Archive | RPGs

Hellfrost: Bestiary RPG Review

Posted on June 4, 2010 by

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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Insylum RPG Review

Posted on June 1, 2010 by

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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Peril at King’s Landing RPG Review

Posted on May 31, 2010 by

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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Armitage Files (Trail of Cthulhu) Review

Posted on May 26, 2010 by

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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Gangrel: Savage and Macabre Review

Posted on May 25, 2010 by

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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Bogeyman RPG Review

Posted on May 24, 2010 by

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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Divine Power (4E D&D) Review

Posted on May 21, 2010 by

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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Supernatural: Guide to the Hunted Review

Posted on May 17, 2010 by

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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The Plane Above: Secrets of the Astral Sea (D&D 4e) Review

Posted on May 7, 2010 by

The Plane Above: Secrets of the Astral Sea follows close on the heels of The Plane Below, expanding on the upper fundamental plane of the 4th Edition Dungeons and Dragons “World Axis” cosmology. It presents a fantastic place where planar adventurers will find floating within an otherwise vast emptiness countless island motes, ancient battlefields, dangerous astral pirates, and the dominions of the gods themselves — some left shattered following a climactic battle fought eons past between the gods and the primordials known as the “Dawn War.” It is an ideal setting for a paragon or epic tier game and will make an excellent change of pace for the party who may have grown tired of the humdrum trappings of typical fantasy settings.

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Saddle Sore RPG Review

Posted on May 6, 2010 by

There are some games I appreciate for their simplicity. Between a day job, two kids, nurturing a media addiction, and writing, I still like to squeeze a game into my schedule. Saddle Sore is a game that can help make things fit a bit easier for Marshals with hectic timelines. This tidy 34 page book is chock full of adventures that happen “between adventures.” It’s a nifty little idea I’ve seen before in an article, Game Chef entry, or indie-rpg (I think the title was “Something Happened on the Way.” I’d love to know the answer to this mystery if anyone can help).

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In the Company of Giants RPG Review

Posted on April 29, 2010 by

In the Company of Giants is one of the latest supplements by Rite Publishing that expands on their ever burgeoning campaign setting, Questhaven. This time, Steven Russell turns his attention to creating a playable race of giants, known as Jotun. (For the curious, a quick Wikipedia search will reveal “jötunn” to be the name given to giants of Norse mythology.) Though the jotun may be themed for giants of the Questhaven setting, everything within is completely portable to any 3.5e or Pathfinder game, which includes a full racial class progression from 1st to 20th level, a titan’s fistful of elemental themed powers, and several pages of feats to add to your jotun’s retinue.

The Jotunnar, as they are called in Questhaven, are an interesting variant of the traditional giants of Dungeons and Dragons, and are designed to overcome the biggest problems of introducing giants as a playable race.

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Wellstone City RPG Review

Posted on April 27, 2010 by

People like to play games and be things they aren’t. Sometimes it means playing an elf; sometimes it means playing a gangster. Games like Mob Justice, Haven: City of Violence, and even oddities like World of Darkness: Mafia or Marvel Super Heroes’ Deluxe City boxed set strived to bring various criminal elements to gaming. There are many more examples out there (some good and some, uh, not so good), but today we’re looking at the Wellstone City setting, which works with the Savage Worlds game engine. Get out your handgun, make sure you don’t hold it sideways (there are rules on why you don’t do this), and take a walk on the wrong side of the tracks as we see how a Savaged Mobster (or other gritty urbanite) looks.

Kevin M. Rohan wore many hats during the creation of this game. It’s a fact I found impressive, especially since he did such a solid job under each one.

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Nosferatu: The Beast That Haunts The Blood Review

Posted on April 16, 2010 by

I’ve been a recent convert to White Wolf’s World of Darkness system, and have enjoyed immensely playing Vampire the Requiem. My initial character was of clan Ventrue – almost by default – but after reading through the Nosferatu clan book, I think I know what clan affiliation my next character will have.

Nosferatu describes the most repellent of the Kindred clans; the most disquieting vampires in the whole World of Darkness. No matter their sire, the vampires of this clan – Haunts, Freaks, and any number of less pleasant terms – have characteristics that set them apart from everyone else – even other Kindred. Their deformities may be physical, or they may tend toward having a powerful odor following them.

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Serpent Scales: Happiness is a Sten Gun Review

Posted on April 12, 2010 by

I reviewed the Savage Worlds edition of The Day After Ragnarok a few months back. As a fan of bleak settings, Kenneth Hite’s dark little world is a contender. Atomic Overmind Press now releases Serpent Scales, which are meaty bits that focus on a specific (and I mean specific) aspect of that world. In this review, Hite takes on the British Sten Gun, which may be most deadly to its user.

I’m going to combine layout and artwork today. I mostly liked the layout with the exception of a sidebar on page two. The sidebar could have been a bit darker for readers.

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The Plane Below: Secrets of the Elemental Chaos (D&D 4E) Review

Posted on April 8, 2010 by

The Plane Below greatly expands on the Elemental Chaos, which is one of the fundamental planes of the Dungeons & Dragons 4th Edition cosmos. To be sure, this supplement is primarily intended for Dungeon Masters and is best suited for paragon and epic tier games. There is no doubt that the Elemental Chaos is aptly named, for although there are some relatively stable places to visit, much of the plane is filled with a roiling chaos of raw elements from which the rest of creation is derived. It is a hostile and alien place — just the sort of place to drop your players into unexpectedly to watch them squirm.

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Witch Hunter: the Blessed and the Damned Review

Posted on April 7, 2010 by

The Introduction opens with the comment that while there’s plenty been published about the Adversary, precious little has been produced – bar the core rules – to support Witch Hunters themselves. This book sets out to change all that, a tome designed to aid Witch Hunter characters, honing them into potent and effective forces for good. To put things in context, there’s a brief summary of the way things are – the war between the supernatural and the protectors of mankind, the Orders of Solomon and their operatives the Witch Hunters. A war now waged in secret, although once, in times of legend, more open.

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A Brief History of Gnolls Review

Posted on April 2, 2010 by

A Brief History of Gnolls is the first in a series of books planned by Skirmisher Publishing that explores the mythology surrounding classic fantasy monsters such as Orcs, Ogres, Goblins and Trolls. In this edition, Paul Haynie delves into the literary origins of the Gnoll, a creature born perhaps somewhat accidently within the last century. To be clear, this booklet is almost purely academic. So if you are looking for inspiration on using Gnolls in your game, this is likely not the product for you. If you’re interested in how this creature came to be added to our fantasy lexicon, however, this is an interesting, albeit short, read.

The PDF has two illuminating essays that detail the origin of the term “Gnoll” and the its path through the years — and various editions of Dungeons and Dragons and popular online games — to become the half-hyena creature that we all know so well today.

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Savage Suzerain RPG Review

Posted on April 1, 2010 by

Have you ever discovered a game, but wish you found it earlier? Maybe your gaming group has changed and you miss a key player. Perhaps your group wished for a game about X, but no such game existed. Once the desire passed, out came game X. To a degree, that is how I feel about Suzerain. About five years ago, I started a campaign for two friends. They were excited about the premise; however, they were less than excited about the game engine–Savage Worlds in this case. Their problem (and mine too really) rested squarely on the advancement piece of the game. Characters in Savage Worlds feel pretty damn powerful after a few sessions.

Playing once a month for five years creates some incredibly potent characters with this system. I wrapped up that campaign last weekend, mere weeks after discovering this unique little game.

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Night Horrors: Unbidden Review

Posted on March 29, 2010 by

The Unbidden is Mage: the Ascension’s contribution to the Night Horrors line. For those who haven’t read my earlier reviews on this line, these books detail the kinds of monsters that monsters fear. You may be saying to yourself that the spellcasters in Mage aren’t really monsters. They are trying to enlighten the world, which isn’t high on many evil “to-do” lists.

What is horrible about these do-gooders? The authors address this question in the introduction. Magic is the horror that the typical Mage has to face. Magic is temperamental, akin to catching a tornado in a mason jar. Yeah, it may look cool in there, but there IS going to be a mess down the line. There are also antagonists in this book (great ones, I might add); however, they all boil down to the dangers of magic.

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Chronica Feudalis RPG Review

Posted on March 26, 2010 by

The Introduction – or “Translator’s Foreword” – sets the scene magnificently. This is not, we are told, a modern game of mediaeval times but a role-playing game written in mediaeval times by some monks seeking a pastime, an imaginative entertainment. This delightful conceit is continued throughout the entire book, complete with mediaeval-style illustration.

The first chapter, Imagine, describes what the game is about. Beginning with a series of pen-pictures describing dramatic scenes from mediaeval life, the author explains how a group of young monks play a game of ‘Imaginings’ wherein they pretend to be other people: a brave knight or a cunning thief, perhaps.

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