A charming (if moderately inconsistent) reimagining of Sherlock Holmes. The trade is set in an alternative steampunk world, where Sherlock Holmes runs around with his friend James Moriarty (!). There are some new characters introduced as well, including a female Indian character who is sadly more of a stereotype than a compelling character in her own right. It's not remotely close to the original stories, but it's a fun adventure in its own right.
Publisher: White Wolf
Date Added: 06/15/2014 16:59:52
En los detalles de la compra dice color, pero todo el libro es en blanco y negro, yo compre la edicion de portada suave a "color", nunca habia visto el libro, es divertido e interesante aunque hubiera prescindido de el por el precio, en algunas partes es mas parecido a un fanzine que a un libro, las hojas son extremadamente delgadas, el tono de la tinta es negro grisaseo sin llegar a ser un negro intenso, la impresion que me toco corre a cargo de lighting source uk ltd.
5 short stories from new authors who, from their own admission, you've probably never heard of. The stories are as diverse as you could imagine, touching on topics as varied as deep space travel, elves (elfs?) and a particularly interesting blob that lives on top of a telly.
While not every story will blow you away, there's enough originality in it to be worth a look at such a low price.
Publisher: White Wolf
Date Added: 05/30/2014 19:26:34
Of the Werewolf: The Apocalypse related novels, this one is in my opinion the worst.
The Mage: The Ascension elements of the story and the weird uniqueness of the protagonist spoil every other aspect of the writing. And while the book happens to have a story set in the World of Darkness, the plot doesn't revolve around Werewolf: The Apocalypse theme or acceptable character.
So, for everyone who wants to read Werewolf: The Apocalypse, skip this one, ans aim for the tribe novels or some older Harper Collins licensed novels. Or stick with the anthologies that are on DriveThru.......
Originally published at: http://diehardgamefan.com/2014/05/30/book-review-delta-green- -tales-from-failed-anatomies-call-of-cthulhu/
Tales From Failed Anatomies is the second Kickstarter Arc Dream Publishing has done for their (Originally Pagan Publishing’s) Delta Green – a modern setting for Call of Cthulhu. The first Kickstarter, Through a Glass, Darkly raised $27,000 from 346 backers. The newest one saw 1,085 backers raised thirty thousand dollars. It also went so far beyond the original goal, that Arc Dream was able to fund a second book, entitled Extraordinary Renditions via the same Kickstarter! That’s pretty impressive. While Extraordinary Renditions will be an anthology by multiple authors, Tales From Failed Anatomies is a collection of (lucky) thirteen short stories by Delta Green Co-Creator Dennis Detwiller along book ended by two pieces from Robin D. Laws. I’ll admit I took part in the Kickstarter primarily to get playtester access to the new upcoming Delta Green RPG that a...
First premise: I'm almost halfway in reading this book. My intention was to review the book after reading it cover-to-cover but it's taking me too long and I want to give a quick review in the meantime to share my thoughts with other buyers. I'll come back after finishing the book to give my definitive rating about it.
Second premise: I played a D&D Wizard character for 12 years, porting it from 2nd Ed. AD&D to 3.5 D&D as the campaing evolved. Magic is my dearest topic when it comes to gaming and as a GM I have a sweet spot for the argument, to the point that all of my efforts ever went in the direction of "bringing magic back into magic". This is not a trivial effort for an amateur like me, taking into account I'm probably not a good GM, nor a good game designer. But I had years to dissect the problem and I matured a polyedrical point of view. Maybe what follows won't apply to each and every reader, so please take into account I'm very demanding when it comes to magic in games.
Great system for playing a fantasy medieval setting with no magic. Places as much focus on diplomacy as warfare, and treats characters as part of an order/family which gives great party ties. Highly recommended.
I've recently had the privilege to download Frontier Explorer #8, edited by Tom Stephens and Tom Verrieult(I suppose I should call them the Brothers Brothers :) ). It is a worthy successor to the Star Frontiersman e-magazine, which has fallen upon hard times and plagued for several issues now with subpar material.
The Frontier Explorer doesn't suffer from this. Over the entire eight-issue run, the zine's articles and fiction have been entertaining, informative, and innovative, assets to both the gaming community at large and to the Star Frontiers' role players whom the zine was primarily meant to serve. I would especially like to see more of Scott Mulder's Titan Rising series, perhaps as a back cover replacement for the Grymz comics(by the same author) which are there now....
I am not 100% sure what this product is trying to be.
The cover is from Weird Tales, so that caught my attention.
There is a short story from Robert E. Howard. Some other stories all around a werewolf theme.
There are some comics featuring the PD character Lady Satan.
There is some ideas for a game, and the OGL.
I like that it feels like an old Pulp or Golden Age comic, but I think it is trying to do too much in one book.
For RPG elements some character write-ups say using a couple of the most popular open Supers games (Icons, BASH, M&M) would have been useful.
Lots of potential here but it needs focus....
As it had been a while, I took the opportunity to re-read Another Rainy Night (if you haven't done so, do it) first, to refresh my memory and set the stage for SASS. I think that SASS is an excellent continuation of the story and I'm quite looking forward to the next installment. I really enjoyed how the author has integrated the presence of magic with a sense of the unknown. Despite magic being a pervasive element with the Shadowrun universe, there is still a sense of unknown...something that is truly alien to most people. There were a couple of "logic leaps" that I felt could have been better detailed, but given the size constraints of the story, understood. Character development was solid (though not as strong as ANR) and the stage has been nicely set for the finale. Overall an excellent read and a great addition to the setting....
I will start out with the negatives.
First, there is the missing rules information for personalized grips. I understand why the information is missing; it still is something that can be a problem for some games. But, it can be easily resolved.
The greatest negative... the length. This is a very good story, but it has underpinnings that suggest that as good as it is, it would have been far better if Patrick Goodman had been allowed to write it as a full-length novel. That is not to say it is not a worthwhile read; even as a novella, this work of fiction is well worth the money. I would even suggest it, and its predecessor, for those who are not Shadowrun players and have no interest in playing.
Okay, I think I've spent most of my negatives section praising this work.
The positives are the fact it is so well-written, and the fact it allows you to actually get to know the characters. Even the heartbreaks and triumphs. And this takes characters who were previously a tiny bit fl...