A great set of stories that gives the feeling of Werewolf: the Forsaken.
The Wolf Must Hunt, the final story of the book, was my personal favorite but a number of the stories reflected the way I imagine Werewolf.
Feuerball, magisches Geschoss, Bannbaladin – allesamt verlässliche und berechenbare Sprüche im Arsenal zahlreicher Zauberer. Aber geht durch diese formularische Abbildung von Magie nicht der wahre Reiz von allmächtiger arkaner Kraft verloren? Der Kobold Guide to Magic verspricht, Magie im eigenen Rollenspiel wieder interessant zu machen.
Rezension: Kobold Guide to Magic
Fünf Jahre lang publizierte das D&D-Fanzine Kobold Quarterly diverse Artikel zum Thema Magie. 2014 wurden diese Essays in einem Sammelband zusammengefasst.
Die zahlreichen Essays im Kobold Guide to Magic beschäftigen sich vor allem mit einem Widerspruch im Rollenspielhobby: Zauberei, so wie man sie aus Literatur und Film kenne, sei unwägbar, unerklärlich und allmächtig. Genau dieser Reiz gehe aber durch die Abstraktion und genaue Definition von Magie in Form von Regeln verloren. Scheint dieser Ansatz auf den ersten Blick doch sehr gradlinig, so gelingt es ...
Originally published at: http://diehardgamefan.com/2015/01/21/book-review-shadowrun-h- ell-on-water/
I wasn’t sure what to expect diving head first into what is actually my first Shadowrun novel. I’ve read the game books and played the console and now PC games that were set in the universe but never really hit on the fiction. While I don’t think going into this one would be good if you’d never picked up anything related to Shadowrun before, it is kind of an interesting tale about a run gone horribly wrong. Then again, what run ever goes right?
The book focuses on a group slapped together for this particular run. Set in Lagos and Nigeria, this isn’t even remotely an area I’m familiar with on top of being a setting in the Sixth World which means it’s cyberpunk and not quite our own, but you don’t have to rely on knowing the definitions of the Lagosian slurs they use to get by. Two members of the group are professionals from Seattle while everyone else is local and while they’ve been...
Quality terrible stories great for a first grasp on this wondrous world of hunters in darkness. Well combined to ensure an engaging reading, this anthology can leave you wanting more short stories or even a whole novel to break deeper through these shadows.
I am very iimpresed with this not so little bit of writing. I hope and wish that the author would make it available on WattPad; it would be a spectacular hit amoung readers, both fans of the world and not. The style of prose is engaging and clear, steady-paced and inciting.
I acquired the Opening Salvo book a long time ago, back well before I picked up Firefly. I was looking for a system that was different from the games like Pathfinder and Savage Worlds I was playing. I fell in love with the system even though I never managed to get a game going other than a one off. For a long time, I was hoping that MWP would come out with the Dragon Brigade RPG. Hopefully this is the next step.
This uses a similar system to Firefly, Leverage, and Smallville. It is a narrative system so it's not crunchy like Pathfinder and games like that. Instead, it's more like everyone is an actor. Because of the loose restrictions, anything is possible. I will be running a group shortly using these rules. I can tell you that it blends the old Cortex Classic System and FATE.
If you've picked up the Opening Salvo, a bit has changed. Unlike in the Opening Salvo, MWP has explained the Character Creation System very well. It doesn't take long to create a character and...
Game Masters will find this hour long podcast useful for building cultures in fantasy or historical games or blending the two together. Also has several great ideas that their own Game Masters have used to differentiate cultures in their games that can be easily borrowed or adapted to your own games at home.
Without a doubt, the worst Shadowrun novel I've ever read. The characters were wooden and uninteresting, which also applied to the setting and plot. I literally had to force myself to finish the book. I had high hopes for the new setting, but so far it's not living up to the standards set by Russell Zimmerman and Patrick Goodman with their shorter fiction pieces (both of which I Highly recommend).
On top of the rather lackluster publications in the gaming line, I am considering abandoning the Sixth World once and for all....
Very good stories written by a variety of authors in different tones exploring related but not monotonous themes. Varied enough that the book does not seem samey, but definitely at their core all about the Promethean (and the human) condition.
A few more typos than should probably be in a finished work, but not too many that it's actively distracting. Definitely better proofreading than the God-Machine Fiction Anthology, but it suffers from the same phenomenon of the stories toward the end being less well edited, and in some cases less well written....
These stories are boring. I read the first four and couldn't take anymore. The plot is identically the same in each story. Only the names of the bad guys have been changed to protect the guilty. There is zero character development in the main character. There is nothing weird or fantastic about these stories. They are like bad gothic tales. A hint of ghosts and then it is all explained away. They aren't even spooky. I find it difficult to believe the author was able to sell even one of these. Robert E Howard's tales of two decades earlier are far better weird westerns. That he could is perhaps a reflection on the '50s and the dying days of the pulps....
This anthology is a mixed bag, but the good outweighs the bad; you'll enjoy it if you're a fan of the Promethean line, and be utterly lost if you aren't. As a whole, I'm beyond comfortable with what you get for what you pay, and I'd be more than happy to use a few stories within as a first step for someone new to the World of Darkness.
I'll start with the bad. La Familia de la Sicaria and My Body aren't literary trainwrecks by any stretch of the imagination, but they are the kind of soulless genre fiction I was afraid would make up the whole book; the former is about one of the Created forced into an unsavory life by her "family," while the latter is about a young Promethean rebelling against her creator and trying to find the story of her body before she was it. Neither are terribly imaginative and (along with "My Father's Habit, about a girl whose father becomes a demiurge") give the whole book a terribly unsatisfying start. These pieces are bad eggs in an otherwise solid collecti...