* The biggest problem the book has is that it's shackled to Army of Darkness. It strains to convince you that playing the Blacksmith would really be fun. Well, the bench just isn't as deep in this setting as it is in Buffy or Angel. The true highlights are the other time periods, the archetypes (and what they mean for a potential game),
* The Mass Combat rules may not sound like much, but I have used the Savage Worlds version of them quite a bit, and adapted the Army of Darkness rules into D&D5e to good effect. The core conceit behind these rules are my favorite mass combat rules of all time, and my players actually get excited when they realize I'm wheeling them out. I actually like these rules better than the Savage Worlds version because the Savage Worlds rules have a Knowledge (Battle) prerequisite that almost none of my players ever take, while the AoD rules are based on Intelligence and Influence.
* The production values on licensed Eden Studios books were always on ...
Watch out D.C! You too Stan Lee! This comic is AWESOME! Really enjoyed a refreshing approach to a classic tale with bells on! Ring a ding ding yo! Impressive graphics and intriging narrative. Looking forward to the next instalment. A*
This book is for those who want to take their adventures to the next level: a collection of essays with titles like "When Last We Left Our Intrepid Heroes", "Action Scenes: More Than Just Flashing Blades" and "Using Cliffhangers Effectively" suggests that it's about adding a bit more zing and cinematic flavour to your plots... but there is more with other essays touching on using oral traditions, tone, plenty on adversaries and more. It's fascinating just to read through, but the layout makes it easy to return when you want some advice on a particular topic as well.
Appropriately, it starts off with James Jacobs on "Beginning a Campaign". This isn't so much about the plotting and planning that goes into starting a new campaign, it's more about what can start the actual playing of that campaign with a bang that makes the players sit up and take notice: this is no ordinary campaign but something really special. Thinking cinematically, start by building anticipation with a few teasers,...
If you want fiction on the world of the Kindred, this is the book for you! Each author showed a different aspect of that world from a Kindred point of view. They were interesting and some were truly thought provoking. I wanted more when it was done. Definitely a must buy!
This book is fantastic. It does a beautiful job at capturing the Sixth World and it was just a straight up fun read.
What makes this book so fun to read is our nameless narrator. Whom kind of reminds me of Marcus from Borderlands. A very strange use of metaphors which really helps flavor the book. It also uses a very interesting jumping around narrative style to make it like you're piecing together the story as you read. Something akin to a Catch-22 or Pulp Fiction, where the story isn't told in a linear fashion. I honestly loved it.
The story itself follows a team of runners as they make it through the gauntlet known as the south bridge to Lagos Island. They have to deal with tribal disputes, the undead, magical orginizations, and organ leggers while attempting to deliver 3 mysterious packages. That basically captures everything that makes Shadowrun such a great setting. It's not about one thing, but instead about many moving parts that make the world feel real. And the narrativ...
Was actually excited to pick this up as the Shadow Lords are one of my 3 favorite tribes. When I read it though it felt as if the author never read the WtA corebook or even glanced at the SL tribe book. Felt like he was just throwing out terms here and there to make you feel it was a WtA book. The book was entertaining and some parts resonated with the WtA/WoD vibe. Other parts felt out of place.
Overall not bad, not great. Mediocre.
Swords of Kos Fantasy Campain setting is a great compilation of the entire Kos line. It takes what has been created before and puts it into a single comprehensive tome. It saves the reader the frustration of flipping between different files in search of information.
Everything is presented in a clean manner that makes reading easy. It is comprehensive enough to flesh out large portions of a world. Even better is that there is still enough room left for groups to create their own additions with ease....
This book was my first foray in more years than I can remember into the world of Shadowrun fiction. I could not have made a better choice. The plot line was fantastic, the characters were wonderful, and even when I was able to tell a surprise was around the corner, I wasn't able to suss it out completely. I devoured the book as quickly as I could turn the digital page and it left me with a hunger for more that caused me to immediately buy six more Shadowrun novels (of varying length). Buy this book and read the hell out of it. You won;t be disappointed....
First Reviewed on Crystal's Game Reviews
Tales of the Dark Eras is a collection of short stories that connect with the Chronicles of Darkness. The short stories tie into each of the genres that Chronicles of Darkness hosts. The collection is set in chronological order, starting before recorded history and ending with the current era. Each story plays heavily on the theme of the setting in which it is written.
If you enjoy the Chronicles of Darkness, you will enjoy reading these stories. Each story has its own sense of horror, though it does skew toward the ‘fight to live or die trying’ aspect. Several of the stories have a psychological horror twist, make for a thrilling to read. It is a quick read as well; I was able to finish it in several plane rides.
The weakest story of the whole anthology was the first one, “Hoarse”: (Chronicles of Darkness 450 B.C.E.). The story took place so early in human history, it was hard to connect with the characters. It felt disconnected and ...
If you've ever read the *Colonial Marine Technical Manual* you'll have a pretty good idea what to expect from this book. Although *Bug Hunts: Surviving and Combating the Alien Menace* clearly has a more general focus. Its 81 pages the first 45 of which are devoted to indepth studies of three bug species, a xeno-parasite, an arachnid type and a crab-like species, followed by a briefer look at six other species. The next 4 pages provide a timeline of the more infamous infestations. The last 30 pages are devoted to an in depth look at the forces and organisations whose task it is to deal with bug infestations, their organisation, equipment and some of the more well known personnel.
The book provides setting or backrground material only, there are no rules of any sort in this book. As a resource it is very useful and adaptable to pretty much any rules system you could think of. I'm a wargamer and roleplayer with a distinct preference for Sci-fi and I love it. The aliens are similar to,...
If I wanted to gain an idea of what The Last Parsec setting was all about from reading this short story I would conclude that this was Pinancle's attempt to do a bad Star Trek rip off and I would probably avoid TLP like the plague..
TLP is not a Star Trek clone although I suppose if you really want it to be it couold work like that.
It needs to be its own setting though and this story does not help.