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Sete-Ka's Dream Quest
by Mark W. [Verified Purchaser] Date Added: 01/12/2016 19:20:18

Excellent book and worth the price. You can read many stories by taking different paths through your choices. Well worth the discounted price. I cheated by reading the endings of several stories, Ste-Ka's choices (actually yours) lead to different ends, all have some satisfaction, but a couple are wonderful ends to his story. Choose wisely young prince.



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[5 of 5 Stars!]
Sete-Ka's Dream Quest
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Cortex Plus Hacker's Guide
by Keith D. [Verified Purchaser] Date Added: 11/06/2015 17:19:25

The Cortex Plus Hacker's Guide is an awesome book for any aspiring game designers or fans of the cortex plus system.



Rating:
[5 of 5 Stars!]
Cortex Plus Hacker's Guide
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Firefly: Ghosts in the Black
by Jeff P. [Verified Purchaser] Date Added: 10/03/2015 21:05:10

I was really excited when I heard that award-winning game designer Robin Laws was writing a five-adventure story arc for one of my favorite games, the 'Firefly' RPG. For those of you who may not be familiar with Mr. Laws, he has many fine games to his credit, but is probably best know for his book about storytelling, "Hamlet's Hit Points," which deconstructs several famous works of fiction (including the titular Sakespearian play) to show how their pacing set the story's tone. This book really shook things up in the professional writing and game publishing communities-- and its author was turning his expertise towards one of MY favorite games!!! I was ecstatic.

The adventures in "Ghosts in the Black" are great, bearing Robin Laws' unmistakable stamp-- but they also made me realize how good most of the other published adventures for the 'Firefly' line are! All totaled, there is one adventure in the core rulebook, four adventures in the "Echoes of War" supplement, two adventures in "The Smuggler's Guide to the Rim," two adventures in "Things Don't Go Smooth," and one adventure only available online in PDF format-- so, with the addition of the five adventures in "Ghosts In the Black," there are now a whopping FIFTEEN published adventures for the 'Firefly' game, and most of them maintain the same high standards that Robin Laws generally attained in this book. Not bad for an independent game with only five titles in print, eh?

To avoid spoilers, I'm not going to go into adventure details in this review. I will, however, say a few words about each in turn.

In "Six Cylinders Make a Right," the crew is more or less hired to commit an act of revenge for events which took place years ago. In my opinion this adventure, which sets the other events in this book in motion, is the least compelling adventure in the book. Stories about providing an act of vengeance for somebody else aren't quite as compelling as stories which engage player characters in a more visceral way. This isn't really THEIR story; they're simply somebody else's instruments. But this is easily enough rewritten so that the target double-crossed the players, and instead of employing them directly, the story's protagonist is helping them gain their own revenge. Not a disaster, but still, I expected more from somebody with Robin Law's resume in the gaming industry.

"Prisoner 3012Y," on the other hand, has one of the best premises I've ever seen in a roleplaying game scenario. The players are hired to deliver a Hannibal-esque serial killer to an Alliance prison-- what can possibly go wrong? I still had to fiddle with this adventure a bit before I was completely satisfied with it, but this adventure was much more in line with my (high) expectations.

"Tombstone Bullets and a Graveyard Mind" knocked it out of the park AGAIN. In this adventure, the crew discovers something that had been lost since the Unification War, and in the middle of a backwater range war they're forced to take an ethical responsibility for that discovery. ...What's that you say? Your crew ain't exactly the 'ethical' sort? No worries-- I think I forgot to mention that there's also an enormous treasure at stake.

"The Hellhound Trail" fell into the 'good, not great' category. This adventure is essentially a treasure hunt-- a shot in the dark, with Alliance agents in hot pursuit. While I thought the adventure itself was fine enough, this story requires the storyteller to sustain a sense of tension for an extended period, and this can be difficult with a lot of roleplaying groups. With some preparation-- and a little bit of fiddling-- the storyteller should be able to keep the crew engaged.

"The Big Dark" is a suitable climax for a story with such an epic arc, with one slight spoiler coming-- please skip ahead if you plan on playing, although I'll try to keep things a bit vague anyway. It turns out that the players' goal-- the thing they've been pursuing-- isn't exactly what they were previously led to believe it to be. I found this to be a bit anticlimactic, but it was easily fixable by altering the 'rewards' offered at the story's conclusion.

Anyway, I had big expectations for this supplement. These expectations were mostly, but not entirely, met. However, if you're looking for good 'Firefly' adventures, or ESPECIALLY if you need a good campaign to run, "Ghosts in the Black" is well worth picking up.



Rating:
[4 of 5 Stars!]
Firefly: Ghosts in the Black
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Firefly: Things Don't Go Smooth
by Jeff P. [Verified Purchaser] Date Added: 10/03/2015 20:07:25

"Things Don't Go Smooth" is an essential product in the 'Firefly' RPG product line. It's a must-have for 'Firefly' storytellers, in particular. I strongly recommend getting this supplement after picking up a copy of the rules (available in either the core rulebook or the "Echoes of War" supplement-- see my reviews) and after acquiring the "Smuggler's Guide to the Rim." While those titles will expand the rules set you're playing with, this book focuses on dirty tricks for the storyteller to use when challenging a crew.

The first section in this supplement deals with Antagonists-- recurring villains to oppose and annoy the crew across one or more complete story arcs in an extended 'Firefly' campaign. This part of "Things Don't Go Smooth" covers how to create an effective Antagonist, how to conceal their identities and obscure their true role in things, and even how to expand upon established Antagonists so that they can continue to oppose even the most experienced crews. Best of all, this section includes examples of five complete Antagonists who are ready to drop into your existing game.

The next section of "Things Don't Go Smooth" introduces the idea of Rivals-- not necessarily villains (though they can certainly be villainous), but more like stiff competitors who aim to make the crew work overtime for their pay. Once again, this supplement contains game stats and descriptions for four different Rival groups which can be thrown at your crew with little modification.

The next broad category of opposition presented in "Things Don't Go Smooth" is referred to as 'the Unexplained.' The Unexplained are elements of mystery which can recur periodically throughout a long campaign, possibly even forming the basis for their own story arc at some point. In keeping with previous sections of this book, the section on the Unexplained present several fully-fleshed examples which can be used to intrigue your players right away. Best of all, this section of the book finally contains the rules for REAVERS!!!

There are several more chapters containing GM tips and suggestions, and these are as good as I've seen in any roleplaying supplement over the years, but particularly useful for running games in the 'Firefly' setting.

Finally, "Things Don't Go Smooth" concludes with two fine adventures, which also include brief chance encounters with some of the Antagonists, Rivals, and Unexplained phenomena from previous chapters. These encounters don't necessarily establish those NPC's in recurring roles, although their appearances here easily allow storytellers to reintroduce them in future adventures if desired.

All in all, "Things Don't Go Smooth" places a rather nifty set of tools into a 'Firefly' storyteller's hands. This supplement is well worth having.



Rating:
[5 of 5 Stars!]
Firefly: Things Don't Go Smooth
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Firefly: Smugglers Guide to the Rim
by Jeff P. [Verified Purchaser] Date Added: 10/03/2015 19:24:27

If you've never played the 'Firefly' RPG before, you need to start by picking up a copy of the rules, which are available in two different products. I'll briefly describe each of those below. After you've acquired the rules, though, the "Smuggler's Guide to the Rim" is probably the next book in the product line that you should pick up. I'll explain why below.

First, a word about the 'Firefly' rules. These are available in two different books: the game's core rulebook and the "Echoes of War" supplement. "Echoes of War" contains most of the basic rules mechanics found in the core rulebook, plus four complete adventures in which players are assumed to play characters from the TV show or one of several "character archetypes" presented (although the adventures can be run with the players' own characters, if desired). The core rules, on the other hand, add a detailed system for character and ship creation, information on the planetary systems of the 'Firefly' setting, GM advice for running longer campaigns, and a number of additional rules that you'll want to have if you love this setting and system as much as I do.

As I mentioned earlier, once you have a copy of the rules in one of these two books, the "Smuggler's Guide to the Rim" is probably the next item you should pick up. Here's why. This supplement presents the only major rules expansion to the 'Firefly' RPG, in the form of rules for character reputation-- and these rules greatly expand upon the 'feel' of the television series which this game already captures so well. In the 'Firefly' RPG, reputation allows your character to have some standing with certain segments of 'verse society, from the underworld to corporations, or from Browncoat rebels to senior members of the Alliance Parliament. Even better, these rules allow your character to have poor standing with many of these same groups. Essentially, the reputation rules in this book expand the characters' roles beyond their own crew and the small list of contacts that they may have on the ground; these rules give them a defined place in the 'verse, making them a part of it.

The second section of this book-- the "Shepherd's Run"-- details a nav route favored by smugglers and criminals, including detailed settings and NPC's for eight world along that run. This section is incredibly useful for players and storytellers alike, giving players a place to hang their hats and storytellers a number of setting for future adventures. Since the system information in this book utilizes the new reputation rules, it's also easy for all parties to know where they might expect a warm welcome from the locals-- and where they should plan for a hasty exit, just in case.

Finally, the "Smuggler's Guide to the Rim" continues the product line's amazing run of solid published adventures. Two ready-to-run adventures complete the material that it contains.

The "Smuggler's Guide" is a must-have for 'Firefly' gamers. If you're a roleplaying enthusiast who enjoys the game, this title is something you really ought to add to your game library.



Rating:
[5 of 5 Stars!]
Firefly: Smugglers Guide to the Rim
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Firefly Role-Playing Game Corebook
by Jeff P. [Verified Purchaser] Date Added: 10/03/2015 11:45:18

The 'Firefly' RPG is a great game with a strikingly different design philosophy from many other RPG's (and it's also worth mentioning that the game mechanic used in the 'Firefly' RPG is significantly different from the system used in the 'Serenity' RPG a few years ago, also published by Margaret Weis Productions). In fact, this game system is so different from most other roleplaying games that many experienced gamers struggle a bit with its basic concepts, while people new to roleplaying often 'get' it almost immediately. Essentially, the difference is that die rolls drive the game's narrative-- creating character advantages or complications in the process which can become major plot elements in their own right-- instead of simply determining success or failure and then leaving it to the GM to weave that result into his or her existing narrative. This very slight tweak does a couple of interesting things. First, the prospect of gaining complications actually makes the game better-- don't ask me how, but the game just seems to get more fun as your character gets hosed by multiple complications. This is the thing that veteran players seem to have the most difficulty with when they play 'Firefly' for the first time, but if you've ever seen the TV show, it makes perfect sense: the show is at its best when things don't go as planned. You don't get to be a big damn hero unless you face unexpected wrinkles and complications, and building random setbacks into the game somehow tends to make characters all the more epic. This runs against the grain of most gamers' previous game experiences, since the norm in roleplaying games is to try to stack the deck so that your character always has a winning hand. The other thing that this mechanic does is that the process of assigning assets and complications through gameplay gives the players a degree of agency within the storyteller's overall narrative, which isn't as disruptive as it might sound, but also invests players in the way that story develops and unfolds. This system has a unique feel to it, making roleplaying a much more collaborative experience, but admittedly it isn't for everyone. People who take a very analytic, numbers-oriented approach to roleplaying-- experiencing it as a game-- will probably like it less than narrative- or character-driven players who primarily see roleplaying as a story.

Because of this "not for everyone" factor, it's worth noting that another product in this game line-- "Echoes of War"-- contains most of the basic rules mechanics found in the core rulebook, plus four complete adventures in which players are assumed to play characters from the TV show (but can be run with the players' own characters, if desired). Picking up "Echoes of War" is a great way to give the game a try without too much of a financial investment. The core rules, on the other hand, add a system for character and ship creation, information on the planetary systems of the 'Firefly' setting, GM advice for running longer campaigns, and a number of additional rules that you'll want to have if you love this setting and system as much as I do.

Every now and then an RPG for a media franchise comes out which really captures the flavor of that setting. The 'Firefly' RPG does this almost effortlessly, with rules which make it seem like the 'verse is out to get you sometimes. Those are also the times when your players will get to be big damn heroes. Do yourself a favor and pick up the 'Firefly' game, so that you can do a job, get paid, and keep flying.



Rating:
[5 of 5 Stars!]
Firefly Role-Playing Game Corebook
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Firefly Echoes of War: Thrillin' Heroics
by Jeff P. [Verified Purchaser] Date Added: 10/03/2015 09:45:47

Let me start out by explaining what this game is, so that you know what you'll be getting for your dollar. "Echoes of War" contains basic rules for the 'Firefly' RPG, stats for the characters from the TV show, and four complete adventures for the game. In short, it contains everything your crew needs to do a job, get paid, and keep flying.

The 'Firefly' RPG itself is a great game, with strikingly different gaming philosophy than you see in most other RPG's. It's also worth mentioning that the game mechanic used in the 'Firefly' RPG is significantly different from the system used in the 'Serenity' RPG a few years ago (which was also published by Margaret Weis Productions). This system is different enough from most other roleplaying games, in fact, that experienced gamers often struggle a bit with its basic concept, while people new to roleplaying often 'get' it almost immediately. Essentially, the difference is that die rolls drive the game's narrative-- creating character advantages or complications in the process which can become major plot elements in their own right-- instead of simply determining success or failure and leaving it to the GM to weave that result into his or her existing narrative. This does a couple of interesting things. First, the prospect of gaining complications actually makes the game better-- don't ask me how, but the game just seems to get better and better the more your character gets hosed by multiple complications. This is the thing that veteran players seem to have the most difficulty with when they play 'Firefly' for the first time, but if you've ever seen the TV show, it makes perfect sense: the show is at its best when things don't go as planned. You don't get to be a big damn hero unless you face unexpected wrinkles and complications, and building random setbacks into the game somehow tends to make characters all the more epic. This runs against the grain of most gamers' experience set, since in other games players try to stack the deck so that their characters always have the winning hand. The other thing that this mechanic does is that the process of assigning assets and complications through gameplay gives the players a degree of agency within the storyteller's overall narrative, which isn't as disruptive as it might sound, but also invests players in the way that story develops and unfolds. This system has a unique feel to it, making roleplaying a much more collaborative experience, but admittedly it isn't for everyone. People who take a very analytic, numbers-oriented approach to roleplaying-- experiencing it as a game-- will probably like it less than narrative- or character-driven players who primarily see roleplaying as a story.

That "not for everyone" quality is part of what makes "Echoes of War" such a great way to experience the 'Firefly' RPG for the first time. The buy-in price for this product (currently $12.99) is relatively cheap for a roleplaying product. While "Echoes of War" doesn't contain the full rules set, it's still more than just a quickstart adventure featuring a streamlined version of the system. Everything you need to play the game is contained within these covers-- and with four complete adventures included, you and your gaming friends ought to have plenty of material to cover to decide whether this game is for you.

The adventures themselves are above-average, with fully fleshed-out NPC's and settings and enough background information provided that the GM is well-prepared to handle situations which don't go quite as expected. As the title suggests, the adventures in "Echoes of War" are all built around the theme of how the Unification War marked and continues to haunt each of the cast members from the TV show. Since they're written for players and storytellers who may not be familiar with the game's full rules set, these adventures also do a great job of suggesting how to apply the game's rules to any number of circumstances which might pop up while playing them.

Browncoats unite! This product is a great way to try out one of the best games around right now, allowing you and your players to step into one of television's greatest science fiction settings ever. So pick it up, do a job, get paid, and keep flying today!



Rating:
[5 of 5 Stars!]
Firefly Echoes of War: Thrillin' Heroics
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Firefly Role-Playing Game Corebook
by David F. [Verified Purchaser] Date Added: 08/29/2015 13:25:35

This book dose not disappoint. This is a great uses of the cortex system. It is newbie friendly, but has deep roots. This is a great way to introduce new players to Cortex, or even RPGs. Give this a try, it won't let you down.



Rating:
[4 of 5 Stars!]
Firefly Role-Playing Game Corebook
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Dragon Brigade: The Affair of the Orb Adventure
by Konrad Z. [Verified Purchaser] Date Added: 08/25/2015 02:04:15

A great variant of Cortex Plus Action Roleplaying. 8 Pages of rules, 4 pages of setting background, 16 pages dedicated to a rich character build system, and then a 40 page adventure.

About the only thing missing here are character advancement rules, but these are easy enough to extract from one of the other Cortex Plus action rulesets.

And at $5.00 you are not going to find a cheaper introduction to the Cortex Plus system, which is a lot of fun and makes for fast engaging games.



Rating:
[5 of 5 Stars!]
Dragon Brigade: The Affair of the Orb Adventure
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Castlemourn Cortex Quickstart
by Mike L. [Verified Purchaser] Date Added: 06/27/2015 13:39:42

Gives a very good concise explanation of the rules. The pregenerated characters show the feel of the setting. I've used it to run games; however in my campaigns, magic users are evil . Clerics and Paladins try to convert them and or stop them.



Rating:
[5 of 5 Stars!]
Castlemourn Cortex Quickstart
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Firefly Interactive Crew and Ship Sheets
by Jeremy A. [Verified Purchaser] Date Added: 05/31/2015 14:23:03

The idea is helpful; however, the execution leaves a lot to be desired. Printing out the sheet itself isn't intuitive as my group and I have gone through a fair amount of paper and ink at personal expense trying to get a complete sheet out of this pdf. Generally, unless we print it in bluescale, we get fragments of the sheet, consistently. You can't save the data (at least we could'nt, our reader programs would'nt allow for any changes to be saved to the document) so you're literally left looking at colored ink (if you're lucky and it works after re-printing and tweaking the settings back and forth enough to appease the file).

Ultimately, we just hand write down what we need and reference the book.

If you've had a different experience, more power to you. I'm glad someone has.



Rating:
[1 of 5 Stars!]
Firefly Interactive Crew and Ship Sheets
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Firefly: Smugglers Guide to the Rim
by Aaron H. [Verified Purchaser] Date Added: 05/29/2015 12:51:28

Terrific. The reputation rules are brilliant. The shepherds run is a nice bunch if setting details.



Rating:
[5 of 5 Stars!]
Firefly: Smugglers Guide to the Rim
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Cortex Classic System Role Playing Game
by Jon L. [Verified Purchaser] Date Added: 04/17/2015 21:17:19

I am new to the cortex rules but I love them. They are easy to use and easy to learn when creating a game. No complaints from me here. I use a lot of game settings but Cortex I will definitely use at some point.



Rating:
[5 of 5 Stars!]
Cortex Classic System Role Playing Game
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Firefly: Things Don't Go Smooth
by Matthew H. [Verified Purchaser] Date Added: 04/16/2015 12:06:41

This book is a must have addition to your firefly RPG library. Not only does it have a pile of more adventures and jobs to go on but it had a very nice FAQ in the back going through some very common questions. More distinctions, more ships, more assets, more bad guys, just more of everything. Quality is just as good as the core book, very well made and the art is top notch.

I would recommend every firefly player to own this book and give a few good read and play throughs.



Rating:
[5 of 5 Stars!]
Firefly: Things Don't Go Smooth
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Firefly Role-Playing Game Corebook
by Matthew H. [Verified Purchaser] Date Added: 04/16/2015 11:54:53

Hello,

Over the past few weeks I have been reading through the corebook for Firefly from Margaret Weis Productions and i do have to say, I have yet to find such a well made, easy to use, and fun way to create a character as this. The rules are fairly straight forward to understand and the book has the whole series of firefly as an example of gameplay plus a few extra adventures to go on near the back of the book as well.

The quality of the product is also very very good, not that i will purposely damage it but i know this book is going to last a very long time. the art also inside is very well done high quality and includes many shots from the series.

I really cant wait to see more from them and soon!

-Matt Hanna



Rating:
[5 of 5 Stars!]
Firefly Role-Playing Game Corebook
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