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The Imperial Age: True20 Edition
Verlag: Adamant Entertainment
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 12/02/2009 11:24:15

I can't much to the superlatives mentioned in the earlier review - this book shows how a system like True20 can be used to its fullest potential. The author takes pains to mention how period films and literature can be integrated into campaigns. A good deal of attention is paid to using adepts and powers when they are necessary (for example, the Scientific Detective has access to things that mimic Holmes' powers of deduction).

There is material to run all sorts of stories, from straight historical pieces to tales of supernatural horror and steampunk odysseys. This includes information about the times as well as character ideas and the mechanics to build them. The only thing that I felt failed to keep in the spirit of True20 was the list of firearms; a good number of them are near-identical statistically, and a generic list is more in keeping with the core game.



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Against the Darkness
Verlag: Tabletop Adventures, LLC
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 02/07/2008 09:23:45

A complete product in which characters are Justiciars, fighting against the supernatural enemies of the church (Catholic and/or Episcopalian, given the female priest on the cover). A simple system allows for combat, skills, and miracles in the name of the Lord. The skills allow for some nifty cinematic tricks, as do the miracles.

The presentation is good, with thematic Bible verses and prayers serving as flavor text throughout. The only strange thing I saw was that one round of combat damage does the same regardless of the weapon used. Makes for quick fights, but folks who like differentiation of weapons will be scratching their heads.

The game is simple enough to begin play nearly immediately, yet offers enough horizons for a longer campaign. Rules and advice for running horror games are included, as well as some characters and foes. Expect as much competent action as you do horror.



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Against the Darkness
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Imperial Age Magick
Verlag: Adamant Entertainment
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 02/05/2008 21:03:48

This product offers different ways to use magic in a Victorian setting: a quick and easy system that allows traditional (albeit limited) spell casting by non-arcane or divine characters, and a more robust skill-based system. The latter is enhanced by applying the laws of magic to get bonuses the success rolls. Also included are mechanics for drain as well as rules that gain the benefit of natural manna and ley lines. Each subsystem is modular, allowing for a great deal of customization. Several feats tailored to the rules are included, as well as a class designed to use their more innovative features. Finally, some skills with applications for magic (notably Concentration and Spellcraft) are examined in greater detail, as are tarot cards.

A nice touch are the charts that refer to historical magicians and deities to provide some flavor to the spell list. They are supplemented by real-world organizations that would make good additions to a magical themed campaign. Three such campaign models are also presented.

I would have liked to see a bit more flesh on using the Laws of Magic. For example, several other game systems have lists of natural items that have occult significance when used for magic. Something like that, providing bonuses to the skill rolls, would fit perfectly with the rest of the material, as would rules based on zodiacal correspondences. Regardless, this is a product with good ideas for giving a campaign a dash of magical verisimilitude.



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The Imperial Age: British India
Verlag: Adamant Entertainment
von Michael D.
Hinzugefügt am: 02/05/2008 19:23:13

This is the first setting book for the Imperial Age line, and a good choice. Its importance to the world of the setting and the literature that makes it endure cannot be overstated. Succinct yet useful sections on history, society and geography come first, along with a timeline and glossary for reference. These are followed by story and campaign ideas. There are some sample characters (all using regular d20 Modern classes with some suggestions for other products by Adamant) as well as Indian monsters and stats for a few English firearms and native melee weapons and a handful of feats. The best thing about this book is the author's care in allowing room for both realistic and fantasy-themed campaigns - for example, a snake charmer in a world with FX has a few levels of Wildlord. The same goes for story hooks and campaign styles, which range from completely mundane to full fantasy.

It is written primarily from the point of view of English characters, so players looking to make native characters won't find as much to use. Also, a good deal of the material is factual without much thought to practical gaming application. With the book priced as high as it is, containing so much material accessible for free (including 15 pages of maps from an old atlas which is now in the public domain) is a negative in my eyes. Oddly missing from the bibliography is any reference to Kipling, especially since Nemo himself appears in the book. There is certainly room for others alongside him: Kimball O'Hara, for instance, Peachy Carnahan or Ashton Pelham-Martyn from Kaye's The Far Pavilions - a smashing PC if there ever was one.



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The Imperial Age: British India
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RDP: Alien Invasion
Verlag: Gun Metal Games
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 11/07/2007 14:45:08

A great complement to any game using the Menace Manual or Dark*Matter. It gives some specific advice about how to investigate and collect evidence of alien activity in terms of skill use. There is useful discussion about the kinds of alien contact campaigns a GM can run, too.



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RDP: Alien Invasion
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Skill Focus: Talking
Verlag: Second World Simulations
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 07/18/2006 00:00:00

This is the kind of supplement that the OGL was made for! A brilliant collection of new skill checks that strike the perfect balance between roleplaying and die rolling. They will put a lot of kick into social situations without penalizing players who are hesitant (or slow on their feet) when it comes to in-character dialog.<br><br> <b>LIKED</b>: The authors expounded on existing rules without adding any new mechanics. Plus the can apply equally to both 3.5 and Modern gamesets.<br><br><b>DISLIKED</b>: Some of the checks can be used by more than one skill (like Spycraft 2.0). I would have prefered each skill getting some advantages.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Skill Focus: Talking
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Modern: 13 Conspiracies
Verlag: Ronin Arts
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 04/25/2006 00:00:00

A list of 13 "real" (in that they have been mentioned outside this product in contemporary sources) organizations to front or oppose d20 Modern PCs. Contains rules for treating them as PCs, a la Gamma World. <br><br> <b>LIKED</b>: Good use of primary sources to spruce up a globetrotting, cinematic game and provide a party with some impressive backup.<br><br><b>DISLIKED</b>: The groups should probably have allegiances listed, if not used a format similar to those adopted in either Urban Arcana or the Menace Manual (providing the former's bonuses to members, or the latter's information check DCs for acquiring data about them). If they are intended for use as patron organizations, some sort of rank mechanic might have been useful.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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Modern: 13 Occult Materials
Verlag: Ronin Arts
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 04/25/2006 00:00:00

A no-nonsense listing of several mystical materials that could be used to make interesting implements. Each one is statted out with benefits and additions to the d20 Modern rules such as purchase DC modifiers and tensile strength.<br><br> <b>LIKED</b>: A good sample of historical/mythical/popular items from phlogiston and quintessence to cold iron and uru, which is what Thor's hammer is made of in the comics.<br><br><b>DISLIKED</b>: A lot of references to other Ronin Arts products that are based only on background, and really not needed to use this pdf alone.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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Modern: 13 Occult Materials
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After Sunset: Vampires
Verlag: Brain Jar Press
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 04/25/2006 00:00:00

I won't dwell on what other comprehensive reviews have said, but this is the ideal format for running a d20 Modern game involving vampire PCs. <br><br> <b>LIKED</b>: Pretty comprehensive, with racial and class-based ways to approach the concept, supplemented by feats and rules ideas like off-stage hunting.<br><br><b>DISLIKED</b>: I would have liked a "bloodline" mechanism where a GM or player could select and balance their traits.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



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After Sunset: Vampires
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Modern: Madness
Verlag: Ronin Arts
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 04/25/2006 00:00:00

Prosaic treatment of sanity and lack thereof. A basic system that is very similar to the one presented in Call of Cthulhu and made into open content in Unearthed Arcana. Get explosed to something bad, make a save, take some ability damage, too much of which leads to neuroses.<br><br> <b>LIKED</b>: It applies equally well to D&D and d20 Modern systems. Also adds a Forbidden Lore skill to emulate Mythos-like knoweldge.<br><br><b>DISLIKED</b>: No new feats to simulate hardened characters who might be better prepared for certain circumstances (studying tomes, forensic pathologists, et c.). Especially in the realm of fantasy, such things might be expected. Unlike a lot of systems, most assaults on sanity should eventually heal in this system.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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Modern Dispatch (#9): Talkin? ?bout my Reputation?
Verlag: RPG Objects
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 04/25/2006 00:00:00

Charles Rice is the best d20 Modern author at working within the framework of the deceptively complex d20 Modern rules without bringing too much new crunch along. Witness his treatment of a typically forgotten characteristic, Reputation. This provides some ideas for beefing it up by using Allies who will respond to a reputable PC's summons. Lots of new feats and a class round it up.<br><br> <b>LIKED</b>: Good integration with existing classes and subsystems (such as allegiances).<br><br><b>DISLIKED</b>: The class (Mystery Man) invovles someone who tries to lower his Reputation. I didn't see rules on how he develops an alternate persona, and it looks as though the player would have to keep getting the Low Profile feat. <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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SFX Skills: Diabolism
Verlag: UKG Publishing
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 04/25/2006 00:00:00

A skill based system for adding sinister summoning to your games. Contains a breakdown of all the relevant skills which would be needed to have characters calling up and interacting with outsiders. They are backed up by feats that control access to this powerful new resource.<br><br> <b>LIKED</b>: The rules for sacrifices, which could have gone over the top, are succinct and useful without enough detail to get into trouble. Also has ideas on summoning circles and the use of true names.<br><br><b>DISLIKED</b>: Without a mechanism to acquire additional skill points for use in these skills, other skills will suffer and lag behind non-diabolist characters. There is no role for existing skills like Knowledge (Arcana) or even Perform (dance or sing) for rituals or Craft (visual art) for drawing magic diagrams. In line with this, there are no provisions for skill synergy among the new skills or between new and old. <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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Kommentar des Verlages:
thanks for the comments - this feedback is informative and I shall pass your comments on to the author
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Gunpowder Plots
Verlag: Sword&#039;s Edge Publishing
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 04/25/2006 00:00:00

Contains some decent rules on early firearms for d20 Modern, including some feats for their use. Intended to supplement the free packet of new rules for renaissance gaming provided in Modern Principles from the same publisher.<br><br> <b>LIKED</b>: More detailed rules for the unreliability of such weapons.<br><br><b>DISLIKED</b>: Most of the weapons listed appear in d20 Past, so there's quite a bit of overlap.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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Kommentar des Verlages:
Thanks for the kind words, Michael. Sorry there was overlap with d20 Past. I hesitate to admit it, but I didn't purchase d20 Past. In any case, the most important thing is that it sounds like you enjoyed the supplement, and that's great. Thanks again.
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Blood and Secrets
Verlag: RPG Objects
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 04/25/2006 00:00:00

Another solid effort from Charles Rice, this pdf introduces several high-powered espionage classes for use in a cinematic superspy campaign. It also includes a system for advancing in the ranks of an agency, thereby acquiring prestige and resources, as well as the bare bones of a campaign setting involving two competing agencies.<br><br> <b>LIKED</b>: Well-integrated with some of the other products available from this seller. Feats provide good ideas for making PC teams more effective when working together, something hard to do in what's typically a field for loners. Good use of existing d20 Modern mechanics (such as the Repuation bonus) without adding too much complexity.<br><br><b>DISLIKED</b>: A lot of the special powers that the classes get boil down to skill roll bonuses. While it's nice not to see a huge emphasis on combat, I would have liked to see more things using Action Points or special activities. Also, the pdf contains very little in the way of flashy equipment or gadgets, which is a staple for these kinds of games.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



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Medieval Mysteries Role Playing Game
Verlag: Beyond Belief Games
von Michael D. [Verifizierter Käufer]
Hinzugefügt am: 02/22/2006 00:00:00

This is a great approach to designing characters in a genre popularized by television and books. It offers a slimmed-down version of d20 rules that allows for some pretty nasty combat.

However, it contains what I would consider only bare-bones advice for GMs who are unfamiliar with plotting mysteries. Doing so well requires some deft gamemastering, which this product doesn't discuss in enough detail (especially considering the high standard set by the GURPS: Mysteries pdf).

It is also designed to be used in a historical context only, meaning there are no FX. While this saves a lot of headaches on the part of the GM, it might frustrate groups used to using magic to solve their problems. Post-conquest England is the default setting, although the material could apply to most of pre-Renaissance Europe for GMs without the means to do more specific research. Still, you can get historical data for free on the net - I would have replaced this stuff with GM advice in a heartbeat.<br><br> <b>LIKED</b>: The authors take well-thought out steps to curtail the imbalancing effects of high-level characters in a d20 campaign. Lots of attention to historical detail.<br><br><b>DISLIKED</b>: The rules for infection make weaker weapons more dangerous than tough ones. Not enough information on actually designing and running mysteries.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



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