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A Warhammer 40K adventure/campaign which will appeal to players of all the WH40KRPG games. A major Space Hulk finally appears in the Koronus Expanse, ready to terrorize players with Genestealers, and worse!
While Ark of Lost Souls is meant for Deathwatch Space Marines players, it can be readily adapted for other WH40KRPG games with some work by the Gamemaster. The module is primarily a branching storyline, with significant encounters, and NPCs and enemies described.
The module also includes a descriptive random-encounter generator, which means that this Space Hulk can be as large, and as expansive, as the Gamemaster desires.
Even without inserting randomly-generated story content, Ark of Lost Souls falls somewhere between a standard adventure and a campaign. By adding in additional content, this Space Hulk could be home to an ongoing series of adventures -- a full-blown campaign. That's what I'm planning to do.
Those hoping to use the Ark of Lost Souls in a Rogue Trader, or a Dark Heresy, campaign will have to scale back the strength of the enemies here, or swap them out for appropriately-levelled similar enemies from the Rogue Trader or Dark Heresy creature books.
For those who don't already know, a starting Deathwatch Space Marine is built on 14,000 xp; while a starting Rogue Trader character is built on 5,000 xp; and a starting Dark Heresy character
is worth 1,000 xp.
These equivalancies are _very_ rough, because gear, wealth, and specific skills and talents all play a part in how "tough" a character might be -- but some adjustment of the combat scenarios in this adventure must happen if a Rogue Trader crew, or agents of the Inquisition, are investigating the Space Hulk instead of Space Marines.
It's worth noting here, however, that Rogue Trader statistics for Genestealers, and a Broodlord, recently appeared in the Rogue Trader supplement Stars of Inequity.
All in all, I have to give Deathwatch: Ark of Lost Souls a 5 out of 5. It delivers more than I expected, including an intriguing, branching storyline, and a random-content-generator which will extend the lifespan of the adventure setting at the Gamemaster's whim.
In my reviews, a 5 score never means instant perfection for any and all who might look upon the material (I review in the real world); it means that I found a well-made, well-presented product which offered more than I expected, and carried no obvious flaws.
Recommended to any who might be interested.
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I once joked here that writing reviews of the Armada ship plans is somewhat pointless. Read the ship description ... look at the preview pictures. If it all looks like something you'd use in your gaming, buy it.
These inexpensive deckplans from Ryan Wolfe are, pound for pound, the best out there, plan and simple.
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Loved this first issue; loved that Gary Gygax's sons are involved in the publishing here, carrying on the family tradition, as it were.
Loved the layout and production values. That cover looks fantastic close up.
As others have said, the content's a bit more generalized this time out, than rules-centric, but I found most of the pieces entertaining. Many of the Grand Founders of D&D return here, and it's nice to hear their tales of where they've been.
There are also some of the new generation Game Kings present as well (e.g. Wolfgang Baur) and the Pathfinder game also makes an appearance, so the old and the new are coming together in Gygax magazine, as it should be in a magazine named after EGG. I suspect many of us weary of the pointless "edition wars"; if it's fun for you, play it..
All this said -- even though I first started gaming in 1979 -- I agree with the previous reviewer ... hearing tales of the old days was fun for _this_ issue, but when it comes to gaming, I'm far more interested in the present, and the future, of gaming.
I want to see what the Founders have brought with them to the game table _now_. The past is gone. Forward, forward, carrying whatever traditions still serve the fun! Leave the rest..
I look forward to the next issue of Gygax magazine, and where it will take us.
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It gets the job done, but the default color palette used is fairly hideous, not to mention hard on the eyes.
The default background color is this semi-radioactive bright blue; given how long a GM and players tend to be staring at their screens during a Fantasy Grounds 2 session, I truly wish that the creators had toned down the color intensity.
From a technical standpoint, the program delivers what it promises, in full.
M&M3e gamemasters will probably want to add in powers and other game details which have appeared since this Ruleset arrived, but the core functionality of the game rules are here for virtual tabetop play.
Final score? I'm giving it a 3 out of 5. Full marks for functionality, but a virtual tabletop that's this hard to look at over extended periods of time needs some work.
Buy it if you need what it does, but wear sunglasses.
My opinion, anyway.
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Almost certainly the best-written, best-organized core rpg rulebook I've seen in 20+ years of gaming.
While not a lot of support material currently exists for RQ6 -- as of this writing -- the transparent nature of the underlying Basic Roleplaying (BRP) game system means that materials from the Mongoose Runequest II line (e.g. the Monster Coliseum monster book), and even the Basic Roleplaying line (e.g. Classic Fantasy), can be adapted into RQ6 with a minimum of heavy lifting by the Gamemaster.
If you've ever wanted to give RuneQuest a try, start with this edition.
An excellent product in many, many ways. Full marks from me.
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This decent science-fiction adventure for the Basic Roleplaying system is hurt by netbook-quality production values, and the fact that the adventure is of very little use beyond the confines of its own plot.
Neither of these conditions are deal-breakers, as such, but they make it very difficult to justify the asking price of this product.
Much of what's here is text -- a lot of it macro-level detail about the fictional universe which surrounds the Outpost 19 adventure site.
If you're a BRP gamemaster hoping to scavenge useful elements from this adventure, there's not all that much to take away -- unless you're interested in making the Outpost 19 campaign setting your own.
The creators obviously put thought and effort into their creation; the fault is not theirs. The question remains, however: does this product justify its cost?
For myself, the answer would have to be no.
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Another solid Rogue Trader support product which hits all the usual strengths of the best products in the RT line.
The book gives a solid chunk of useful detail on the central topic -- building WH40K science-fantasy-appropriate star systems and colony worlds -- with mechanics in place for handling things like player-sponsored colonies, in the abstract.
Those looking for hard-science detail regarding solar system creation are looking in the wrong place, as this is Warhammer 40K -- fundamentally, a science-fantasy universe, for all its gear and tech.
Most of what's here is conceptual, and meant to facilitate adventure-running and storytelling. It respects the _appearance_ of astronomical and planetological science, for the most part, but it does not set out to replicate science in this regard.
As with the best RT products, this book also provides goodies and details one might not expect from reading the back cover blurb. For example, a Genestealer is presented here, using Rogue Trader stats, as well as its Tyranid cousin, the Broodlord.
Add to all this the quality production values, and the imagination-inspiring color artwork, and Stars Of Inequity seems a welcome addition to the line.
All in all, a worthy purchase if the main focus of the book seems useful to your campaign.
NOTE: My 5 out of 5 score represents solid content and production throughout the work, with no major or obvious failings relevant to what the book appears to promise. It does not signify universal and perfect satisfaction. for all who may purchase it. I review in the real world. :-)
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I, too, have been searching for years for city maps which detailed non-medieval, ancient cities.
Who knew they were waiting right here, at a phenomenally low price?
Thank you, Black Hand Source!
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The World's Largest City does deliver on the promise of its title. The problem here is the quality of the PDF scan.
What you see in the Full-Size Preview section of the listing? That's the quality of the scan throughout. Useable, but not crisp or as clear as it ought to be.
The scan was not made from the original book layout; in fact this PDF looks like a hand-scan. Some of the pages are slightly askew, the contrast and crispness of the scan could be so much better than it is, and the book's cover image isn't even included as part of the scan.
Again, it's all usable (see the preview) but it's disappointing -- even slightly insulting -- that a $40 PDF couldn't be created with better quality, or more care for the customer.
Still, publisher AEG appears to have essentially abandoned D&D gaming as of this writing, and the book is generally out-of-print as far as I can tell. Unless one wants to pay $80 to buy a physical copy of The World's Largest City from AEG's website store, this is your best bet for owning a copy.
Short version: the book delivers on its promise, but the scan quality as of this writing is mediocre. Functional, but far from professional.
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Sunken Empires is well-written, as with all Open Design products, but it's of limited use unless you're a 3E D&D or Pathfinder player.
There's one beautiful, full-color overview map on page 10 -- showing an example fantasy city built upon the remains of a sunken city beneath -- but other than this, the rest of the book is primarily descriptive text and stats/magic/creatures/class revisions for the 3E/Pathfinder system.
Open Design has clearly marked the product as a Pathfinder supplement, but I confess I was shocked by how little of this book is generally useful if you don't play Pathfinder or D&D 3E. I expected there would be a little more to scavenge, and to discover only a single 8x10 map within was also genuinely disappointing.
It's hard for me to score this one. As above, it definitely carries the Open Design quality, but the narrow focus of the game mechanics (and the lack of maps, and other broadly useful "setting elements") will limit the product's appeal for many prospective buyers.
I'll split the difference and call it a 3 out of 5, which basically translates as: "I've told you what I can, the final decision's up to you."
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THE SHORT VERSION
A 100% kobold-free first-level adventure for D&D 4E. Temple of Outsiders is both interesting and worthwhile, consistently doing more than “the same old first-level thing, the same old first-level way”.
WHAT’S GOOD?
Let’s face it: most first-level D&D adventures suck, because they read like they were written on autopilot by authors who didn’t care, and couldn’t wait to get on to writing higher level “good stuff”.
There’s usually a farming town, and they’re usually under threat by kobolds. Why kobolds? Because kobolds are the weakest of the D&D monsters, so that’s what you pit against first-level characters if you’re writing by the numbers.
Happily, authors Jesse Butler and Matthew Peronto aren’t writing by the numbers in Fanig Entertainment’s adventure Temple of Outsiders. Sure, there’s a town – but it’s not your typical town – and sure, they’ve got trouble – but it’s not your typical trouble. Best of all, there are no kobolds anywhere. Butler and Peronto have crated up the yippy little dog-lizards, and shipped them off to parts unknown.
What impresses me most about Temple of Outsiders is the obvious enthusiasm the authors bring to their work. There’s a real sense here that they want to bring something fresh and interesting and useful back to beginning adventuring.
There are a number of intriguing new monsters here, and a clever trap or two, all of which suit the adventure – but any of which could be used outside the context of the adventure as well. Even if you don’t want to run Temple of Outsiders as written, I think its still worth stealing from at every opportunity for your use in your home campaign.
Visually, the product is quite nice. While it’s not as graphically slick as the sort of thing put out by WotC or Green Ronin, there’s color throughout, clear and useful maps, appropriate illustrations, and a conscious effort to reproduce the recognizable stat block and information formats used in the D&D4e core books.
I guess that’s the thing here – you can sense the thought and the effort that went into making Temple of Outsiders. While most first-level adventures are typically the height of lazy simplistic design, the authors behind Temple of Outsiders are obviously pushing to keep their material interesting and entertaining at all points, whenever possible.
Even the basic plot hook in ToO is not the typical “go here, kill whatever isn’t you” cliche seen in most first-level adventures. Sure, it’s a site based adventure, but there’s a mystery driving things, and a sense of exploration informing the players’ actions.
Something’s gone deeply strange in an ancient ruin, and the players not only have to deal with the results of this, but they also need to figure out what’s causing the problems, and why.
Every D&D campaign needs a low-level starting point for the characters; Temple of Outsiders is one of the best pre-made options for this that I’ve seen in quite a while. As above, even if you don’t use it as written, there are a number of new monsters, traps, and encounter bits worth stealing.
WHAT’S NOT SO GOOD?
If I could change one thing about Temple of Outsiders, it would probably be the cover. The cover illustration IS good -- once you’ve bought the product and can actually see it up-close – but that’s the problem.
The postage-stamp size product icons used on RPGNow have reduced the cover design of Temple of Outsiders to an indistinguishable grey-bordered brown blob. It doesn’t matter how good the cover art actually is, if no one can actually see it.
While none of this is Fanig Entertainment’s fault, of course – RPGNow sets the display guidelines – I would hope that, for their next release, Fanig puts together a cover design which can still catch the eye, even when shrunk down to tiny proportions. Look at how the slick publishers do it routinely … WotC, Goodman Games, Green Ronin, Malhavoc, and all the rest.
And, not to put too fine a point on it, if all else fails, why not put a pretty female character or creature on your cover? It doesn’t have to be cheesy, or sleazy, or sexist – merely attractive.
You want a browsing customer to pause long enough to give your product the closer look it deserves, so that you can sell them on the details. Given the buyer demographic at RPGNow, an attractive female on the cover would likely provide you that moment’s opportunity.
So … the cover, when shrunk down, doesn’t call to a browsing viewer the way one might hope it would. This is a shame, really, because the cover illustration is worthy, and Temple of Outsiders is worth a closer look.
THE FINAL VERDICT
Temple of Outsiders from Faning Entertainment is a solid, intriguing first-level adventure for D&D4e. What it lacks in surface glossiness, it more than makes up for with its dedication to providing an engaging and entertaining gaming experience. Even those who don’t plan to run the adventure as written will find ideas and game-table material worth plundering.
I’d give this product five stars for dedication and execution alone, but five star ratings here on RPGNow are now so commonplace as to be meaningless. Readers skip past them. So, we’ll call it a four out of five, in the hopes of attracting a few curious readers – and blame it on that unfortunate cover layout, if we must.
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THE SHORT VERSION: All Fluff, No Crunch
WHAT'S GOOD?
Lead author Martin J. Dougherty knows hows to write a compelling SF setting.
From his early game-product days here on RPGNow -- working on Traveller-related material -- to this, his creator-owned Far Avalon SF setting, Dougherty definitely knows how to spin science-fiction scenarios, and how to offer up game-universe detail in precisely the right way to intrigue and inspire gamemasters and players alike.
WHAT'S NOT SO GOOD?
As ever, Dougherty greatest flaw as a game designer is that he doesn't really design game products. More often than not, he creates setting detail and scenario opportunities, with nary a game mechanic in sight.
The same is true of Far Avalon -- it's _all_ setting background. No character creation, no game mechanics. The many starships listed on the contents page? All described in text.
While Dougherty does storytelling and description better than most, I find I'm weary of his gaming projects, which are better suited as outlines for SF novels, or the long-pitch for screenplays, than for game-table-useful gaming products.
So, I'm calling you out, Mr. Dougherty, one author to another -- get yourself a true literary agent and stop pissing away your talent writing game products which read like would-be novel outlines.
Step up and take the leap for true. I know that you've written various general-market books, as well as what amount to Traveller fanfic novels (and again, these last under a gaming rubric). Enough of that. Stop hiding, and own your storytelling talent in full.
There's nothing more tragic than watching an artist who's convinced himself that he's only a housepainter ...
THE FINAL VERDICT
If you want a very good "system-less" science-fiction campaign setting, reminiscent of Traveller, but with enough tweaks and alterations to make it seem fresh, then Far Avalon is for you.
On the other hand, if you want something more than just a general-overview-level SF campaign setting, then you need to look elsewhere.
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THE SHORT VERSION
Five-star reviews are fairly common on this site but, honestly, Cities of Hyboria is probably the best fantasy rpg city-building supplement I've ever seen.
THE GOOD
Even if you don't play the Conan RPG specifically, if you need a tool to help you create fantasy cities quickly and easily -- while still leaving room for GM creativity -- you may want to give this product a look.
At its most basic, Cities of Hyboria is a series of interlinked tables the GM can roll on to determine everything from "How big is my city?" to "How many buildings of type X do I have in my city?".
The dice rolling is optional, of course, but useful for zipping through any sections of city creation you don't particularly care to customize yourself ... and, happily, author Bryan Steele provides enough commentary about the reasoning behind the charts, and the concepts of sword-and-sorcery city building, that you can make fairly informed choices as you go along.
As the previous reviewer alluded, not only can you determine the nature, structure content, and inhabitant types for your city -- there are also charts for creating plot hooks based on the characteristics of the city you've generated. This is one of those rare products which manages to exceed my expectations for this sort of product at almost every turn.
THE BAD
Not a negative, actually, but buyers should be aware that this IS a Conan RPG product. As such, it's geared toward creating the kind of lower-magic sword-and-sorcery cities seen in that genere of fantasy fiction.
Those looking to build typical "high fantasy" Tolkien-esque elven enclaves and so forth will have to adapt the systems presented here on their own initiative.
THE FINAL VERDICT
While it can't be all things to every gamer, Conan: Cities of Hyboria is certainly the best city-builder book I've yet seen in over twenty-five years (eep!) of fantasy RPG gaming.
If you need a product like this, do yourself a favor and have a look. It may not be precisely what you want, but you'll be hard-pressed to find something better out there. I know, I've looked!
A 5/5 for this one. I love gaming products which exceed both my needs and my expectations!
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THE SHORT VERSION:
A well-written, visually-pleasing overview of an "adventurer's guild" concept for use in your fantasy rpg game, but -- except for the new "man-bat" player race -- everything here is general overview, and at only 16 pages plus cover, the price seems hard to justify.
THE GOOD
The record clearly shows that Robin D. Laws knows how to write fun RPG material, and at his very best, Laws has a keen instinct for what works best at the gaming table in a practical sense. So it is with the Raiders Guild Players Guide.
For those of you who're already familiar with Paizo's Pathfinder Society, the Raiders Guild concept is similar, but it's more obviously geared toward accomodating the way most D&D parties already play, rather than tying participating adventurers to a specific world or gaming melieu, as with Pathfinder.
The strength of this product, then, is that it's generic and adaptable in the very best sense. It not only provides players with a logical place to seek out new adventuring leads without hanging around in the cliche fantasy tavern, the Raiders Guild concept also handles basics like healing/resurrection and re-equipping, and lodging, all under one guild roof.
I'd already planned to implement something like the Raiders Guild in my current 4e campaign, but this product brought to light related concepts I hadn't even considered yet ...
Visually, the black-and-white interiors of the Raiders Guild Players Guide are well-designed and well laid out -- easy to read, with some good interior art in the mix.
The new "man-bat" playable race seems similarly well crafted, and should stoke those players who enjoy playing the unusual races.
THE NOT-SO-GOOD
As mentioned above, almost everything in the Raiders Guild Players Guide is written as general overview, broad-concept stuff. The "man-bat" race is probably the only 4e system-specific content in the book. Those who don't play 4e might rejoice at this, but other useful details which might have fleshed out the product also appear to be missing.
No map of a sample Raiders Guild chapterhouse; no typical personalities for a chapterhouse; the guide suggests that Guild members gain a discount on weapons and armors bought through the guild, and yet no word is given as to how much of a discount would be reasonable.
I realize that this product is billed as a Players Guide, but alas, the DM is the first sale one has to make for any proposed new campaign element, and this DM didn't see enough practical, game-table useful content included in the sixteen pages (plus cover) PDF to justify the purchase price.
What's here _is_ good, make no mistake, but the final cost seems a bit high for less than twenty pages of what amounts to a concept outline.
THE FINAL VERDICT
Hard to score this one.
I do like how the basic idea is presented and elaborated upon here, and I do hope we'll see more on this subject from Robin D. Laws and Axe Initiative Games in the future.
However, I feel the actual content-level in the Raiders Guild Players Guide is a bit too shallow to warrant the asking price. A little too much sizzle, and not enough steak.
I was tempted to give the Raiders Guild Players Guide a four, just because of Laws' writing style/communication skills, but at only sixteen pages of surface-level content here, I don't know that this would be fair to the prospective buyer.
The Raiders Guild Players Guide is a good product, but a little too lightweight to warrant its price tag, in my opinion. Split it dead-center, pitting virtues against sins, and call it a 2.5/5, rounded up for the RPGNOW system.
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Get this before it's gone!
I passed over Lethal Legacies: Traps of the World Before a number of times, because I presumed it was just another Grimtooth's Traps -style collection of Total-Party-Killing meat-grinder traps.
It's not.
Lethal Legacies is as much about puzzles and challenges as straight damage. For example, the first "trap" in the book it's a teleporting door puzzle. Throughout the book, there's a real sense of thought and creativity, and even the truly dangerous traps are more than just "Click. Oops. Splortch! Ha Ha!"
Well-written, well laid-out, with good illustrations -- if you want traps to be flavorful challenges in your adventures, instead of just brute-force death sentences -- if you want something of the flavor of the Indiana Jones movies, or of the Lara Croft computer games in your fantasy world, Lethal Legacies points the way.
I'm sorry it took the sale to make me really look at this product. Had I known what it was truly like, I would've paid full price for it.
Don't miss this one!
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