Posted on September 14, 2007 by Flames
Colonial Gothic Primer is a free PDF download that acts as an introduction to Rogue Games’ Colonial Gothic role playing game (RPG). It combines eighteenth century North America with a dark, secret history full of ghosts and ghouls and vile cultists. Players take on the role of colonial era individuals who are introduced to the secret history via becoming confronted with the supernatural. I imagine that the most common approach would be that of a Call of Cthulhu game with one difference, which is that the rules describe a cinematic style of play, with characters leaping from table top to table top exchanging wild blows, swinging from the chandeliers and probably employing fancy Mongolian style horse riding techniques. There is, in other words, a danger that game sessions may degenerate into knockabout comedy and the supernatural elements will turn into Scooby Doo type monsters. Players and GM will need to establish what kind of style they wish to use and how strictly they will stick to that.
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Posted on September 13, 2007 by Flames
Monster Island opens sometime after the rise of zombies across the world. Most of the civilized nations have already been overrun and there are only a few survivors left. Not surprisingly, larger population centers are early victims of the zombie menace and, as a result, the more developed countries fall more quickly. For example, the sheer population size of a city like New York makes the epidemic difficult to contain. Too many people, coupled with poor “epidemic” containment, prove to be the city’s downfall in Monster Island.
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Posted on May 16, 2007 by Flames
Given the instant success of 28 Days Later and its money generating influence industry wide, it was to be expected that once the cinematic carnage had subsided, the entrails had dried up, and the dust had settled, we’d be treated to a second go around with the rage virus courtesy of Juan Carlos Fresnadillo’s 28 Weeks Later.
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Posted on April 19, 2007 by Flames
Dying To live is not only an intricate novel, but it also makes the reader think. Paffenroth is very intelligent in the way he tells a story, especially how he uses the way people think and react to a situation to make the characters seem more real. He does this by creating Jonah Caine, and by telling his story in first-person.
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Posted on April 19, 2007 by Flames
The prequel to this book did itself good by creating a story that made itself stand out, but with the sequel, the book seems to jut out on the bookshelf with a bloody and violent cover, one that official says, ‘Do not be alarmed, everything is under control . . .’
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Posted on March 16, 2007 by Flames
Down the Road is a relatively short read, wrapping up in 168 pages or so. I read it in one day while traveling across the state of Wisconsin. The adventure George has throughout the book is a fun and scary read for anyone who enjoys zombie fiction. I’m looking forward to getting my hands on the sequel.
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Posted on February 10, 2007 by Flames
Twilight of the Dead takes five years after the initial outbreak of the zombie plague, and it is told through the view of a young woman named Courtney. Courtney is a sad, depressed person who is depressed at the loss of her father and the fact that her life has been ruined by the dead corpses that have now taken over the world, and this is what makes Courtney such an interesting character. Unlike the big, bad guy heros of the zombie genre, Courtney is the center point of Twilight of the Dead , and this helps make the novel different from any ordinary novel.
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Posted on February 10, 2007 by Flames
Plague of the Dead takes another twist with the zombie genre, showing that the zombies can and cannot be dead at the same time. Z.A Recht, author of the new zombie novel Plague of the Dead brings a new twist to the genre.
Beginning with a strange, if not disturbing, email from a scientist in the army, it tells of the inevitable danger that the new and strange plague may bring. While the scientist tries to warn people about it, it doesn’t do any good, and that means that people are vulnerable. It hits our home of the United States when a medical examiner turns his back for just one moment.
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Posted on October 2, 2006 by Flames
As an editor and author, James tells us about his work on Forgotten Realms, Ravenloft, All Flesh Must Be Eaten and other projects.
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Posted on July 6, 2006 by Matt-M-McElroy
“Monsters are Real!” claims the ad copy of this collection of horror stories from Crypto-American Press. Mad Marv tells us about zombies and other monsters created by science and technology throughout the book. Five short stories and a mix of “Recipes” featuring how-to guides for creating golems and other creatures from myth and legend (each with a short story of its own) make up this book.
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Posted on June 6, 2006 by Flames
Written by Jason Vey, with additional material by Ross A. Isaacs, Dungeons and Zombies introduces high fantasy to the already impressive line-up of AFMBE (All Flesh Must Be Eaten) supplements. This book offers up plenty of new material for survival horror fans.
The book starts off with a short story and introduction. This sets the mood for the book and offers up some useful information on the how and why of the text. Moving right into character creation, D&Z offers a lot of new material for AFMBE fans. New Character Types, new Qualities & Drawbacks, new (and modified) Skills and more…
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Posted on November 4, 2005 by Flames
Written by Pamela Collins, Aaron Dembski-Bowden, Jonathan McFarland and Morgan A. McLaughlin with artwork provided by Sam Araya, Durwin Talon, Avery Butterworth, Michael Gaydos, Travis Ingram and James Cole, World of Darkness: Antagonists is a sleek, thin hardcover that offers both players and Storytellers a good look at three “generic” types of foils – the walking dead, mortal hunters, and organized (or not so organized) religious threats – as well as a toolbox for the generation of home-cooked antagonists to fit the needs of any chronicle, limited entirely by the imagination of the ST. While World of Darkness: Antagonists is written in a voice that speaks very directly to the ST, the book is most certainly a boon for the player who wants to give their character a nice, solid history and “flesh out” some of their Merits… in the case that you’ve got an Ally out there who happens to be a freelance witch-hunter, that is… and therefore works out a place for itself on both ST and player bookshelves.
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Posted on June 25, 2005 by Flames
Quick: An excellent game that captures the feel and fun of the movie and expands on the established mythos. Great as a stand alone game, as a “Campaign sourcebook” or as an addition to any other Eden Unisystem game.
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Posted on June 6, 2005 by Flames
The bullets fly and the zombies pile up in this game from Twilight Creations, Inc. Zombies!!! the board game proclaims to be a no-brainer, but assuredly this is a high-strategy game. As a player you have two goals, one of self-preservation and of zombie hunter. The game is never played the same twice, as you lie out the individual pieces of the board as you play. This adds to the frenzied anxiety of the game, you never know what will come around a corner.
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Posted on April 1, 2005 by Flames
If zombies took over, would you fight? One of the Living is a supplement for All Flesh Must be Eaten that focuses on the survivors.
The opening fiction sets the tone for this dark, survivalist supplement. While there were a few grammatical errors, the language is vibrant and photographic. You feel as if you are right behind Jack, with a hand on his shoulder, as he struggles to retell his story. When you realize that Jack’s hope orbits around the impending daybreak, you understand that this is not your typical All Flesh supplement. Overall, the flavor text is well-written and does a good job of enhancing the desperate setting.
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Posted on March 17, 2005 by Flames
This game won’t win any awards, oh sorry, it’s hard to not blurt that out while playing this game. This commercial on TV for this “treadclimber” says it’s fast, easy, and makes me feel good. Evil Dead doesn’t make me feel any of these, it makes me feel bored, annoyed, and sick. First the CG’s, the pre-rendered’s are pretty good, not OddWorld good, but good none the less. But there are only like 3 of them. Speaking of 3’s, that’s how many bosses are in the whole game, 3, and that’s including the end boss. The game has 5 levels which are massive though.
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Posted on January 10, 2005 by Flames
How did you get into gaming? I started roleplaying in college, mainly GURPS. I had been trying my hand at writing fiction for a while, and amassed a nice collection of rejection letters; my girlfriend suggested I tried submitting a gaming article, and next thing I knew I was writing GURPS Martial Arts for Steve […]
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Posted on January 2, 2005 by Flames
Derek tells us about his work on All Flesh Must Be Eaten, Eden Studios Presents gives us a break-down on good vs. bad conventions.
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Posted on December 15, 2004 by Flames
Public synopsis: A powerful virus escapes from a British research facility. Transmitted in a drop of blood and devastating within seconds, the virus locks those infected into a permanent state of murderous rage. Within 28 days the country is overwhelmed and a handful of survivors begin their attempts to salvage a future, little realizing that the deadly virus is not the only thing that threatens them.
Well that’s just the blurb that is given to the general audience via the back of the video box. But this movie amounts to so much more than most people could have anticipated. A very finely crafted movie with a cast that delivers some top-notch performances and a story that’s sure to keep you in your seat. I’ll try not to give away too much in the way of spoilers but I’m sure a few will leak their way in.
Review by Peter Amthor
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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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