This is an excellent example of semi-military sci-fi set in the Android universe. I really enjoyed this book as my first entry into the ficiton of the setting. This book tackles the investigative possibilities of the near future sci-fi with careful thought. It also explores many of the core areas of investigation that the Android universe puts forth, including both bioroids and clones as possible people, or not.
Publisher: White Wolf
Date Added: 10/26/2016 22:17:57
One of the reasons I prefer Vampire: the Masquerade to Vampire: The Requiem is the mythology. Millenarianism is pretty passé now, and I bet for a lot of people the word would make them think of another damn thinkpiece about how Millenials are ruining everything their parents built--though come to think of it, that's actually pretty apropos for Cainite history--but it was in the air in the 90s, whether religious or secular. The Book of Nod, with its tales of ancient past drawing directly from Biblical myth and its warnings of Gehenna, drew on that zeitgeist in exactly the way necessary to reach directly into my brain and poke the parts that wanted his RPGs to be infused with profound meaning, before I had even heard the words "trenchcoats and katanas."
This is the first totally fluff book I ever bought for any RPG, and the only totally fluff book I've actually gotten some use out of. The longest-running Vampire character I played was a Noddist who quoted extensively from the Chronicl...
* 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,...
This book was well-written in terms of prose. There are a few places where mistakes were made that could have been caught with a careful copy-edit, but it is few enough to not distract entirely from the content.
The story chosen is excellent. Doyle's writing makes for a good selection in terms of a story to deconstruct.
The biggest issue I have with this is that it feels like a standard treatise on the 3 act story structure that uses *A Scandal in Bohemia* as an example. Reading the description of the book, I thought that it would be teaching me a framework to examine any story in this style, rather than reading how the author deconstructed 1 specific story.
My advice to the buyer is this: Read the seed story (in this case *A Scandal in Bohemia*) BEFORE you purchase this book. If the story seems to be one that you are wanting to tell and you need help picking out the elements through the lens of the 3 act structure, get this book. If you are looking at examining how to deconst...
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.
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 ...