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The Package
by Todd C. [Verified Purchaser] Date Added: 08/29/2014 21:50:57
Ran it twice with different groups. Pretty fun both times. Pretty fun but not amazing. That's not a ding it is great for the size and price for sure.

Rating:
[4 of 5 Stars!]
The Package
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Drip by Bloody Drip
by Nathan J. [Verified Purchaser] Date Added: 08/20/2014 14:53:25
This adventure is a great example of how to use the Savage Worlds system to its fullest. Some of the greatness with Savage Worlds system is its more cinematic features: Social Conflicts, Dramatic Tasks, Chases etc.

This Adventure includes: 2 Dramatic Tasks, 1 social conflict, 1 Chase (possible), Exploration and Exciting Encounters.

For the GM that wants to play gridded combat encounters (minis) can do so but for those who like 'roleplaying' their combat as well this adventure is perfectly setup for that.

Megan, does an awesome job of explaining the overall story/arc of the adventure but i just wanted to confirm that it is indeed an outstanding adventure + a great way to use all of the Savage Worlds more cinematic features.

Even if you didn't want to run it, it is a great example of how Savage Worlds adventures should be written. Lots of flavor and change-up of encounter types.

Rating:
[5 of 5 Stars!]
Drip by Bloody Drip
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Colonial Gothic (True20 version)
by Jason C. [Featured Reviewer] Date Added: 08/17/2014 16:20:25
Call of Cthulhu was the first breakout hit of horror themed RPGs, surprising, since Lovecraft's work concerns itself often with horrors that are literally indescribable and RPGs rely on verbal description to get across their situations and emotions. What Call of Cthulhu, the RPG, brought to the table was a simple, clear system and a methodology of GMing and playing that put players in the mindset of investigators who would put themselves in the middle of horrific mysteries and not run away at the first ominous shadow. Most horror games since that time have mimicked this successful investigative formula, for good reason.

However, few have taken another element of Call of Cthulhu's initial success: a historical setting. As a historical gaming buff, I have always felt that making Call of Cthulhu close enough to reality that we can recognize things like police officers and hats while far enough away as to still put us out of our comfort zone. I like historical gaming quite a bit and a well-realized historical setting appeals to me more than yet anothr fantasy game completely disconnected from reality.

The world offered by Colonial Gothic is one in which mysterious monsters and witchcraft exist in colonial America. The characters must navigate the dangerous politics of the revolution and avert the supernatural threats that could endanger everyone's survival.

In terms of being a True20 adaptation, Colonial Gothic does a solid job. It only introduces a handful of new mechanics, skills and feats, sumarizes them well in a few pages. True20 works well for this kind of game and there isn't a need to significantly alter it. The main shift is for magical powers, which become witchcraft and ritual.

Colonial Gothic doesn't delve deeply into colonial-native relations or the issue of slavery. However, I appreciate that it gives native and former slave characters as a player character option and takes their points of view seriously. In the time frame described, native tribes were seen as equals to colonial forces in strength and importance. Though racism colored all interactions, it was not seen as strange to seek out native allies and partners in conflicts or enterprises.

Based on the world of Colonial Gothic, natives know more about the supernatural than colonists since to a certain degree America actually is a magical land in this world. This decision helps separate Colonial Gothic from the "magic native" stereotype - it simply makes sense that in a world where a certain area has monsters, that people there would know more about monsters. Each of the major native tribes has a full writeup in the gazetteer section of the book.

All in all, I feel that the native characters, both player characters and NPCs, are given a very thorough and fair approach in the book and Colonial Gothic gets high marks from me for making this attempt.

However, I do think the treatment of blacks (not just slaves) in various colonies is somewhat less detailed and specific than it could be. Free black laborers, entrepreneurs, soldiers and leaders existed in New England colonies even very early on, and it was their organization and support that would lead, only a few years after the Revolution depicted in Colonial Gothic, to the emancipation acts that would make the North nearly slave-free in a relatively short time, while in the Southern states an increasingly baroque and stringent infrastructure to control slave populations necessitated targeting free blacks as well. Given that a significant portion of the game is dedicated to creating a real-feeling political milieu that the characters must navigate, it seems an important omission.

There are a few strange historical mistakes in Colonial Gothic - in the area of mental health treatment, electroshock therapy was mentioned, though at the time induction of seizures theraputically was rare and usually accomplished through the injection of Camphor oil. It was also primarily used on those that were comatose, thinking that the seizure could jump-start their bodies. The first electroconvulsive therapy wasn't reported until 1938, almost 200 years after the time frame in the game. The rules for getting rid of psychological disorders in general are strange and ad hoc, which is unusual for a game with sanity mechanics like Colonial Gothic - characters make a roll when they go up a level to see if they can slough off a disorder. That's fine, but it means that high-level characters really aren't impaired nearly as much. Perhaps this is what's intended by the rules, but it does seem odd.

A welcome addition is the "Secrets" section, which gives a thorough analysis of what GMs should do in Colonial Gothic to get across the history effectively while not being straitjacketed by it, as well as some pitfalls to avoid in horror games specifically. In addition, it contains themes associated with villain types (undead, etc.) that can make a game very atmospheric.

Finally there's a sample adventure regarding an evil cult. Although the adventure is straightforward (as befits an introductory adventure), I'm happy to note that the "aftermath" section introduces some fun complications for player characters to face. Some of the cultists may surrender (they think their demonic master will eventually win anyway, so why face tortuous death in this world?), and become prisoners. Transporting them back to civilization along with the captives the cultists had taken is a challenge that often times we overlook in a world of ambulances and police cars.

The file includes bookmarks, and the art is woodcut period-style illustrations so it shouldn't be too hard to print part of all of.

Colonial Gothic is a solid True20 adaptation (and I love True20), a solid historical game (and I love historical games) and a solid horror game (and I love horror games.) Is someone pandering to me specifically?!?! This seems almost suspicious. Anyway, I give it high marks and a strong recommendation.

Rating:
[4 of 5 Stars!]
Colonial Gothic (True20 version)
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Real Estate
by Niall M. [Verified Purchaser] Date Added: 07/17/2014 08:43:34
Hardcore, street-level, textbook Cyberpunk - the perfect opening to a full length campaign.

Rating:
[5 of 5 Stars!]
Real Estate
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Drip by Bloody Drip
by Megan R. [Featured Reviewer] Date Added: 06/07/2014 10:23:53
This is a taut, exciting and detailed adventure in the cyberpunk genre, running under the Savage Worlds ruleset. It involves the characters infiltrating a disused military facility - only to find that automated security systems are still very much active and that other parties, with far more malevolent motives, are also sneaking around in there.

In providing a background and overview of the adventure, suggestions are made as to how to get the party not just to take the job but to have an emotional attachment to events. This is easier if you wish to run this adventure as part of a campaign, but it will work just as well as a stand-alone game if that suits your needs.

The adventure opens with the party being contacted and hired for a mission of mercy - to access some medical research on an isolated computer in this abandoned military base. Sounds easy, these things always do... before you get onsite and find out that half the place is submerged and the defences are still online! The opening scene is run as a job interview, using the Savage Worlds Social Conflict rules to good effect, yet in such a way that it is role-playing rather than die rolling that gets the party hired. The real benefits are in the additional support that will be offered should they do well mechanically as well as with the interview itself.

Once hired, the base will need to be reconnoitered and then entered. There's plenty of material to enable you to deal with any eventuality as the party proceeds with its investigations and infiltration. NPCs are provided with full stat blocks and other details in an appendix, whilst support for running each incident and encounter is provided where it is needed within the text. The one glaring absence is any plan of the facility to be infiltrated, and it is recommended that you invent or find a suitable one before running this adventure.

Overall the adventure is exciting with plenty more going on than meets the eye at the initial briefing. Given some suitable pre-generated characters, it could be used as a one-off/convention game too, whilst it has great potential for its intended use as part of a campaign.

Rating:
[4 of 5 Stars!]
Drip by Bloody Drip
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From Gaza with Love
by Megan R. [Featured Reviewer] Date Added: 05/02/2014 10:35:21
From Gaza with Love is a classic spy/thriller adventure translated into the cyberpunk setting of Interface 2.0. Wealthy Russians, deserts, kidnappings and a plethora of other folks interested in what the party is up to make for an exciting time for all... and enough twists and turns in the plot to keep conspiracy theorists happy.

The initial situation is simple: a Russian lady living in Gaza with her new lover has lost her children to kidnappers and quite understandably wants them back. A wealthy friend will pay the party's fees as leads take them to Israel and out into the desert. The children's father is the obvious suspect - but is he the real villain of the piece?

There's plenty of scope for investigation and for meeting some of the colourful locals as the party works out what is going on and begins to track the children's location. The trail can lead to such diverse locations as a traditional Bedouin camp and the high-tech city of Tel Aviv in Israel, with the concomitant customs and laws to negotiate - anger Bedouins or Israeli security forces at your peril! There are plenty of potentially influential people to impress or annoy should you be planning further adventures in the Middle East.

The adventure is reasonably well-resourced with appropriate floorplans and the layout of the Bedouin camp, but if you are unsure about the spatial relationships between Gaza, the Negev and Tel Aviv you will have to look up a map on your own. The various folk encountered are detailed well, with good references even for the 'cannon-fodder' so you can locate appropriate stats in the core rules and apply any necessary modifications easily.

Exciting classic thriller with the feel-good factor of rescuing some youngsters from a fate worse than death.

Rating:
[5 of 5 Stars!]
From Gaza with Love
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Extraction with Extreme Prejudice
by Megan R. [Featured Reviewer] Date Added: 04/01/2014 08:58:41
This is a neat and complex Cyberpunk-style adventure written using the Savage Worlds ruleset in Gun Metal Games's Interface Zero setting. On the face of it, the task facing the party is simple: a corporate extraction. Naturally, however, things are never as simple as they seem.

The adventure starts with the all-important matter of negotiating the deal for the job. There's plenty of detail, including notes for how to deal with a reluctant party, as well as all the answers to the questions that the party ought to be asking if they are serious about taking the job. Then, after a counter-offer or two, it's off to conduct the extraction.

Mechanics are handled neatly, with a nice conceit that everything should start off going swimmingly (even if you have to fudge the odd die roll) and go progressively wrong as the mission develops. Another nice touch is that the final act of the adventure is a multi-option set of consequences based on whatever the party has decided to do to date: every choice has, of course, associated consequences and each will have annoyed somebody...

As the adventure includes the use of a safe house (one being provided if the party doesn't have its own), there is a rather useful appendix covering the setting up and maintaining of safe houses, well worth a look if you think it is something your characters will find useful.

A cracking little adventure nicely put together. Enjoy.

Rating:
[5 of 5 Stars!]
Extraction with Extreme Prejudice
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Interface Zero 2.0: Full Metal Cyberpunk
by Rafael M. [Verified Purchaser] Date Added: 03/19/2014 07:49:16
This is THE VERY BEST PDF I've ever seen, honestly. The layers stuff is fantastic, the book is well organized and the Cyberpunk vibe is in there, and compatible with Savage Worlds system. This is a ticket to ride for you and your gaming group to 2080 cyberpunk era!

Rating:
[5 of 5 Stars!]
Interface Zero 2.0: Full Metal Cyberpunk
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Interface Zero 2.0 Action Deck
by Rafael M. [Verified Purchaser] Date Added: 03/19/2014 07:45:27
Great deck, high quality, but... a little disappointed due to the lack of a box for the cards. How am I supposed to fetch all of them and make sure all the cards are there? I would pay a little more for having a box. Other than that the quality of the cards is VERY nice, especially for Joker, J Q and K.

Rating:
[4 of 5 Stars!]
Interface Zero 2.0 Action Deck
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Publisher Reply:
Hi Sir, thank you for your review! I wanted to have tuck boxes, but DTRPG doesn\'t have that option for cards when I upload the files. That said, you can find cases for the cards on DTRPG. I forget exactly where it is.
Interface Zero (Savage Worlds Edition)
by Keith (. T. A. [Verified Purchaser] Date Added: 12/16/2013 15:58:46
Interface Zero is the goto book for cyberpunk savagery. It has detailed history, equipment, characters, and setting information for this dystopian future. The authors do an excellent job of drawing you into the setting with a writing style that's engaging and informative. The system does a great job of shoehorning cyber into Savage Worlds via a method that is clean and elegant.

The only negative I have is the amount of history presented up front. It's great stuff but it took a while to get through.

Rating:
[5 of 5 Stars!]
Interface Zero (Savage Worlds Edition)
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Interface Zero 2.0 Character Creation Beta test
by francesco b. [Verified Purchaser] Date Added: 08/16/2013 15:10:28
Showing alot of promise. I have to say the rules look pretty solid, although the background fluff seems a little stiff or forced. They throw alot of "ami"'s at you. Of course it has some rough spots, but if the finished product is this good I will be satisfied and would recommend to buy. Seems headed to be a solid, if not spectacular entry into SW.

Rating:
[4 of 5 Stars!]
Interface Zero 2.0 Character Creation Beta test
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Interface Zero 2.0 Character Creation Beta test
by Ryan L. [Verified Purchaser] Date Added: 08/04/2013 20:52:54
The Char Creation beta test has piqued my interest in the full I0 setting.

Rating:
[3 of 5 Stars!]
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Hostile Takeover
by Sean H. [Featured Reviewer] Date Added: 05/24/2013 10:13:57
Cyberpunks, interested in how the other half lives (and works)? Hostile Takeover is a resource to allow you to play characters working for the megacorporations who rule the world in the near, dark future. Both as a guide for corporate-based games and as a resource for building and playing the corporations, Hostile Takeover is a useful and amusing resource.

Hostile Takeover is a Savage Worlds/Interface Zero source book on working for the mega-corporation from GunMetal Games. It is divided into two parts:

• The New Employee Orientation Handbook, which is the players’ section with options for characters (including new edges and flaws) and the new rules that affect them, such as the sweet expense account rules and a short catalog of toys to be purchased with such.
• The Policy and Procedure Manual, which is the game master’s section including advice on running a corporate game, mood, and a discussion of how to build interesting corporations using trapping along with seven example corporations.

Both sections have in-world commentary by former and current employees of the mysterious company which provide some amusing insights.

While a campaign framework is provided in Hostile Takeover it is only that, a framework, considerable work will be needed to expand it into a playable campaign. That being said, there are some useful tools here. There is a good amount of advice and general tools that could be applied to any cyberpunk/megacorporate setting but possibly not enough to justify buying it if you do not play Interface Zero/Savage Worlds.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/

Rating:
[4 of 5 Stars!]
Hostile Takeover
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Interface Zero Hacking 2.0
by Radosław G. [Verified Purchaser] Date Added: 04/06/2013 09:34:03
I have mixed feelings about this. I could write more but follwing should be enough: It's cheap but incomplete however what is there is mostly good.

Rating:
[3 of 5 Stars!]
Interface Zero Hacking 2.0
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Interface Zero Hacking 2.0
by Guy S. [Verified Purchaser] Date Added: 02/17/2013 16:53:55
Hmmm...although very aggressively priced I was a little disappointed with this product. It purports to present a full relaunch of the IZ netrunning rules but in fact falls short mostly as it was never finished. What you get is an admittedly intriguing alternative to some of the netrunning rules concertraing mostly on introduction of the 'Power Globe' device as a unique netrunner tool, and removing the universal hacker powers formerly considered the norm for all TAP equipped citizens. What you don't get is the much hinted at exxtended rules for avatar based hacking, leaving at least this prospective GM of the system suspended between options. I am advised that the reason this was not completed was that the IZ 2.0 rule set will provide the full version and as a supporter of the Kickstarter project I anticipate this greatly. As it is though, I do not feel this product added a great deal for me at this stage and if i decide to run the system before IZ2.0 emerges I'll use the rules pretty much as-is or with the downloadable 1.5 variant you can find elsewhere.

Rating:
[2 of 5 Stars!]
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