Archive | RPGs

Ghosts of Albion RPG Review

Posted on April 30, 2009 by

These are the stakes, then, for the Ghosts of Albion roleplaying game. Players take the role of one of the secret Protectors or one of their cronies and goons. It is also possible to play a class traitor – a ghost or a vampire, for example, which has turned its coat and now seeks to hunt down to extinction other members of the supernatural, presumably for money or the baubles of power and influence. No one comes out of this very well. The premise for the action apparently comes from a BBC television production, which does not appear to have made it to Thailand and about which I knew nothing before receiving this game. Fans of the program will be more able to identify with the protagonist siblings Tamara and William and the various aids and assistants, including the revived Queen Boudicca (or Bodicea as she is for some reason spelt here) and the poet Byron (described, on p.70, thus: “… the archetypal Regency buck. Born with a club foot and weak constitution, Byron inherited his title at age ten.” Obviously some new use of the term ‘archetype’ is in use at Eden Studios. I will have something to say about the language later).

Review by John Walsh

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Level Up Magazine Review

Posted on April 28, 2009 by

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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Ancient Mysteries RPG Review

Posted on April 27, 2009 by

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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Adventurer’s Vault RPG Review

Posted on April 23, 2009 by

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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True20 Warrior’s Handbook Review

Posted on April 20, 2009 by

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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New Wave Requiem RPG Review

Posted on April 14, 2009 by

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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Slasher Flick RPG Review

Posted on April 13, 2009 by

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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Mythologies (Requiem) RPG Review

Posted on April 9, 2009 by

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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HDL System RPG Review

Posted on April 7, 2009 by

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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Draconomicon Chromatic Dragons Review

Posted on April 6, 2009 by

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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Mutant City Blues RPG Review

Posted on April 3, 2009 by

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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Strange Alchemies RPG Review

Posted on April 2, 2009 by

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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Apocalypse Prevention, Inc. RPG Review

Posted on March 30, 2009 by

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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Hunter: the Vigil RPG Review

Posted on March 25, 2009 by

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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Under the Skin (Hunter) RPG Review

Posted on March 17, 2009 by

Under the Skin is the first adventure using the Storyteller Adventure System that I’ve read, so I found myself looking forward to reading it. Adventures are a tricky bag, especially to a setting as thick as White Wolf’s World of Darkness. I say they are tricky mainly because there always exists the tendency for them to railroad players in an attempt to make sense of the scripted adventure. Some games find a way around this by theorizing alternate endings or sometimes not even offering a true ending (though few do the latter). This adventure makes little effort in offering a free-form style, which we’ll discuss later in the review.

Review by Todd Cash

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Burning Wheel Revised Edition Review

Posted on March 16, 2009 by

Burning Wheel Fantasy Roleplaying System (BW) isn’t like other RPGs. Yes, that first sentence is maddening; “What is BW like, then?!” you shout, frustrated. Let me sum up…

First off, Burning Wheel is a story-driven game. Kept simple, the rules are astonishingly playable, with sample-of-play threads written throughout the main book and the supplements that remind the GM and the players that they are sharing a story that they tell together. The entire point is to be fun; well, isn’t that the point of hobbies?

Review by Aly Condon

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Player’s Handbook 2: A Look at the Shaman

Posted on March 13, 2009 by

From the bright towns and darkened wilderness they come: mighty heroes intent on exploring dungeons, slaying monsters and battling evil.

The Player’s Handbook 2 offers Dungeons & Dragons players new options with new Races, Classes and more. This book introduces the primal power source, which draws on the spirits that preserve and sustain the world. Wizards of the Coast has offered up a handful of previews and excerpts on the Dungeons & Dragons website and a few lucky gamers out there have already received their pre-ordered copies of the book (some have even posted spoiler threads if you have the energy to dig through them).

Flames Rising was lucky enough to get an advance copy of the book for review and we are teaming up with a handful of other websites to explore some of the new options being made available to players of Dungeons & Dragons. Specifically we are going to be taking a look at the Shaman Class today. After our Look at the Shaman you will find a series of links to other sites examining other sections of the book.

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API Worldwide: Canada RPG Review

Posted on March 9, 2009 by

API Worldwide Canada is Third Eye Games second release, a supplement to the Apocalypse Prevention, Inc corebook. In this 82 page book (three pages of ads), the authors lay out the specifics of the Canadian branch, specific threats to its agents (both environmental and supernatural), and some of the tools and spells fitting to this setting. The book concludes with a duo of adventures for players eager to jump right into the game. The artwork in this supplement consisted of fifteen pieces of art, two of which were maps. The art within the book ranged a bit in style; nevertheless, I found that all the pieces fit the story behind this book.

Review by Todd Cash

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IVe Races: The Elkram RPG Review

Posted on February 27, 2009 by

Elkram is a tightly focused PDF supplement for 4E D&D. It offers a new race and all the requisite information needed as a player or DM to integrate this race into your game world. The creatures in question here are “Elk-Rams,” or bi-pedal elks with large sharp horns. The supplement offers a complete overview of this race, their place in the world, rules for players and feats as well as a paragon path.
Elkram is an interesting concept for a 4E supplement. The 4E platform is very modular, which is to say it is easy to design a single piece separate from the rest of the game and then drop that into an existing game world. There is no end to the possibilities of what could be designed in this fashion (e.g. single races, classes, paragon paths, epic destinies, small collections of magic items or rituals, etc). It is a shame that the first such supplement I have seen use this insightful creation method leaves a great deal to be desired in the area of design.

Review by Vincent Venturella

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Eden Studios Presents Volume 3 Review

Posted on February 23, 2009 by

The third installment of “Eden Studios Presents” (ESP) attempts to bring a little magic into readers’ lives. I was excited to review this anthology because it was first mentioned in 2004.

Each component of the seventy-four page PDF delivers something mystical that can be introduced into many of Eden’s various lines. Buffy and Witchcraft gain the most material, although the other titles aren’t ignored. Since this is an anthology, I’ll forsake my usual format and approach each segment of the book as a separate entity.

Carlos Samuel Araya’s cover art to “ESP3″ is a moody piece featuring a magical device called the Shadefont, which is later described in “Cover Shots” by Charlie Von Eschen.

Review by Todd Cash

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