Posted on March 20, 2005 by Flames
Grimm is a d20 setting part of Fantasy Flight Games’ Horizon line. It’s self-contained and only needs the 3 Core books. It’s designed with 3.5 in mind but I imagine the 3.0 Core books could be used without difficulty. The premise is that you play children who have been drawn into the lands where the Grimm fairy tales took place. It was the setting that caught my attention and is the reason I decided to buy it. Grimm definitely gets points for uniqueness.
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Posted on March 2, 2005 by Flames
The cover continues the usage of a stark white background, which stands out on the FLGS shelving. On which the picture of the back of a rough looking sort with his back covered in tattoos stands. The cover is made of (and I don’t know the technical term) Shiny thick paper or thin cardboard. (I’m sure someone will inform me).
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Posted on February 24, 2005 by Flames
At first glance, Cursed Empire is a lot of information. I would even go so far as to say that this book holds more information and mechanics than a lot of the D20 products out there on the market. Steven Preston, a fan who’s played Cursed Empire writes, “The system is much more in depth than your standard d20 types. It is very realistic.” Realism is the core of this game. The mechanics, while not D20, are based on percentages. For someone who plays games that are not mechanics-intensive, Cursed Empire can appear intimidating. The rules system covers everything you can imagine, from the weight of your satchel to the effects of weather (p. 167). However, the percentage mechanics has an appeal to many D20 players. James Holden, another fan who’s played Cursed Empire writes, “As far as the percentile system goes it is superb. We had no probs as d20 gamers getting into this and have picked it up really easily.”
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Posted on January 12, 2005 by Flames
The cover is beautiful, the main figure is of a night caste called Harmonious Jade, in the background you might be able to see the faces or other exalted, each one of them as a life and a personality of it’s own.
White wolf’s favorite theme is transformation, and here is not the exception, but the world of exalted is much more than that.
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Posted on December 29, 2004 by Flames
In recent years a host of post-apocalyptic games have flung themselves at the mercy of the gaming market. Rapture: The Second Coming is a setting created by William Spencer-Hale. Its post-apocalyptic echoes have strong religious overtones. While some games with a religious feel have lent themselves to popular Christian theology, Rapture flies in the face of such traditions through its conspiracy and depiction of the Vatican as the basis for all evil. The writers of Rapture are aware of its controversy, “Rapture does not attempt to embrace a religious ideal or promote one form of theology over another. On the contrary, in the context of the game, all religions have their truth, no matter what their view of God may be.” (Page 24) The game is no less controversial for having the explanation, however. Its character classes span the realm of modern-day religion and stereotypes.
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Posted on December 22, 2004 by Flames
Normally I’m not one who likes many D20 products on the market, as I am not a regular user of that system. Also due to the fact that many of the products out there are not of the highest quality that they should be, more of an attempt to make a few dollars off of the D20 logo with a halfway thought out ideas done with shoddy writing.
However this particular book does not fall among the ranks of those.
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Posted on December 18, 2004 by Flames
Without even reading a word of text, this book is gorgeous. Crimson red cover, portraying a hand dipping into blood, with red rose petals drifting atop; it’s easily one of White Wolf’s best. Internally, the art is the usual Gothic fair. Some of the art is more mature in nature, which is becoming a trend, even in mainstream Wizards of the Coast books.
The book is mostly black and white, with a touch of red here and there, which technically makes this a full-color book. That being the case, $34.95 for 302 color pages is not a bad deal. The presentation for this book is great, and I could recommend it on a completely separate aesthetic level.
Review by David Akers
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Posted on December 12, 2004 by Flames
If you are looking for tens of new rotes and tons of cool rules for initiates you are looking for the wrong place. Initiates of the art consist of stories and dialogs as if It has been written by a group of mage. You can also trace two characters from Initiates of The Art to Masters of The Art, Lee Ann and the kid called Kyle. Other character of notice is Sir Lawrence.
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Posted on December 12, 2004 by Flames
Beyond the Veil is the second English book released from Seventh Circle for the Kult RPG line. The first was a players guide called Rumours that came out over a year ago. Originally this book was to be the GMs guide but with the delay of its release it appears that they have instead turned it into a core rulebook for the game. Which is fine by me.
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Posted on November 29, 2004 by Monica Valentinelli
The .pdf is written extremely well, Tresca’s experiences within the gaming industry definitely shine through in his writing. The language has a conversational tone, and is written in the second person. While the intended audience is “zombie hunter,” the .pdf’s focus shifts back and forth from player to GM back to player again. Writing for a dual audience is no doubt challenging, however some information would have been easier to read only if it was organized differently.
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Posted on October 23, 2004 by Monica Valentinelli
What is “LARP?” How do I design a “LARP?” As a GM, how is this different from tabletop gaming? The book of LARP, written by a team of writers, sets out to answer those and several other questions. Written for the novice or beginner LARPer, the book sets out to direct interested players on all aspects of a LARP game.
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Posted on October 14, 2004 by Flames
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Available at Noble Knight Games
The Orion Corporation had only good intentions. However, when it sent the relays into the wastelands to explore and record the hostile territories, unspeakable horrors were uncovered and legendary secrets revealed…
Legends: the Orion Project is a supplement fiction to Obsidian: Age of Judgment. It introduces several new characters, as well as showing ways to have characters be multiple Ethos. Further then character information, they also have several new Daemon types, abilities, and convocations, new Mystic Rituals, and Kultist Convokations and weapons. The story itself is the first of a promised series of supplements about the Orion Corporation and of Callarius Montague, a Spiritual Essence Kultist.
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Posted on October 10, 2004 by Flames
Available at Lulu.com Conspiracy of Shadows Written by Keith Senkowski How far are you willing to go to learn the truth? Combining elements of horror and fantasy, Conspiracy of Shadows is a game with a lot of possibility. It delves deep into a medieval world full of intrigue, corruption and mystery. This medieval world is […]
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Posted on September 29, 2004 by Flames
This is one of the prettiest and best written game books I’ve ever had the pleasure to come across. The book is full-color, and chock full of pictures and quotes from the series. What truly makes the book stand out is the writing style. CJ Carella and his crew have written something that looks less like a rulebook, and more like a transcript of someone talking about the TV show, and how a game system for Buffy would work if he could just design one. The book is almost as funny and irreverent as the show it draws from, making this book an easy read.
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Posted on September 25, 2004 by Flames
To play within the Zone, players must first understand the design of the setting. Inside the Zone does a great job of describing its highly efficient structure. But the book does more than describe its physical setting. Layers of religions, Kults and politics intertwine with one another throughout the book. It is almost as if you are a god watching the inner workings of Zone society. The book is a must-read for anyone who wishes to play in the Zone.
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Posted on September 25, 2004 by Flames
Are you a fan of “teen-slasher” movies such as Scream or Nightmare on Elm Street? Or are you more partial to flicks with psycho doll killers or strange trees hunting you at a cabin in the woods? Looking for a quick game with little to no rules and ridiculously fun? Enough with the questions and let’s get to the meat of the topic: Squeam 3.
Review by Jeff Jacobs
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Posted on September 25, 2004 by Flames
“The Age of Romance and Gothic Elegance” proclaims the first line on the back of Vampire by Gaslight, and the Victorian era certainly seems tailored to be the Age of the Vampire. No other period in human history seems to suit the proclivities of the Kindred more than the end of the nineteenth century, and so the expansion of White Wolf’s Minds Eye Theatre into this complex and rich historical period is both welcome and daunting.
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Posted on September 25, 2004 by Flames
A World thrown completely out of balance calls out for a defender and sets the stage for White Wolf’s continuation of the Mind’s Eye Theatre (MET) line.
Drawing on themes as old as civilization itself, Laws of the Resurrection hearkens back to the myths and legends of ancient Egypt to offer to players the role of a truly immortal protector of the world, a Mummy. Born of the fusion of ancient knowledge with modern souls, these creatures, known as Amenti, carry out the sacred law of Ma’at, bringing balance and order to a chaotic world.
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Posted on September 25, 2004 by Flames
Odds are that if you’re into role-playing, you’ve heard of White Wolf. They are the company behind games such as Werewolf, Changeling, Mage, and of course, the infamous Vampire: The Masquerade. Unfortunately, fewer and fewer people seem to be aware of White Wolf’s fifth original World of Darkness, that of Wraith.
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Posted on September 24, 2004 by Flames
So Obsidian begins its underlying premise, written as if it were a great, literary work. The philosophy is blunt and unrepentant. Humans are born as parasites in the universe of “The Sheol.” Daemons, pre-humanity, originate as harmless creatures. Greed, perversion, hate and corruption, all byproducts of human evolution, warp a delicate balance of co-existence within the “The Sheol.” These negative energies turn the daemons into the archetypes we think of today. God, or “The Divinity” in Obsidian’s universe, then separates the warped plane from Earth into nine Circles in an attempt to prevent the darkness from spreading.
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