Posted on April 28, 2009 by Flames
The magazine comes in a robust 60 pages. That is not as big as their major competitor, but it is very, very, full. The initial editorial lays out all of the article types that the magazine plans to pursue in the coming quarters and every one seems interesting and with a constant mind toward having something for all players. There was always an eye toward having both solid fluff (flavor) and rules (crunch) in each article. More over, a focus on making sure the flavor and crunch aligned. Readers will notice if there is a disconnect and will be turned off by a product that does a bad job of aligning these two very important aspects of game design. That is not the case here.
The articles are similar to classic articles we, as a gaming generation, have all grown up with. There are articles that detail new weapons and talk about the fighters that use them, articles that introduce a new god, his followers and other important doctrines of the faith.
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Posted on April 27, 2009 by spikexan
There is a movie called The Man From Earth that could have inspired this book. In it, a man tells his closest friends that he is an immortal. In turn, the friends try to ferret out if he’s telling the truth or playing some strange game with them. The friends make one mistake countless times when they try to get specific information from him. He often responds with vague accounts that are little better than a history book’s recollection. His claim is that people who cannot remember were they were a year earlier shouldn’t demand centuries old answers. I constantly found myself thinking of this excellent film. White Wolf offers readers an obscure history lesson in their newest release, Ancient Mysteries. After reading the blurb, I thought I would like the first half the book (the “Fog of Eternity” appealed to me) and would probably trudge through the latter half (I always wonder if anyone uses the NPCs from the various books).
Ancient Mysteries isn’t the standard Kindred history book. What Kindred consider high points in history does not always coincide with the mortal populace. On page 100, the authors cleverly compare the “Fog of Eternity” to actual fog filling a mountainous valley. In essence, much of the past is forgotten just as the valley is blanketed in mist; however, there will always be peaks immune to the fog. The text gives a detailed look to a few of those mountains.
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Posted on April 24, 2009 by Monica Valentinelli
Inspired by the horror writer Edgar Allen Poe, Shadow of the Raven is a musical interpretation of his life and his works through a variety of sounds. A rich, baritone voice representing Poe narrates the beginning of the songs in Darkest Hour. His narration ends with a line that speaks of dead things, lurking about in his crypt.
This musical selection is a departure from some of Nox Arcana’s other CDs, because it employs an instrument wholly fitting for Poe’s era — the piano. Mysteries of the Night is a gorgeous piano melody that erupts into a duet with a violin, accentuated by a tolling bell. Listeners do not have to play the tracks in any sort of an order to experience the full effect of this soundtrack inspired by many of Poe’s short stories. You’ll find songs like The Pit and the Pendulum and The Tell-Tale Heart that feature interesting sound effects. You’ll hear sounds like a door creaking, a screeching cat, a pendulum swinging and a heart thumping. Each effect is integrated into the song, so that it becomes part of the rhythm, as if you couldn’t listen to the music without them.
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Posted on April 23, 2009 by Megan
All adventurers need good equipment, both magical and mundane, and even the most creative DM sometimes needs ideas for interesting treasure hoards for the characters to, ahem, liberate… so here is a book packed full of goodies to serve both interests. The Introduction explains the organisation of the work: a chapter each for equipment and magical items, plus a couple of appendices mostly for the DM, one with ideas for using magic items and one with them listed by level for ease of hoard creation.
Mainly intended for the character looking for some retail therapy, Chapter 1: Equipment is broken down into sections detailing all manner of gear. It begins with masterwork armour, and also covers weapons, mounts, vehicles and even alchemy – both that which can be purchased and things you can do yourself if possessed of the appropriate tools.
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Posted on April 22, 2009 by Flames
Faith in the Future is a story told in one issue.
The scenes are pretty well illustrated. Darkzel’s penciling is well done, and he is able to combine his characters with the world they live in.
When I read through the issue, my first thoughts were how the symbolism is very on the nose. Depictions of a ‘pest messiah” crucified on a cross combined with a hunched over capering exterminator leave little to the imagination. The framework of the story deals with absolute images and While the author’s narration helped explain what I had missed, the artwork captures a lot of raw emotion and even without text James Desborough and Darkzel told a very clear story.
Review by John Kennedy
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Posted on April 20, 2009 by Megan
The Introduction sets out the intention of this work – to delve more deeply into the ways in which warriors can excel and combat be handled under the True20 ruleset. It does this by presenting ways of enhancing Warrior character creation and development, and by providing a greater range of options for them to use when engaging in combat. It’s intended as a toolkit, from which you can pick the bits you want to use.
Chapter 1 looks at Warrior Creation. To start with, not everyone who can and does fight is a ‘warrior’ – it is a specific role embraced by those whose primary area of expertise is fighting, fighting to win. The focus of this book is anyone taking on the true warrior’s role – whether he fights with rocks or with a laser-cannon. Naturally you’ll have to select the bits appropriate to the setting in which your warriors will operate, beginning with a discussion of background.
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Posted on April 17, 2009 by Matt-M-McElroy
Turn Coat is the latest chapter in the ongoing adventures of Harry Dresden, Wizard for Hire. The book description above sets up some interesting possibilities and hints at some deeper character development (not to mention more exploration into the White Council).
We do get some of those things in this book. For example, find out a lot more about Morgan’s past and the things that drive him to act the way he does regarding Dresden. Morgan has always been an interesting character for me. He is one of those guys you love to hate because of the way he treats our favorite wizard. There was always something about him that made me wonder just why he was so untrusting, so ready to kill in the name of the White Council. I never thought he was stupid or rash, the writing always hinted at a fierce loyalty and strong determination. Of course, for this series we readers are only getting Harry’s view on things and that rarely, if ever, painted Morgan in a favorable light (not that you could really blame Harry for that, I’d be less than charitable regarding a guy who wanted to behead me too).
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Posted on April 14, 2009 by Flames
White Wolf takes us back to the Eighties in New Wave Requiem (WW25320). The decision to turn back the clock nearly twenty five years seems to be a brilliant one (Yes, I did say TWENTY FIVE years). Sob. Vampire: the Masquerade hit bookshelves in 1991, so readers never really got a feel for the Reagan Era of gaming. This appears to be their attempt at remedying that issue. This slim supplement weighs in at eighty-one pages; however, it wastes no space with ads (an oddity considering the waste the 1980s created). There are a few pages devoted solely to pieces of art, but these terrific characterizations demand forgiveness as they summon images of The Warriors and an evil Susanna Hoffs.
Review by Todd Cash
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Posted on April 13, 2009 by davidahilljr
Slasher Flick is just over 100 pages, an RPG all about octopi. (That’s actually not true.) It’s written and designed by Cynthia Celeste Miller, produced by Spectrum Games. The game is called Slasher Flick. The pages are edged with blood. It’s not a game about serious exploration of the serial killer phenomenon, it’s not a strategy wargame. It’s a game about sitting around a table, having a night like one spent with an actual slasher movie, only in RPG form.
Slasher Flick is simple and focused in nature. Mechanics focus on the drama and tropes of the genre, instead of “killing the bad guy.” Characters are more likely to think the sound of the villain sneaking up is the wind, than a sign that they need to go monster hunting.
Review By David A Hill Jr
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Posted on April 10, 2009 by alanajoli
Cat and Bones take their romance in a whole new direction (read: planning a wedding) in the third novel in Frost’s series. But nothing comes easily for the pair: Cat, a half-vampire, has some serious soul searching to do over the course of the novel, only partially because her vampire father has torture on the brain. Is she a vampire? Is she human? What does it mean to be either?
Not, of course, that there’s a lot of time to just stand and think. That Cat’s father has found her means that her identity is no longer secure, which endangers her whole unit. Add a very old, very powerful vampire calling on Bones to share power and ally together (which almost certainly means that a vampire turf war is on the horizon) and Bones turning Cat’s unit member Tate into a vampire by request, and things get very, very complicate. Tate’s love for Cat is only the tip of the iceberg.
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Posted on April 9, 2009 by Megan
The concept behind this book is that, just like the rest of us, vampires tell stories. This is a collection of some of the myths and legends told throughout time in vampire communities. Interestingly, none are presented as being ‘true’ – this is left to the Storyteller to decide for himself – and so players can read the book freely without compromising their knowledge of their particular game world’s alternate reality… they will, instead, absorb the tales told amongst the vampires that they play with as little knowledge as their characters have about which are real and which pure fiction.
The book opens with a story about a mirror, and then there’s an Introduction which explains what it is all about. Following chapters look at several myths about the origin of vampires, modern legends (or urban myths) told amongst vampires tonight and finally some of the things that really scare even the bravest vampire.
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Posted on April 7, 2009 by Flames
I normally tackle one product at a time; however, Sean Boyle’s line of HDL games is so entwined with one another that it’s simply easier to treat them as one massive project. The exact products I’m including are the HDL Basic Rules, Perfect Horizon, Demongate High, the HDL cards, and Lucid: Dreamscape Reality. I’ll try to separate these books for clarity’s sake, but I suspect I’ll have to trip back and forth between them on occasion.
The first book in the HDL line is strictly the nuts and bolts of Boyle’s system. It’s a modest read at eighty-seven pages. Like most, my first impression of the book came through a skimming. The artwork, derived from a stable of six illustrators, seems to enjoy the fact that it rests inside a generic system’s corebook.
Review by Todd Cash
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Posted on April 6, 2009 by Megan
Intended to serve as a collection of information about red, blue, green, black, and white dragons (as described in the Monster Manual, as well as a few newcomer dragons in the shape of grey, brown and purple ones, this work launches straight into its subject with a chapter on Dragon Lore. Much has already been written about dragons and yet the surface of the possible information about these truly epic creatures has been merely scratched. This chapter takes a wide-ranging look at dragons as they exist in the alternate reality of Dungeons & Dragons, including origins, biology, society and outlook, culminating in details of the chromatic dragons. Did you know that a dragon has no ears, and that it grows a complete new set of teeth each time it increases in size? But lest such comments suggest a mere biological creature to studyas you would any other, fear not: the notes portray a clear picture of a being that is truly awe-inspiring, the stuff of legend indeed.
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Posted on April 3, 2009 by Flames
Pulp meets mutants. Can you picture it? Robin D Laws can, and did well.
The opening fiction caught my attention immediately. In two illustrated pages, it manages to cover most pulp detective crime scene tropes, and set the stage for a slightly tongue-in-cheek mutant x-factor (sorry, I had to.) Then the stage is set with a description of the game’s setting. Arbitrarily ten years in the future, the world has undergone the biggest ten years worth of change possible; due to an odd illness, people began exhibiting superpowers. Simple enough statement, but the quality comes from the explanation of how these mutants have changed sports, entertainment, law enforcement, et cetera. It’s serious, while still being able to put a gratifying smile on the reader’s face.
Review By David A Hill Jr
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Posted on April 2, 2009 by Megan
The aim of this work is to muse about some of the motivations and background issues that drive a Promethean, ideas that may spawn adventures and motivations for both players and Storytellers alike. It opens with an atmospheric story told by one Promethean, who appears as a young girl and works the club scene (not a tale recommended for the prudish), and who tells how no job lasts for long…
After explaining what the book is about, the Introduction goes on to raise the interesting idea of playing Prometheans which have been created by a deranged human rather than by another Promethean (the normal method, as described in the core rulebook).
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Posted on April 1, 2009 by Monica Valentinelli
December 21, 2012 is the last day in the Mayan calendar, a day that many believe to herald the end of an Age. “In the Courts of the Sun” is a book written by Brian D’Amato, that explores the “end times” myth from a different perspective — literally.
At well over sixty-hundred and fifty pages, In the Courts of the Sun is an extremely complex work that tells the story of Jed DeLanda, a Mayan descendant who is an expert at the “Sacrifice Game.” The novel opens with an intense Prologue, where we first meet Jed in the mind of Chacal, a ball player who is posing as a King and is about to be sacrificed. Here Jed tells us he’s part of something called the Warren Commission, trying to prevent the end of the world.
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Posted on March 31, 2009 by Billzilla
Flying Frog Productions has only produced two games so far; so far — in my humble opinion — they have two winners. The First, Last Night on Earth, is a zombie survival exercise with real goals to achieve that put Flying Frog on the adventure gaming map. Their most recent title is A Touch of Evil, and fans of the Johnny Depp version of the Legend of Sleepy Hollow will find this game somehow familiar…
Players begin by each choosing one of eight characters to portray. Each character has a score of from one to five in four abilities: Spirit, Cunning, Combat and Honor. Players may increase these scores during the course of the game through a variety of means, and all four abilities will come in to play at some point. In addition, each character also has their own unique ability to give their player a particular advantage.
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Posted on March 30, 2009 by Flames
What It Is
Apocalypse Prevention, Inc (or API,) is an action-horror RPG set in a future plagued by monsters, magic, destruction, all the average faire of a post-apocalyptic fantasy setting. The namesake is the corporation who holds back all the above-mentioned things. Characters are agents, working to fight back the destruction of the planet. Pretty simple?
The game advertises itself as “action horror, with a twist of humor.”
Review by David A Hill Jr
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Posted on March 27, 2009 by Jason Thorson
The third issue of Robert M. Heske’s Cold Blooded Chillers: Tales of Suburban Murder and Malice is a collection of three short graphic stories, all written by Heske and drawn by artists Adam Swiecki, Reno Maniquis, and Dirk Shearer. Cold Blooded Chillers is an homage to the horror serials and anthologies of yesteryear including E.C. Comics horror titles such as Tales from the Crypt, as well as television classics like The Twilight Zone. The difference is that the aforementioned examples occasionally had a tongue firmly planted in a cheek whereas this collection plays in the dark exclusively.
The book opens with a story called Shadow which is immediately engaging by way of its sophisticated and disturbing tone.
Review by Jason Thorson
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Posted on March 25, 2009 by Flames
White Wolf has a special place in my heart that goes both ways. It’s a classic tale of love and hate that dates back to the first edition of Vampire: the Masquerade I bought on a whim. As they dwindled down their successful runs only to reboot them, I found myself enjoying their releases less and less. I felt they were trying to reinvent their own wheel and, well, just couldn’t do it. I took on Hunter: the Vigil and hoped for the best.
This monstrous tome pushes four hundred pages and yet somehow manages to enrapture the reader. There are small bits off; however, this is an exceptional book. Let’s take a look at it. The layout of Hunter is typical to their new lines. A cropping of artwork throughout the book lines the upper border of the book while fading into a gray border that frames each page.
Review by Todd Cash
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