Archive | RPGs

Rose-Bride’s Plight RPG Review

Posted on October 15, 2008 by

The Rose-Bride’s Plight is a new adventure for Changeling: the Lost from White Wolf Publishing. Written by Jess Hartley and Developed by Eddy Webb.

This particular adventure can be run as a stand alone game or worked into an ongoing chronicle. There are tips and tricks provided for both types of games including suggestions for connecting existing characters to members of the local Courts and possible motivations for getting involved in local events.

This adventure contains some new materials that will be useful for Lost games beyond this particular story, including a new system element, Unwitting Pledges, as well as a new Goblin Fruit, The Myrsina.

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Forgotten Heroes: Fang, Fist, and Song RPG Review

Posted on October 10, 2008 by

This is fairly hefty for a PDF, though it would make a slim book, 90 pages of rather dense rules information providing information for playing the aforementioned classes as well as a little supplementary information in the form of appropriate magical items and the idea of a post-cataclysm gaming in a fantasy world. The approach here differs from that hinted at in the Wizards’ books particularly in naming the source of Barbarian and Druidic power ‘Primal’ and that of Bards and Monks ‘Ancient’, rather than the ‘Nature’ spoken of in the official line.

Review by James ‘Grim’ Desborough

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Races of the Shroud: The Apelord Review

Posted on October 7, 2008 by

The Apelord is the first effort of new company ‘One Bad Egg’ and one of the first ‘proper’ 4th Edition D&D products to grace the virtual bookshelves. The Apelord is a new character race, with all the attendant options, but is also comes packaged with some monster ideas, numerous special abilities and a few adventure ideas. In short, it’s like an extended Monster Manual entry, such as were starting to become the norm at the end of 3.5.

Review by James ‘Grim’ Desborough

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Stunning Eldritch Tales RPG Review

Posted on September 30, 2008 by

Four Heart-Pounding Pulp Adventures for Trail of Cthulhu

The first supplement for Trail of Cthulhu this book has four new adventures written by Rodin D Laws. These pulp-style adventures are a good companion for the core book, helping folks get started with the Gumshoe system from Pelgrane Press. The book itself is 82 pages (including the handouts) and has a cover by the talented Jerome Huguenin. Most of the book’s layout is a three-column format with occasional sidebars and dark black-n-white images that show off some of the scenes for each adventure.

On with the adventures…One of the things I’m going to try to avoid in this review is revealing too many details about the adventures and the mysteries within them. That way, folks will still be surprised when they get the chance to play along. Hopefully I’ll still be able to provide enough information to let you know how useful the book is and whether or it will add to your Trail of Cthulhu game.

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Hunter Sheets Issue 1 RPG Review

Posted on September 18, 2008 by

SLA Industries is somewhat different. It posits, in the typically dour, rain-swept and pessimistic style it has achieved, a contest between the players and the monsters – er, a series of psychopathic serial killers – which may or may not be equal or fair in nature. The conceit is that the players take the role of quasi-official operatives who may accept contracts to eliminate undesirable presences on the mean city streets, returning if successful with evidence of the kill (ears, perhaps, in the Mongolian style or some other previously agreed token). There are twenty such ‘Hunter Sheets’ provided in this supplement, which runs to a length of 77 pages in a PDF item. As well as initial and concluding fluff – sorry, intensely-wrought and crafted flavour pieces (there is a reason why publishers are so reluctant to pay for fluff) – the twenty serial killers are presented one at a time, first with information for players and then the same for the GM. The first would be presented to the player group, depending on how much choice the GM is prepared to offer them, while the second is reserved for subsequent use. Some clues are presented for working the individual killers into play but, inevitably, too many of these in a row will make game play feel a little repetitive. Perhaps they may be reserved for occasional interludes when a campaign reaches a natural break or when an impromptu game breaks out for one reason or another.

Review by John Walsh

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Manual of Exalted Power: Abyssals RPG Review

Posted on September 15, 2008 by

As with the previous edition the tactic with Exalted in this addition appears to be the release of ‘uber’ splatbooks. Apparently a successful model as it’s one that’s spread across various of the larger companies now in selling their products. While you have some fill-in material to use to play the various high-powered factions in Exalted they only come into their own with these larger splatbooks where they’re properly filled out, given access to all their powers and secrets and become a force in their own right.

This splatbook – or ‘Manual of Exalted Power’ – (a touch unwieldy as a name in my opinion) addresses the Abyssal Exalted, after the Dragon Blooded perhaps the most persistent enemy of the Solar Exalted, their twisted ‘undead’ antithesis.

Review by James ‘Grim’ Desborough

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Spellcraft & Sorcery RPG Review

Posted on September 12, 2008 by

There has over the last couple of years been a resurgence of various “Old School” games to hit the market. We have companies dedicated to giving us the feel of the first time we have gamed with newer rulesets, companies that give us updates on old rulesets, and companies again that publish supplements for older games. The fact that these companies can co-exist in this market must mean there is at least enough financial interest to give this resurgence some credibility.

Review by Timothy Brannan

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Don’t Lose Your Mind RPG Review

Posted on September 9, 2008 by

This is a supplement to the role playing game created by Evil Hat called Don’t Rest Your Head. It is a game that has more than a few horror aspects to it. If you are unfamiliar with the game you can read a review of it -here-.

WARNING! This is an adult game and this supplement is a VERY adult book. If you decide to check it out someday you should know that. Adult language and adult themes are prevalent in this book. If you are easily offended or squeamish, it may not be the right one for you. Just felt like I should warn you.

We now return to your regularly scheduled broadcast.

Review by Stacey Chancellor

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Flash Fire Mini-Reviews (GenCon Wrap-Up)

Posted on August 22, 2008 by

We’re back from GenCon and so are the Flash Fire Mini-Reviews.

This week we’re going to take a look at some of the cool new books we picked up over the weekend in Indianapolis. This mix of Horror and Dark Fantasy game products from large publishers and small press shows off just a few of the interesting items that were available at the convention.

I’ll be upfront and admit I have not completely read these titles yet. GenCon was only a few days ago and some of these books are quite hefty (Starblazer Adventures alone is 600+ pages). So, these are first impressions and notes from playing demos at the convention.

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Requiem for Rome RPG Review

Posted on August 8, 2008 by

Requiem for Rome is a historical supplement and setting for Vampire: the Requiem from White Wolf Publishing, much like Dark Ages: Vampire was a historical setting for Vampire: the Masquerade. Requiem for Rome is a beautiful, but dark, book full of cunning aristocrats, noble savages and mysterious monsters. It is a 260 page hardcover (or eBook) filled with history, rumor and legend.

Ken Hite’s Foreward, The Deathless City, sets the mood immediately with a look at the history, secrets and terrors of Rome. Any Storyteller should be able to gather more than a few ideas from this section of the book alone. It is definitely worth the read if you get the chance.

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Exquisite Replicas RPG Review

Posted on August 4, 2008 by

Exquisite Replicas is the latest game from Abstract Nova, who specialise in surreal off-the-beaten-track games such as Heaven and Earth 3rd edition, Aletheia, and Noumenon. ER shares this surreal quality, but couples it with horror. This is not the gore-laden horror of zombie films (though there are creatures in the game which you wouldn’t want to come across on a dark night), but the horror of losing your mind, or a distinctly unsettling feeling that you know something’s wrong, but can’t explain (even to yourself) why, and you feel powerless to do something about it.

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Spirit of the Century RPG Review

Posted on August 1, 2008 by

Only the brave men and women of The Century Club stand between villainy and humanity, and they’re not going down without a fight.

‘‘Spirit of the Century: A Pulp Pickup Roleplaying Game’’ by Evil Hat Productions is a fast-paced, character-driven RPG that seeks to capture the feel of the old, over-the-top dime-store novels where the pulp genre first flourished.

Characters can range from machine-gun wielding dilettantes to two-fisted mystery men to brilliant (or mad) scientists or spiritual seekers of truth.

Review by Michael Erb

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InSpectres RPG Review

Posted on July 28, 2008 by

“InSpectres” is a role-playing game of horror and comedy written by Jared Sorenson and published by Memento-Mori Theatrics. Players take on the roles of supernatural investigators who are part of a franchise, ala “Ghostbusters.” The players control not only their characters, but also the business itself, allow it to grow financially, physically and in terms of contacts and clientele. A game master sets up the story and calls for different die rolls at different times, controlling all of the non-player characters in the game.

Review by Michael Erb

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Donar’s Hammer (Godlike) RPG Review

Posted on July 22, 2008 by

“Donar’s Hammer” is the first of the smaller supplements for “Godlike” RPG, and provides an introductory scenarios as well as optional rules for your “Godlike” game.

Set in Sicily in 1943, players take on the role of a group of Allied Talents that come face to face with a group of Axis Overmen protecting a talent called Mjollnir, the name of the norse god Thor’s mythic hammer. What begins as a simple seek-and-destroy mission instead becomes a fight for survival and the soul of a small town.

Review by Michale Erb

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Scion Companion (Manifestations of Ichor) Review

Posted on July 21, 2008 by

This is the second part of the Scion Companion to be released as a PDF, the first having been the Tuatha de Daanan segment and with a couple more to come. It furthers White Wolf’s relatively progressive e-book policy while simultaneously acting almost as a preview for the eventual, finished product and also, probably, cunningly getting people to buy much of the same material twice – can’t really fault them for doing that! This section is all about the powers, the elevated statistics and their consequences, the fields of expertise and the powers within those, additional companions, followers, artifacts, magic and so on.

Review by James ‘Grim’ Desborough

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Zorcerer of Zo RPG Review

Posted on July 18, 2008 by

“The Zantabulous Zorceror of Zo,” by Chad Underkoffler and Atomic Sock Monkey Press, is a game of adventure and wonder set in a world of fairy tales. But the land of Zo is more than just pixies and knights. The game includes classic story elements from almost every childhood fantasy, from “The Wizard of Oz” and “Alice in Wonderland” to “Peter Pan” and “Rudolph the Red-Nosed Reindeer.”

The game uses Underkoffler’s Prose Descriptive Qualities (PDQ) system, which is also used in the super-hero RPG “Truth & Justice” and the manic “Monkey, Ninja, Pirate, Robot: the Roleplaying Game.” In PDQ, characters use Qualities to represent their abilities. Qualities can be anything from skills to beliefs to personality quirks.

Review by Michael Erb

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Weapons of the Gods RPG Review

Posted on July 14, 2008 by

The book is a massive one, totalling out to nearly four hundred pages interspersed with illustrations that are mostly small, so that’s an intimidating amount of text, though most of it is background and plots, and thus optional. It includes the general rules, combat rules, character creation, kung fu, secret techniques and powers and an enormous section of plot and background providing a great many hooks and ideas to players and Games Masters alike. The game is complete in one book but be aware that the PDF I am reviewing from lacked the front cover image, this does make a file smaller but I would have liked it to be there. I have also read the hardcopy version.

Review by James ‘Grim’ Desborough

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DragonMech RPG Review

Posted on July 12, 2008 by

Lunar rains cascade down upon the blasted landscape of Highpoint. Lunar demons raze the ruins of once-great civilizations and assault the under-realms harboring the last of dying races. Across the surface of this once-great world, only the giant City Mechs hold sway, lumbering across charred and corrupted lands, seeking truth, beauty and a new beginning.

The world of “DragonMech” by Goodman Games is a post-apocalyptic fantasy setting where humans, dwarves, elves and other races have turned to technology to protect them in their final days.

Review by Michael Erb

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Cursed Empire RPG Review

Posted on July 11, 2008 by

This is a review of the second edition of the game with the name altered from Crimson Empire, which the earlier edition was titled, due to a dispute with Lucasarts. Cursed Empire is a small, independent press game written by Chris Loizou and presented enthusiastically and comprehensively at many UK conventions. This is a weighty book and obviously a labour of love for the creator whose enthusiasm for the game is obvious and infectious. This makes me feel bad about criticizing the game given that it’s such an obvious and singular labour of love, but there are significant problems with it.

Review by James ‘Grim’ Desborough

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Don’t Rest Your Head RPG Review

Posted on July 10, 2008 by

In this strange land between waking and sleep, you can wield strange and wondrous powers, but your talents make you a target. Push too hard and you’ll fall asleep. That’s when the Nightmares come to feed. Stray too far from reality and you go insane, eventually becoming one of Nightmares that hunt you. Fight for what you believe and remember who you are, but whatever you do, don’t rest your head.

“Don’t Rest Your Head,” is a roleplaying game of insomnia, madness and super powers written by Fred Hicks and published by Evil Hat Productions.

Review by Michael Erb

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