Posted on September 29, 2010 by Megan

The book opens with a rambling foreword by the author, touching on how this is a complete rewrite – as the translation of the original I’m reading is of the 2nd edition of Rêve de Dragon – of the rules, suggesting the order and way in which it should be read and the like, before getting to the underlying philosophy of the game: that a dream exists only whilst the dreamer is dreaming… and that in similar vein, the alternate reality of a role-playing game only comes to life when someone is playing that game. The aim in creating the game is to provide a ruleset that facilitates the shared dream of the in-game reality.
The whole is divided into three books, the first of which is called Journeyers. For this game is about journeys: be they quests, searches for enlightenment or indeed actual travels. It begins with the rules for creating a character, or Journeyer. Each is described by a comprehensive list of 18 characteristics, assigned in the main by point-buy, as well as skills and other attributes. Interestingly, the details of actually acquiring skills and the like are left until later despite a fairly comprehensive outline of how a character is described mechanically, the discussion then moves on to the crux of this ruleset, the resolution table, which is brought into use whenever it is not clear whither an action will succeed or not.
[...more]
Posted on September 22, 2010 by Megan
It’s a delightful conceit – a ‘virtual boxed set’ – harking back to the cardboard boxes that used to contain much of one’s gaming treasures… and this too is full of treasure, namely all eight parts of 0one’s Dungeon of Terror mapset with a few bonus goodies as well: a big DM’s map, random encounter tables and template pages on which you can record your notes about the various rooms. If you want to use the dungeon entire, this is well worth acquiring.
The eight parts of the mapset, which are also available separately if you have already decided that you only require a part of this vast complex, are presented as separate PDF files in your download, as are the three bonus items… and a JPEG image which is the one that appears in product advertising (I’d have liked a larger one of just the ‘box lid’ art to use as cover to a folder or even in on a hand-made box to make it a REAL boxed set!).
[...more]
Posted on September 14, 2010 by Robert A. Howard
I’ve been waiting eagerly for the re-release of the Dark Sun Campaign Setting for a long time – since the early days of 3rd Edition, actually. Why? It’s an amazingly different world in comparison to the somewhat same old and tired fantasy settings out there. But, D&D 3e came and went and Dark Sun languished in some dark corner of the WotC offices – probably collecting dust next to Planescape – forgotten and dejected. I honestly didn’t think I’d ever see this world in print again, but after a decade and half, Wizards of the Coast finally came through with a completely revitalized 4th Edition Athas.
If you haven’t been playing D&D forever and half or just never tried Dark Sun back in its heyday, let me tell you a little bit about what this setting has it store for you. Dark Sun has a very different feel than other settings you may have ever tried.
[...more]
Posted on September 7, 2010 by Robert A. Howard
The module itself is 32 pages long, printed in full color on what feels like good quality paper. There are a total of thirteen encounters presented in the nice one to two page format that has become customary in 4th Edition Dungeons & Dragons supplements. Also included is an eight page foldout battle-mat of the town with a crumbling old mansion on the reverse side. There is very little in the way of artwork beyond the cover art and the encounter maps, unfortunately, and there are no handouts or props aside from the battle-mat. Although, I must say as someone who is incredibly horrible at drawing on a battle grid, I really appreciate having one included with the adventure.
[...more]
Posted on September 2, 2010 by spikexan
A good PDF should be more than just a scanned version of a book. Okay, so many of them are laced with hyperlinks and bookmarks, which are great. Some PDF releases really explore the potential behind pure digital media.
When the second edition of Vampire: the Masquerade came out, I didn’t care about the Tremere at all. They were, to me, an excuse to make sure yet another RPG had a wizard hidden within it.
[...more]
Posted on August 31, 2010 by Megan
The work opens with a foreword by David ‘Zeb’ Cook in which he muses on the durability of his invention, the aboleth – a monster with an almost-thirty year history and which features large in this book. A fascinating muse on how the aboleth came to be later, Chapter 1: Lost Cities of Myth and Legend explores the inspirations for this setting. Legends of fantastic civilizations lost to the deeps provide plenty of ideas, after all, as well as a compelling lure for characters looking for somewhere to explore. For that’s the intent of this setting: exploration, rather than somewhere to actually live as a denizen of the deeps.
The legendary civilizations of Atlantis, Lemuria and Mu are detailed, along with thought-provoking ideas on how to use them as inspiration for your own sunken empire, before the text launches into the design of a new lost city called Ankeshel for your characters to research and explore. Ankeshel draws on both real-world myths and the Pathfinder setting, with some Theosophist theories mixed in for good measure, including the concept of vril. The original human inhabitants were taught magic and mathematics by a strange tentacled, 3-eyed amphibious race. Needless to say, it all ended in tears and the city was lost… until recent discoveries began to bring tantalizing glimpses of what once was back into general knowledge.
[...more]
Posted on August 26, 2010 by spikexan
There are many ways to put together a Call of Cthulhu adventure, although so many of them have the same trappings. Our Ladies of Sorrow truly comes from a different place that is part Greco-Roman myth, part psychology (some of the game involves a common psychological condition), and, of course, part Lovecraftian Mythos. It feels so much more like older Cthulhu adventures mainly because it is so ingrained with investigation work. As the author suggests, a small party (3-5) is ideal for this adventure. The story centers around three sisters, be they the Fates, avatars of Nyarlathotep (for keeping with traditional Mythos flavor), or several other well conceived possibilities. This large adventure (154 pages/7 pages are ads) consists of a brief foreward and introduction before jumping into the first of four chapters.
[...more]
Posted on August 25, 2010 by teampreston
This is it, what many of us have been waiting for since the 1980’s: an RPG where we get to play Space Marines! A few years ago when we received word of the development of Dark Heresy, the geek world exploded with excitement. Having a Warhammer 40,000 RPG was something I think we all wanted. An official one, not just something we cobbled together in Mutants and Masterminds, but something officially sanctioned by the hallowed halls of Games Workshop. Dark Heresy was a dream come true.
One thing I appreciated with Dark Heresy, is that it kept the core mechanics of the existing Warhammer Fantasy Roleplay (basically a percentage-based system with talents and careers, and an advancement scheme for leveling). This has remained true all the way through the Warhammer 40,000 Roleplay series.
[...more]
Posted on August 23, 2010 by Megan
The Introduction jumps right in, explaining what is unique about the Dark Sun setting. Athas is a dying world, where mere survival is a constant battle… and where any sensible person would concentrate on creating a stable sustainable environment, ‘heroes’ of course prefer to seek glory. The differences between Athas and more conventional fantasy settings is encapsulated in the Eight Characteristics of Athas – it’s a desert planet, most people living there are pretty unpleasant selfish types, metal is scarce, arcane magic caused a lot of the current problems and still does damage if you try to use it, long-lived sorcerer-kings rule city-states as the main centres of power, deities seem to have lost interest in the place, the monsters are deadly, and even ‘familiar’ races are not quite what one would expect. Handy thumb-nail sketch, which makes me wonder if I actually want to visit… well, I do like deserts!
[...more]
Posted on August 21, 2010 by Billzilla
Continuing the adventures of Cthulhu Week we have a series of reflections on some of the Call of Cthulhu RPG supplements by reviewer Bill Bodden.
Pay close attention, however, as Bill does sneak in a note about his favorite Trail of Cthulhu adventure as well…
I’ve been a devotee of the
Call of Cthulhu RPG for more than 25 years. Along the way there have been some excellent adventures created, and in celebration of Cthulhu Week, I’d like to share a few of my favorites. Hopefully, they’ll intrigue you as they did me, and you’ll consider adding them to your own campaign, or running them as one-off adventures for your gaming group. Be warned that a few small spoilers may be found in what follows…
[...more]
Posted on August 19, 2010 by Flames
This book is the second in the series that began with Act I: Digging for a Dead God. The front cover artwork is exactly the same, title aside, being of a large Yellow Sign on a dark, blood spattered background. Instead there is a longer piece of introductory copy on the back cover that delivers the mood to you straight off the bat. “At the turn of the century,” it begins, “In an abandoned hotel / In the dead darkness of winter / Six sit to read a cursed play.” Any Call of Cthulhu pro will, at this stage, be nodding sagely at this point, correctly indentifying the play The King in Yellow, the horrific drama around which many (recent) Call of Cthulhu adventures that focus on Hastur cultists have tapped into. However, in much the same way as the previous Act, the lines between player and character are deliberately blurred.
[...more]
Posted on August 12, 2010 by teampreston
I believe that many folks judge a product based on their experiences with it filtered through the looking glass of expectation. If we expect X and get Y, we are often upset and our reviews of it tend to reflect that. I think the expectations of the Smallville need to be straight up front else the experience will suffer. This year there are other “Supers” RPGs being released. Smallville is considerably different in favor from the others in focus and vibe.
To get an idea of what the Smallville RPG is about consider the tele-drama it is based upon: young adults and all the weird social issues young people have. Add to these a variety of secrets and plots surrounding exceptional people and you almost have it. Make those exceptional people super-human…and it hits the mark.
While super heroes and super powers are a factor, I think it’s safe to say that they are flavor and useful as tools to deal with social issues and complications rather than the fix-all. This isn’t Mutants and Masterminds, Champions or DC Adventures.
[...more]
Posted on August 11, 2010 by Flames
Yazata is a new Pantheon for Scion done in the style of the Companion Pantheon sections for the Tuatha De Dannan, Celestial Bureaucracy, and Devas in the Scion Companion. It offers a look at a new Pantheon, their history, virtues, and PSP, some Birthrights, sample characters, and an examination of their Overworld, Underworld, and a Titan to menace them. Yazatas also offers a new All Purpose Purview, Stars, and an Adventure, The God, The Bad and the Ugly.
My familiarity with Persian mythology is mediocre. I am more familiar with it than the typical fellow on the street, but I would not say I have a professional’s grasp of it. Take my comments therefore with the appropriate grain of salt. On the other hand, I have run Scion heavily for over three years and have a good idea of how it works. As this is going up on a horror site, I’ll note like the other Scion books Yazata is not a horror game; if you’re looking for something to give a good scare at the table, you will want to give this a pass.
[...more]
Posted on August 5, 2010 by Megan
Childhood revisited yet thoroughly contemporary: back in 1963 a very small Megan watched from behind the sofa (the Daleks terrified me!), and now I revel in the relaunch over the past five years… here in my hands is a box which like the Tardis itself contains far more than you’d think from the outside!
Just as the subject matter takes me back to childhood, presentation harks back to early role-playing games: a boxed set, ‘all you need to play’ even some dice. Purchasers of the PDF version get everything except box and dice, although you’ll have to print out cards & counters. The game itself – in both presentation and mechanics – is designed to be accessible to newcomers to role-playing as well as to those who have been playing a long time.
[...more]
Posted on July 21, 2010 by Megan
As the Introduction states, this is a distillation of the core of Chaosium’s Basic Role Playing system, the mechanic that has powered many of the company’s best-known games such as Call of Cthulhu and RuneQuest. While the full system fills many pages, it is simple enough for the core to be presented fully-playable here, as an introduction or for use with a setting other than the main game lines.
The Introduction continues with an explanation of what role-playing games are all about, particularly useful if you’re using this work as an introduction to this type of game as well as to the BRP system. In describing what role-playing consists of, mention is made of the range of genres and settings you can play in…
[...more]
Posted on July 14, 2010 by Megan
This work opens with ‘Double Feature,’ a scholarly essay comparing and contrasting 1930s horror movies with Lovecraft’s work: similar themes but different treatments. Lovecraft describes everything in detail while movies suggest with light and shadow, much being left to the viewer’s imagination. Many elements are common to both, but the movies have more random, innocent victims while most of Lovecraft’s bring horror upon themselves; and in the movies the monsters usually are defeated by the final reel… even if they return in the sequel! Your games will likely draw on both horror movies and the written word, and those pesky Mythos horrors have a habit of popping up in the next adventure.
[...more]
Posted on July 13, 2010 by spikexan
Shadows of Leningrad is the third in Goodman Games’ Age of Cthulhu series. These adventures, set in the 1920s, allow for pulpish globetrotting (Luxor and London set the scenes for the first two adventures). While these adventures can possibly become rather violent, their design strongly favors a traditional investigative format. With an unforgiving setting (early Communist Russia), a generous sampling of supernatural entities, and mundane threats, the adventure proves to be a daunting one.
The book’s smart layout ran a printer-friendly gambit of basic two-column text, minimal artwork, and good looking bordering along the headers and footers. When sidebars popped up, they were positioned at the bottoms of the pages.
[...more]
Posted on June 28, 2010 by Flames
I wasn’t overly familiar with the works of John Wick before I picked up the first two Acts of this Curse of the Yellow Sign series (presumably a trilogy), but on the strength of what I’ve read I’m encouraged to seek out more. That’s always a good sign (pun not intended). Since then I’ve noticed that his name has been linked to some other reputable games, such as Legend of the Five Rings and 7th Sea and, more recently, Houses of the Blooded.
To a certain extent there is much to compare the Curse of the Yellow Sign series with the trilogy of scenarios within the Chaosium monograph Ripples of Carcosa – three scenarios that explore the ‘Hastur Mythos’ over different eras.
[...more]
Posted on June 25, 2010 by Billzilla
From their beginnings in ancient Sumeria, the Daeva have specialized at blending in with human society. In game terms, Gangrel may be the most overtly kick-ass clan due to their mastery of the Protean powers of shape-changing — able to sink into any patch of earth at sunrise, or to instantly grow claws and throw down. Daeva, on the other hand, have mastery over social skills, and the most efficient character builds tend to reflect this and play to that strength. Daeva may not be quite the combat powerhouse that a Gangrel can be, but they excel at manipulating others, inspiring desire, devotion and need.
[...more]
Posted on June 16, 2010 by Megan
Most people who are likely to pick up this book will already know who Judge Dredd is (from his origins in the 2000AD comic or the movie), but unlike many games based on books, TV shows or films, there is ample information for those who do not know the original inspiration to get a feeling for what is going on, for the Judge and his world. The Introduction encapsulates the situation. In a radiation-ravaged world vast sprawling cities hold most of the surviving population in relative safety, but law and order is a massive problem that conventional systems of police and law courts could not maintain, hence the Judges – who act as police and court and often sentencing agent as well – developed to keep some semblance of order.
[...more]