Posted on June 8, 2010 by DecapitatedDan
“Nothing is sacred as Crossed returns! The biggest hit horror series of the year returns with an all-new six-issue series written by David (Stray Bullets) Lapham! Set right at the start of the Crossed outbreak, this epic tale of depravity promises to shock and disturb you with even more intensity than the first series! The Pratt family lived a idyllic life on a horse ranch in North Carolina. A few generations of family working, living, and learning together. But not all things should be shared with, nor done to, other human beings. Much less your own family. Some men are just born evil, some men are turned Crossed. But which is worse? Imagine, for a moment, the worst crimes against humanity.
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Posted on June 7, 2010 by Megan
The Introduction lays out the intention of this work: to provide an optional systematic approach to magic that can be used within a Trail of Cthulhu game by the characters and/or their antagonists as the Keeper so chooses. Well, the antagonists probably will be using magic at times, but not necessarily according to a set of rules; their spells may be created as appropriate for the needs of the adventure being played.
The first chapter – Which Magic? – goes into greater detail about sources. Naturally, Mythos literature looms large, but Lovecraft was by and large unclear about the underlying mechanics of his magic, using it to create the desired effect without much regard to what was going on.
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Posted on June 4, 2010 by spikexan
Before I dive into this review, let me point out that it reads differently. I think a good review should not only weigh a product’s pros and cons. No, they should also speak to previous tastes and biases. Comparisons. Rather than dwell here, let’s dive right into the Hellfrost: Bestiary review.
Hellfrost: Bestiary (Triple Ace Games; 132 Pages) is a massive collection of fantasy monsters for the Hellfrost setting and Savage Worlds’ game engine. The book covers all manner of vile creature from the evil deer (page 20) to truly loathsome Dread Liche (page 84). These antagonists also offer many variations of trouble for PCs. There are “tanks” with toughness of 23, psionics, pesky swarms, and mystical adversaries. Trouble. Loads of trouble.
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Posted on June 3, 2010 by Steven Dawes
I’ve been put through the literary meat grinder recently with good books like Darkness on the Edge of Town and On the Third Day. So I figured it was time to read something a little lighter of subject; something not quite so epic this time around. You know, something frightening… but fun! To that end, my reviewer’s copy of Bigfoot War couldn’t have come in the mail at a better time!
I’ve never read a Bigfoot horror story before; to be honest, most of my experience with Bigfoot comes from either watching Harry & the Henderson’s or watching the car crushing eponymous monster truck. I knew nothing about author Eric S. Brown either, but fortunately he spilled his own can of beans in the book’s introduction.
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Posted on June 2, 2010 by teampreston
War is unending in the life of a Space Marine. After defeating Tau forces, Captain Uriel Ventris of the Ultramarines has returned to the Chapter’s homeworld of Macragge, but there is little respite. The Ultramarines are thrust back into battle, and this time the enemy is the Chapter’s greatest nemesis. The traitorous Iron Warriors, led by renegade Warsmith Honsou, have gathered together a massive and brutal warband. Their target is the realm of Ultramar. Their objective is total annihilation. It is a final showdown between legendary Space Marines, and Uriel Ventris must take on the might of Honsou if he is to save his Chapter’s homeworld.
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Posted on June 1, 2010 by Flames
INSYLUM, a role-playing-game by Dennis Detwiller, has players locked away in an asylum as Patients, with the gamesmaster playing the asylum Facilitator hoping to cure them. The Patients are all linked in a strange and vague way, all recollecting fragments of their past. At night they are able to escape their cells, venturing out into a surreal dreamscape beyond the walls of the asylum, known as The Night World.
I’d suggest the game is for experienced gamesmasters with some knowledge of the background material (see below). The Patients all begin the game with amnesia. They all have the same stats (and only three of those). The core premise is that that they have no memory of why they’ve been locked away, and their key motivation being to discover the truth that sent them there, by regaining first Lucidity and then Memory. Only by regaining Memory can the Patient hope to be cured.
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Posted on May 31, 2010 by Megan
Deep, complex intrigue lies at the heart of A Song of Ice and Fire, and this adventure is jam-packed with it! Featuring a complex plot designed to cast the characters and their House in the worst possible light while advancing another fellow to high position in both his own House and the land, there is absolutely no chance for any character to sit on the sidelines and observe. A Royal Tournament is to be held in King’s Landing, a chance for young men of mettle to impress… while in the background nobles of all ages plot and connive for position no less fiercely.
The plot, albeit complex, is laid out very clearly for the GM in the Introduction, and a range of ideas are provided to get characters even more embroiled than they will be anyway including suggestions for mystical foreshadowing of events.
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Posted on May 28, 2010 by Eric Pollarine
So I decided to take a break from my normal routine here, and review a book that doesn’t fall under the realm of “zombie fiction” , I know dear readers- it’s a scary world out there when you decide to jump- but I if you can’t broaden your horizons, even just a little, you are doomed to a life of sedentary devotion, and well- I looked around and saw that the book had never been reviewed which is a shame because it’s fantastic, so might as well, right? Onward ho!
Albert Camus, the mid twentieth century writer and philosopher, who penned the fantastic piece of literary work called “The Stranger” along with the concept of “the absurd” in post modern, existential philosophy also released a book entitled “The Rebel” which was an essay on man in revolt, or at least that’s what the byline says.
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Posted on May 26, 2010 by spikexan
The Armitage Files for the Trail of Cthuhlu line offers an old idea with a fresh approach. This smart-looking book centers around ten documents (authentic looking pieces ready for handing out to players) and how Keepers can use said documents in a campaign. I call this an old idea because in-game props are a tried and true staple of gaming. Even before LARPing was an acronym, game masters handed out handwritten notes, recorded messages, weapons, or something tangible for their players to enjoy.
It’s great to have something physical to link the real world to the fictional setting. Right? Those props usually end up not amounting to very much beyond cool memories. In this book, Laws tries to show Keepers how to get serious play from in-game props.
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Posted on May 25, 2010 by Billzilla
In my previous review of Nosferatu: The Beast That Haunts the Blood for Vampire: the Requiem, I made the claim that Nosferatu was arguably the best clanbook of the series. I still stand by that claim, though Gangrel: Savage and Macabre is definitely a very close second.
Gangrel follows the same basic pattern as Nosferatu; a low-status vampire – probably a novice – is recruited to write a journal on the nature of the clan, along the way interviewing a number of clan members for their thoughts and insight. In this case, the book begins with a note that the author, Alice, has apparently gone AWOL. She eventually left this journal on the chest of a dead man, and as time goes on has been taking fewer and fewer pains to cover the tracks of her kills. She seems to be slipping deeper into the arms of the beast that afflicts all vampires – the thing that stirs within them, driving their animal impulses to hunt and kill without thought or care.
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Posted on May 24, 2010 by spikexan
There are many ways to tackle a horror game. What one finds in a Call of Cthulhu game isn’t what they find in Geist. Heck, What you find in Call of Cthulhu isn’t really what you find in Cthulhutech. This is a great thing. Some groups want to spend the night warding off hordes of zombified neighbors while others want to take on the personas of uberpowerful creatures of the night. I mention this because I will be putting Bogeyman (Sane Studios, 164 pages) into a box with other games of a Clive Barker feel.
The chief feature to Bogeyman is that it’s runs off a card-based mechanic rather than dice. In fact, each player needs their own deck while game masters require two (and you want to keep them separate). Beyond that, the typical gaming fare–character sheets, snacks, pens, paper–mostly fill out this game’s requirements. The only bit lacking are the “beads of sweat,” which I think is a terrifically named aspect. These little tokens have many uses, most of which are linked to impulses.
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Posted on May 21, 2010 by Megan
This book is aimed at the players of characters who look to the deities of their world for inspiration or power, and presents new ideas and options for any paladin, cleric, avenger or invoker character. The main part of the book consists of chapters for each class mentioned, giving new class features, builds, powers and paragon paths for each. The final chapter looks at divine domains with new feats, epic destinies and rituals available, and at deities in general.
First up, the avenger. Introduced in Player’s Handbook 2 he is an agent of divine justice with a mission to smite the enemies of his deity wherever they arise. There’s a new type who specializes in bringing his targets to justice through power of numbers, gaining strength from his allies. Lots of new ‘prayers’ of course, and some interesting sidebars about underlying motivation.
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Posted on May 20, 2010 by teampreston
When the world of Armageddon is attacked by orks, the Black Templars Space Marine Chapter are amongst those sent to liberate it. Chaplain Grimaldus and a band of Black Templars are charged with the defence of Hive Helsreach from the xenos invaders in one of the many battlezones. But as the orks numbers grow and the Space Marines dwindle, Grimaldus faces a desperate last stand in an Imperial temple. Determined to sell their lives dearly, will the Black Templars hold on long enough to be reinforced, or will their sacrifice ultimately be in vain.
While I am familiar on a basic level with the Black Templars I don’t know all the details of the major characters, so walking in to this novel I’m almost a BT newbie.
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Posted on May 19, 2010 by Steven Dawes
Let’s start this one by taking a trip in the way back machine about several months ago. While hanging with a buddy of mine, I came across his just read copy of Urban Gothic by Brian Keene. I’d never read any of Keene’s work before, but after reading the back of the book and being given the thumbs up from my pal, I read it for myself. It was a blunt and gritty ride on the horror express that I dug mucho and vowed never to enter a vacant house again. It even became one of my earliest reviews posted here on da’ Flames. Since then I’ve gone on to collect and read a few more of his books and have become quite the little fan.
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Posted on May 18, 2010 by Eric Pollarine
So when I listen to music I generally do it out of a need to write something and I generally do it out of another need to fill up the continual space between the silence of my day and the clicking of my keyboard, but it’s not normally music that I haven’t heard before, because I am getting old and the older we get the harder it seems to be to get into newer music. That’s why growing up kids is hard to do…because eventually you will find yourself at a club or a bar and hear a song that you really like, you’ll start to bob or nod your head a little and then it will hit you. From somewhere out of the corner of your eye you’ll see bright and fresh faced early twenty something’s that are just learning that “Yager Chasers” are the two deadliest words to have ever been combined in the English language. They will be mocking your prehistoric head movements and you will, I say the word will with emphatic surety; want to punch them in the face.
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Posted on May 17, 2010 by spikexan
It’s a big year for Supernatural. The tv show has been renewed for an unexpected sixth season (the original story arc only called for five), they are flirting with the GhostFacers webisode series, novel tie-ins are seeing print, and the rpg license remains strong. The newest addition to the line, Supernatural: Guide to the Hunted, is one of those supplements players need to complete their series. The corebook possesses plenty of material for game masters; however, this book adds flavor for those wanting to run something straight from the television series. I’ll get back to this later in the review.
The layout and artwork to this book understandably follows the format of the corebook, which is a clever look matching John Winchester’s monster bible. The fake Post-It notes, sketches, photos, and scribbled notes make for an eye-catching read.
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Posted on May 14, 2010 by teampreston
Dieter Lanz is a young recruit to the 3rd Hochland Swordsmen, otherwise known as ‘the Scarlets’. His regiment is called into battle when an orc army starts to rampage across the countryside, and when the Scarlets are defeated, Hochland is threatened with collapse. As a desperation measure, legendary general Ludwig Von Grahl is brought out of retirement – he is the last hope to stem the vicious green tide.
It wasn’t until I watched Star Wars, Episode One, The Phantom Menace when it dawned on me what bothered me about this novel.
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Posted on May 13, 2010 by Eric Pollarine
When I was in college there were a few things that I actually studied, apart from where the closest coffee shop was and where I could get a fresh pack of smokes.( authors note: don’t start kiddies, blah, blah, blah) Anyway- I also studied journalism and what, at the time, the institution called “mass communications.” Which is a really pathetic way to say that I studied the news, the media, and how it was all changing, so way, way back in the fall of 98 I was sitting in this really drab room in a really drab building and thought to myself, what am I doing? I missed my original opportunity and I can say that until as of late I have yet to make back up the ground I have lost since. But what I do remember from those years was that Journalism is and should always be the pursuit of one thing and one thing only: The truth. Which brings me to the original point of this review, a bold new horror novel from Orbit Books: Feed by Mira Grant.
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Posted on May 11, 2010 by Steven Dawes
I became an instant fan of David Niall Wilson’s work when I had read This is My Blood a few months ago. Since reading and reviewing this new personal favorite book of mine, I’ve kept in touch with David here and there. During one of our chats he’d mentioned one of his latest books titled On the Third Day and its subject being deep-rooted in religious themed horror, much like This is My Blood. I was immediately intrigued and I set off to read it as soon as possible.
My original intention was to read it during the week of Easter as the novel revolves around Easter Sunday. Sadly however, this was not to be as my laptop went ill for a few weeks, delaying my reading it (or any of the other books in my E-library waiting to be read and reviewed.)
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Posted on May 10, 2010 by alanajoli
It’s hard to tell, at first, where Broken Trinity: Pandora’s Box starts. The cover says it’s #1 in the series. But it looks like it has back story, or is just jumping right into the middle of the action. In the opening, we learn that Gloriana has the Ember Stone, which can allow her to turn into a creature of fire, and possibly a dragon. Finn has the Glacier Stone, which can turn him into an ice giant. Gloriana wants to unite the 13 artifacts; Finn’s duty as the Glacier Stone keeper is to stop her. But what are the thirteen artifacts? One of them appears to be Pandora’s Box, which is being sought after by a cult known as the Disciples of Adam.
With a little web research, it’s revealed that three of those other 13 artifacts are the Trinity: the Witchblade, the Angelus, and the Darkness.
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