel like an descriptive afterthought to a game scene.
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Posted on May 4, 2011 by spikexan
Castle Bravo is a tightly focused adventure for Trail of Cthulhu that ties together halfbreed mutants, nuclear bomb testing, and more sanity-blasting goodness. According to the product page on RPGNow.com, this adventure didn’t just go through an in-house playtest. It also went through some actual tabletop playtesting at Dreamation 2010. I mention this only because I enjoy games heavily linked to playtesting (Chad Underkoffler’s Zorcerer of Zo comes to mind). While this game only shows the finished product, it stands as an excellent example of how a well-polished adventure can look.
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Posted on May 3, 2011 by Billzilla
Set in one of the most remote places on Earth, the Black Drop is an adventure for Trail of Cthulhu. Investigators, for reasons of their own, are on hand to witness the dismantling of an unsuccessful colonizing effort in the bleak and largely inhospitable Kerguelen Islands in the southern Indian Ocean. There are rumors that the Kerguelens were once part of an ancient continent: a place of advanced learning and magic – Lemuria. Something ancient stirs beneath these islands – something unwholesome and hungry…
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Posted on May 2, 2011 by Flames
Over the years, FlamesRising.com has provided several reviews from games and music produced by Pelgrane Press.
To kick off Pelgrane Press Week today, we dug into our archives. In this round up of our top ten Gumshoe RPG reviews, we highlight your favorite games, supplements and gaming aids.
Take a trip with us into the keep as we remember what we liked (and what we didn’t) about games like Trail of Cthulhu and Mutant City Blues.
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Posted on April 29, 2011 by DecapitatedDan
“Created and put together by writer Jason ‘Bloke’ Crawley this latest issue contains 7 devilishly delightful tales brought together to form the hellish Issue 666. This is but one of 6 different cover variants for this issue so be sure to check out the other covers that are available here on Indyplanet including the Cover F wraparound Werewolves Vs Vampires!”
6th issue means 6 different covers! Can you believe that! 6 Covers to choose from and they are all above, Grade A top choice visual meat! The interiors on this one are on the level with the past issues. Nothing is short of Gore-geous from page to page, but Borroni stood out the most to me. Every story has a different look, and they all look great.
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Posted on April 27, 2011 by Monica Valentinelli
Before I get into my review of Dragon Age 2, I’d like to put my thoughts into context for you. I’m a fan of the games that BioWare puts out and I enjoy the mechanics. Primarily, I play RPG style video games to relax and to shut my brain off. It’s increasing harder for me to watch movies, for example, and do nothing else. Playing games like Dragon Age: Origins allows me to turn off the brain-neuron connection switch and have fun.
Mind you, I am a min/maxer… There. My secret is out. Phew!
Anyway, when I get into a video game, I’m looking at it as a casual experience with the ability to cheat modify my characters in a way that gives me better flexibility and playing style. Story is important to me, but for some games *coughs Final Fantasy XII* I get confused if there’s no recap or summary after the side quests portion.
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Posted on April 26, 2011 by Megan
This work starts with an overview of the inquisitor, quite a talented chap with plenty of options. Pity the first paragraph repeats itself, perhaps we should send an inquisitor after the proof-reader!
So who is this inquisitor anyway? A potent mix of religious devotee, spy, investigator and hunter (of people rather than dinner): a bit self-serving in the way his powers generally serve to enhance himself rather than the group he is in, but at least he can claim it’s all to the glory of whatever deity he reveres! The special ability of ‘Judgement’ is both powerful and versatile, depending on what judgement is pronounced, and this is coupled with a reasonable number of skills and the ability to cast divine spells.
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Posted on April 25, 2011 by DecapitatedDan
“It’s the not-so-typical story of girl meets wolf as told by David Gruba (writer) and Rene Castellano (artist). See what happens when the mother-in-law comes to visit and when the Wolfman goes out on his late night jaunts. This all ages book will appeal to kids, married couples and joke book enthusiasts.”
Artwork: 4.0 out of 5
You can call it cartoonish, you can call it manga inspired, or you can just call it plain good. This book looks great. I love the character designs, no wait do I love them… yeah I really love them! Look at the cover alone, do you not see the calf? That is just funny! The interiors look the same, except they are in glorious black and white and man… do they POP! Okay hands down, I LOVE the look of the mummy the most. Can we have a book on him please?
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Posted on April 22, 2011 by Steven Dawes
Good evening… and welcome to another episode of “Horror Masterpiece Theatre”. I am your host Steven Dawes. As some of you may know, I’ve always found ghost stories to be entertaining and interesting. I find them so interesting in fact that was a co-founder and the general manager of local ghost hunting group for a few years. While I’ve since retired my ghost hunting days, I still enjoy a ghostly tale or three. And it was here where my unexpected visit to “Hell House” began.
Over the last few semesters at my school, a fellow student (who by night is known as “Craig”) has been in several of the same classes I’ve attended. As fate would have it, we were partnered up for a project together last semester, and as we worked on our project we got to know each other and discovered our mutual appreciation for the paranormal.
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Posted on April 21, 2011 by Billzilla
Harlan County Horrors, edited by Mari Adkins, is billed as an anthology of regionally-inspired tales. With Harlan County being in the heart of coal country, one might expect a number of the tales to touch on aspects of mining, and that assumption is correct. However, there’s more to Harlan than the mines; for one thing there’s the people themselves, and where there are people, scary stories are sure to follow. These twelve stories are a showcase for tales of Kentucky coal country by a fine crop of writers, many of them with close ties to the state.
The lead story, “The Power of Moonlight” by Debbie Kuhn is a bitter lesson about a woman scorned and the folly of rash acts. It was a very good selection to kick off the anthology. Maurice Broaddus’ “Trouble Among the Yearlings” is a subtle tale that captures well the claustrophobia of being trapped in a mine. In “Spirit Fire”, Robbie Sparks weaves a tale that warns about making a deal that seems too good to be true.
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Posted on April 20, 2011 by Ray Frazee
Why does Eclipse Phase draw me in so? Is it the dystopian setting that keeps bringing the misery? Is it due to there being enough future tech to choke a blue whale? Is it the metaworld so rich it makes you want to live there right now, despite it being such a deadly, alien environment that none of us would survive for very long?
Yes. Yes to all of the above. And then some . . ..
It goes without saying that Eclipse Phase is a hell of a game. The moment you turn the first page (if you can actually turn a page in a pdf, that is), it sucks you in like a hunk of flotsam circling an event horizon. It makes you feel the unlimited scope of adventure within while, at the same time, makes you realize this isn’t only a game, it’s a way of life . . . and that life ain’t gonna be pretty.
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Posted on April 18, 2011 by DecapitatedDan
“What if you could wish revenge on everyone who makes your life hell, and someone (or something) would do the dirty work for you? When bullied Deacon learns the dark past of his small town Texas high school, he discovers a vengeful ritual used to wreak havoc on his enemies – like the school’s all-star quarterback. But when Deacon wakes up covered in someone else’s blood, he realizes that the ritual was no childish game. And with every passing day the lines blur between the payback he envisioned and the revenge he’s commiting.”
Why what do we have here? Another great looking comic by Paper Street Comics is what. I will just say that I deducted half a point only because of the neck on the final page. Other than that this book is a treat to the eyes. It has a kind of tv cartoon feel to it.
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Posted on April 15, 2011 by Monica Valentinelli
There are books, and then there are books. Shadowheart, the fourth and final volume of the Shadowmarch series by Tad Williams, is one such tome. You may recall my review of Shadowplay, my review of Shadowrise and our publication of the Shadowrise preview. It seems like only yesterday when I started reading this series about feuding families, ancient legends, bizarre cultures, extraordinary creatures and colorful characters. Shadowheart brings it all to a close in an unusual way.
Why unusual? Well, first and foremost, the series was originally supposed to be three books — not four. After reading Shadowheart, I can see why Williams needed a whole ‘nother 722 pages to explore this story. Or should I say…stories?
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