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Fantasy Ships
by Stephen P. [Verified Purchaser] Date Added: 05/18/2012 12:45:12
Not bad for a "beginner" sea faring supplement, but my complaint comes from the deck plans. They were done in a very rudimentary program and they do not have the 1" grid I've come to expect superimposed on them, so it's had to know what you've got to scale the plans up to so they're the right size for miniature use.

Rating:
[2 of 5 Stars!]
Fantasy Ships
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Astral Empires, Starship Design Components Book
by Ricardo N. [Verified Purchaser] Date Added: 05/18/2012 12:22:46
I really like this set, since I love modular products. What you get are 76 ship components -- cannons, missiles, cockpits, wings and more, each one in a page. The pieces are 3D rendered models. The fact that they are mostly grey means tinting them with other colors with an image editor is really easy. I can see this being used to design ships for sci-fi RPGs, or to create flat models for starship combat games.

Rating:
[5 of 5 Stars!]
Astral Empires, Starship Design Components Book
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How to be a Great GM
by Michael H. [Featured Reviewer] Date Added: 05/10/2012 13:45:21
How to be a Great GM might be of interest to those brand new to GMing, but experienced GMs will find little in the book of use. That isn't to say that the book is bad: it's simply not something that anyone with a decent amount of experience under their belt will likely find very interesting. For novice GMs, the book does offer some solid advice to put the reader on the right path, though it tends more towards traditional advice which appears in many "GM guides."

Rating:
[3 of 5 Stars!]
How to be a Great GM
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Avalon Magic, Vol 2, Issues #1, Magical Jewelry
by Debra L. [Verified Purchaser] Date Added: 04/05/2012 15:41:08
This is the second item I've bought. Luckily, these were cheap so wasting another buck and a half on a completely useless product isn't going to break my piggy-bank.

Please explain how this can be a gaming product since it contains so little actual gaming material. Nearly all the information contained herein can be found in the Pathfinder Core rule book or free on Wikipedia. I know what a ring is and how it works. If you own the Pathfinder Core book, this information is all there. Furthermore, there is some misinformation that was expressed. There is no sympathetic magic (yet) in Pathfinder. Just because the necklace has an amethyst in it, does not necessarily mean it wards off drunkenness Furthermore, it gets even basic information wrong. "Worn, the magical jewelry does not take up space or weight and is not as obvious as a wand or staff.." Really , because that crown might weigh a few pounds as the Prince Edward Crown weighs over 4 pounds,. That's why HRM Queen Victoria didn't wear it on her coronation. A Navajo squash blossom necklaces made of turquoise and silver can easily weigh more than half a pound.

The writing is juvenile and, sadly, lacks imagination: "It should seem odd for a ring of water walking to be in a cave at the center of a desert. More importantly, it should seem strange that there’d be more than one or two magic jewelry items in a dungeon." I thoroughly disagree with both of the above statements. For starters, if there is a cave in the desert, that's the first place a sensible person would go. It provides shelter from the heat and sand. Deserts simply evoke images of Egypt and the Valley of the Kings where King Tut's tomb was unearthed and where Indiana Jones discovered the Ark of the Covenant. Granted, it's not the middle of a desert but the Nile is certainly surrounded by desert. If my world contains sphinxes that can fly, it can have a ring of water walking found in a desert, probably discarded by said sphinx.

As for the second statement, she apparently thinks that the only time a dungeon is visited is when the PCs go there. Dungeon Ecology 101 is in order. Why shouldn't a GM give out more than 2 pieces of jewelry in a dungeon? Do you think no female adventures have died there? What happens to their stuff. Yeah right, the dungeon dwellers never take stuff and never leave the dungeon, not even to go raiding. Just reviewing this products is making me a tad sad and grumpy as it was such a disappointment. The information it contains isn't even worth the virtual space it takes up on my computer.

Rating:
[1 of 5 Stars!]
Avalon Magic, Vol 2, Issues #1, Magical Jewelry
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Avalon Treasure, Vol 2, Issue #1, Zoological Treasures
by Debra L. [Verified Purchaser] Date Added: 04/05/2012 12:53:48
This product merely reiterates common knowledge. There were no new information that cannot be found free elsewhere and contained no actual gaming material no new item, animal or other gaming mechanism. There were no charts just a list of animals -- for that I paid a buck fifty and feel ripped off. If this were a preview for an actual product, I'd understand but as is, don't waste your money on this drek.

Rating:
[1 of 5 Stars!]
Avalon Treasure, Vol 2, Issue #1, Zoological Treasures
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How to Use Religion in Your Game
by Christopher H. [Featured Reviewer] Date Added: 04/04/2012 21:28:08
The content of this “how to” guide is rather helpful. The book starts with a discussion of various ways a GM might populate the divine realm—if any—in his or her game world, followed immediately by judicious consideration of approaches to divine intervention. The author, Michele Armellini, is careful to help GMs see the implications of their decisions for various character types, especially clerics, paladins, and the like in fantasy settings. Armellini also gives plenty of attention to the structure of institutional churches, their social roles, and the implications for using them in-game. Several examples and plot hooks round out the guide. Unfortunately, the production values don’t match the quality of the content. The writing isn’t bad at all, but does need some grammatical and stylistic polishing; the typesetting lacks imagination and skill; the stylistic inconsistency of the artwork—commercial clip art that you can buy right here on DriveThruRPG/RPGNow—creates dissonance. The content is worthy of four stars, but the production values bring that down a bit.

Rating:
[3 of 5 Stars!]
How to Use Religion in Your Game
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Infinite Futures
by Stephen Y. [Verified Purchaser] Date Added: 04/04/2012 09:56:16
Infinite Futures seems a better 'effort' than World of Wonders.
But, it still has some flaws.
Typing errors (someone really should have proof-read it before releasing it).

The artwork (CGI), seems rather good in some sections, but not so good in others. In some sections, the artwork seems to have been 'attached' rather roughly, giving it a rough outline.

It's not a bad attempt at a D20 future theme.
I'm going to be generous, and give it 4/5.

Rating:
[4 of 5 Stars!]
Infinite Futures
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Worlds of Wonder
by Stephen Y. [Verified Purchaser] Date Added: 04/04/2012 09:04:51
What looks like a rather good RPG at 328 pages, appears to be ok, rather than good or very good.
Why?
Every page is coloured a pale olive green (background), with various shades of green, purple, etc; in other words: print heavy (by the truck load). Don't get me wrong, it looks colourful, but it's guaranteed to use up a LOT of ink.
I tried printing a few character sheets, and the ink levels dropped noticeably.
The task numbers don't appear to have been play-tested, as Near Impossible is only a 20, which seems rather easy.
EVERYTHING is bought with gold (Gp). Some items are 0.5Gp or 0.25Gp?
What about using silver, might be a good idea.

The usual typos here and there throughout the PDF.
A full copy of the core rules set in a print friendly format? Where?
I tried the Avalon website as well, but no luck finding the print friendly version.
It seems to be a mixture of D20 & Chaosiums Call of Cthulhu & Basic Roleplaying (resistance table).

Some will like it, some won't.
I'm more 50/50.
It's ok, it's not bad.
I'll have a look at Infinite Futures soon, hopefully it'll have a better impact than Worlds of Wonder.

Rating:
[3 of 5 Stars!]
Worlds of Wonder
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Nova Blast Core
by Megan R. [Featured Reviewer] Date Added: 04/02/2012 11:39:02
Indeed there is, as the Introduction says, nothing new under the sun. People have been mixing wargames/miniature skirmish with traditional character-based role-playing from the very beginning of the hobby, whether it is deliberate (such as role-playing extensions to BattleTech) or coincidental (like D&D 4e combat being far easier to run as a miniature skirmish), or as an adjunct to bring the wider sweep of battlefield events to bear on your role-playing (as has been attempted in Exalted 2e). Even the concept of a shared setting for tabletop combat and role-playing has been done before, for example in Iron Kingdoms from Privateer Press.

In your download, you get three books (well, 6 if you count the printer-friendly versions): Core Rules, The Fringe and Game Components. The Core Rules contains the basis for a solid miniatures skirmish game set in a science-fiction universe (the Fringe, of which more later). It is based around Units, which can be anything from a squad of, well, squaddies to a main battle tank or something more exotic (mecha, monsters or ???). Once you have sorted out scenario, terrain and starting positions, gameplay proceeds with turn-based combat. You begin each turn by placing Order Markers by each unit you intend to do something. These are placed face-down, simulating the real-world situation of having to issue orders without knowing what the enemy is up to, and it means that all players can get on with issuing orders without having to wait for each other. Then you roll initiative, and whoever wins decides which of his units will act first. Thereafter, in each phase of the turn, it is one of his units that will act first. As well as move and fire orders, there is a neat Reaction Order mechanism, which allows a unit a pre-emptive ranged attack if a certain event occurs. Throughout there are loads of examples of play and good diagrams to illustrate each rule as it is introduced. There are conversion notes for Infinite Futures RPG characters, so that if the occasion arises they can mix it in your skirmishes. The book ends with rather an excessive amount of advertising for other Avalon Game Company product - 11 pages in a 41-page PDF.

Next is The Fringe. This book introduces a far future star-faring setting, which is due to be to be released later this year (at the time of writing this review) for the Infinite Futures RPG and which provides a solid context for skirmish games. The Fringe is a wild border or frontier area where there is a wealth of scope for exploration, colonisation, trade, conquest or pretty much whatever you want to get up to, with a range of different factions and races all set to squabble over resources and anything else. It's a kind of meeting place of spheres of influence, several alien races as well as human beings are adjacent. You have Terran Marines, Star Marshals, pirates and all manner of mercenary and 'security company' forces scampering around... and that's just the humans. Chuck the aliens in and there is ample scope for all the conflict you can handle. This rounds out with detailed discussion of the Terran Marines and an alien race called the Too-Nia (but not exhaustive, further source books are planned), because...

... these are featured in the third book, Game Components. This contains all you need to actually play Nova Blast. A selection of basic scenarios, paper miniatures, terrain pieces, unit information cards (complete with fancy backs if you like that standard of presentation and are good at the fiddly bits of printing, cutting out and pasting onto card to make it work) and the all important Order Markers that are core to the system.

Overall it's a neat skirmish system firmly rooted in its setting, with the scope for future expansion to link it more firmly with the role-playing aspects. Get it if you think your Infinite Futures RPG characters are likely to get down and dirty with military-style skirmishes or if you wonder what Terran Marines do in their downtime and fancy role-playing it!

Rating:
[5 of 5 Stars!]
Nova Blast Core
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Lightspeed
by Geoffrey W. [Verified Purchaser] Date Added: 03/25/2012 21:49:49
Two stars. There was potential here. Lots of people like it because it's a mash of star wars and star trek, along with a MESS of other sci fi properties with the numbers filed off. I wanted to like it for the same reasons, but I can't.

Ultimate it's too slim on information for anything OTHER than the Federation, and even in that regard it really only tells you details about how the StarForce and AstroPol operate. The Empire, the Old Earth Empires... the core book basically disregards them. Even the Criminal sections don't mention much other than AstroPol. It's really disappointing. Hell, there isn't even detailed information on the history of anything other than Human expansion in the galaxy. Each alien species has its own little blurb in its own little section, and other than those blurbs they're barely mentioned in the text of the setting chapter.

I know that there are other source books, but for even the most basic information about the structure of these other portions of the galaxy to be nearly completely absent from the core game? It's egregious. I haven't even gotten to the system information yet. I'll read it eventually, maybe the Fuzion system itself is worth the purchase of this book... otherwise, however, I can't recommend this. If someone goes through it, trims some fat and then gives all the Galactic civilizations equal treatment, then we'll talk.

PS: Why are the Ranger starships (Peacekeepers) given a write-up TWICE? You get very detailed information in the AstroPol Ranger section and then a full ship writeup in the back with the rest of the ships. Things like this are what I'm talking about. The layout isn't very good on top of a heavy bias toward one group.

Rating:
[2 of 5 Stars!]
Lightspeed
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Avalon Models, Heroes & Villains 3
by David W. [Verified Purchaser] Date Added: 03/21/2012 14:56:12
This set wasn't quite as good as their other sets. There are a couple nice-looking figures in this set, but overall, there are some scale and proportion problems.

The set DOES offer a dozen figures, and they are good quality, but things like a figures head being too large or too small takes away from a "professional" set.

The characters are original, and they are well represented. It wasn't a "bad" set, just not up to par with other sets offered by this and other publishers.

A little refining next time can raise your rating substantially.

Rating:
[3 of 5 Stars!]
Avalon Models, Heroes & Villains 3
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Servants of Gaius
by Thomas B. [Featured Reviewer] Date Added: 03/21/2012 00:59:59
WHAT WORKS: The way the Minions of Neptune are presented sells the book. You are given the Minions, their tactics and relevant stat blocks...and then a list of options for who and what they actually are and what they are doing, even including options like "They are time travelers come back to interfere in events". They could have been presented as a straight adversary serving Neptune, but the author blew the whole thing wide open instead.

WHAT DOESN'T WORK: The biggest gripe I have is some of the interior art, especially the NPC portraits, just did not feel up to par for a commercial RPG release. I'm also a bigger fan of Greeks over Romans, but what are you gonna do?

CONCLUSION: The Network System is about the only heavily skill based system that I like, so that's a plus, and like Terror Network and Crime Network before it (as opposed to Horror Show), it hits on a game type that ISN'T being heavily served right now. Combined with all the crazy options built into the game by dialing the supernatural up and down, as well as whatever route you choose to go with for The Minions of Neptune and you are left with an impressive piece of work. If only Caligula had been Greek instead, I would have been thrilled.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2012/03/tommys-take-o-
n-servants-of-gaius.html

Rating:
[5 of 5 Stars!]
Servants of Gaius
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Avalon Models Free Sample Mar 2012
by Te K. P. [Verified Purchaser] Date Added: 03/19/2012 01:46:39
I found the product somewhat lacking in content. Perhaps a couple more figues would have been good.

Rating:
[3 of 5 Stars!]
Avalon Models Free Sample Mar 2012
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Publisher Reply:
It is only a preview, remember.
Servants of Gaius
by Megan R. [Featured Reviewer] Date Added: 03/18/2012 13:26:25
The Introduction recounts some of the inspirations for this game, the chief being Robert Graves's I, Claudius and Claudius the God novels, brought to the TV as a mini-series 35 years ago... just when I was taking a classical literature course in high school and discovering the pleasures of Roman history! Based in an alterate history world, this game aims to recreate the intrigue, adventure and mystery of the Roman Empire in its heyday, a heady mix to explore.

Chapter 1: Servants of Gaius goes into more detail of what the game entails. Set in Rome, the core concept is that something threatens the well-being of the Empire and of Caligula the Emperor, and the characters are tasked to deal with it... once they have discovered what it is! City-based intrigue and investigation come to the fore, although the ruleset is suited to any activities in any part of the Roman Empire if such is preferred. History paints Caligula as a self-indulgent cruel madman, but no: he was a great Emperor and indeed a god! Who would not flock to his service, seek to defend him from all ills? With a brief overview of this core plot, the discussion moves on to an outline of the game mechanics, based on those used in other Bedrock Games games - the Network System - but modified to suit this particular game. The core mechanic involves a dice pool of d10s, rolled against a target number (or another dice pool if the attempted action is being opposed by someone else). The number of dice rolled depends on how skilled you are at whatever you are trying to do, and the highest number rolled is compared to the target to determine success or failure. That explained, we hear about the general things that will have to be considered as you create your character and prepare to get to grips with Ancient Rome. This includes matters that may jar against modern minds, a fairly rigid class system and a tendency to view males and females as different. The game has been written according to generally accepted historical principles of what is known of the attitudes of Roman society - but naturally it is up to your group to decide just how historically accurate you want to be.

Next, Chapter 2: Character Creation dives right in to the detailed process as introduced in the overview last chapter. Most works by allocation of skill points, the number you have depending on the Social Class you choose once you have decided on age and gender. You will need to decide what your primary and secondary skills are, as well as a wealth of detail showing just where your character sits within society - the priviliges and obligations of the chosen class, starting money, ancestry, occupation, religion and so on. The chapter then goes into detail on each stage, beginning with a discussion on Roman names and the complicated way in which each individual had a whole string of names. This is followed by the simplified class structure suggested for the game, in which there are but five social classes ranging from Senators to slaves. Each have their advantages and disadvantages, and your choice will depend on what the game master has in mind as well as what sort of character you are thinking of playing. There's a complex system of titles - normally, starting characters will not have a title but may earn one by their efforts during play, but if preferred more experienced characters can be created who already have a title or two.

Skills, which are pivotal in determining what each character can do, come in six groups: Defence, Combat, Knowledge, Specialist, Physical, and Mental. Most are pretty obvious, but Defence is used to protect you against attempts to influence you mentally as well as against physical attack. Moreover, unlike other skills, you do not roll them, instead they provide the target numbers that others need to roll against to attack you. Then follows detailed discussion of every skill available, including notes on when and how you might want to use it. Characters unskilled in an area are not precluded from having a go, they roll 2d10 and take the lower roll as the result. As well as 'mundane' skills, magic works in this reality, and there are a range of magical skills that may be taken based around divination, ritual and sorcery. The first two are perfectly acceptable in polite society. Note that there are no 'attributes' per se, everything is mediated via the skills you choose for your character. For those who want to specialise, to be particularly good at a given area of a skill, there is the option to spend extra points to gain an Expertise, which gives you an extra 1d10 to roll when appropriate.

Another interesting feature is the way in which Allies are handled. Roman tradition includes a network of Patrons and Clients, where those of higher status or wealth took others under their wing. Both parties incur benefits and obligations from the relationship, and each character starts out with a single Ally although he can gain more in the course of play. It is also bound up with Auctoritas, the system whereby you exert influence, gain favours and so on. Starting characters have zero Auctoritas and this develops as he gains experience and renown. A Patron should have more Auctoritas than his Clients. Characters may also select Vices, disadvantages that add to role-playing potential and garner extra skill points.

Next comes Chapter 3: Equipment. It starts with currency and typical wages for different occupations. Next weapons and armour are discussed. Unlike many games, they are not easy to get - only if your occupation is Soldier or Gladiator will you even know where to go, everyone else must role-play finding someone to make what you are after... and they tend to be expensive. Still, most characters get into brawls, so assuming you have got hold of weapons you can find out here how much damage they do. Hazards such as poisons follow, then modes of transportation. This section seems a little jumbled and it can be hard to put your hand on the rule you want in the heat of the moment. The chapter rounds off with clothing and footwear, and other everyday items.

Chapter 4: Rules describes the game mechanics in detail, concentrating on combat and on the use of skills for task resolution. In combat, there are various options depending on how deadly you want combat to be, such as allowing an automatic wound BEFORE you roll damage if a 10 is rolled when you make an attack. There are notes on healing (and dying) and the expected amount of detail on how actual combat proceeds. It is a round-based combat system, with order determined by a Speed Skill roll. Each round you may make a single Skill roll and a move action. The Skill is normally whatever attack you wish to make, Defence does not count as an action (as it is a target, not something you have to roll). If you wish, you may forego a Skill roll to take two moves or to add +1 to your Defence. Whilst combat is covered in fair detail, it is not regarded as a major part of a game that is more about interaction: intrigue and investigation however will upon occasion result in a brawl, however, or of course a bout in the arena may feature in your adventures. Gladatorial matches and chariot races are included (a must for all lovers of Ben Hur!), as are environmental hazards and more normal skill use. There's even a mechanism for abstracting Senate votes, for when the matter is not one for which characters want to make speeches, or if it is a background event when characters are engaged elsewhere. There are also notes on modifying the rules to allow for a particular gritty or an heroic, larger-than-life campaign.

The next chapter - Chapter 5: Running Servants of Gaius - is aimed at the game master, and opens with a discussion on alternate history and how to run it effectively. The default alternate history is that Caligula was a just emperor who had to defend against supernatural threats, and the game is designed to accommodate intrigue, exploration and investigation to that end. Naturally, if you want more combat, conquest or lots of arena action, you can include them. One thing that needs to be avoided is allowing too much real-world knowledge of the history of the Roman Empire to affect events in your game. Things may not happen in this reality in the same way, or according to the same timescale, as they did in the real world. Player-characters may alter the course of history, but cannot, should not do so by using their own knowledge of who did what in the real world. Change events as necessary so that avid historians are as baffled as everyone else! There's plenty of advice on melding history and imagination as you manipulate events; as there is some details on how to ease your characters into the campaign - especially if you choose to use the specific supernatural threat presented as their main opposition in your overarching plotline. The focus on investigation and intrigue do require a fair measure of preparation on the GM's part, after all it is hard to investigate something that isn't there! Intrigue works by understanding the people involved and what they are trying to accomplish, so the work for an intrigue-heavy game will be developing an array of NPCs for the characters to interact with. Ideas flow, and plenty more will be spawned, as you read through these notes as they give the GM quite a lot of food for thought. But be warned, this is not something you will be picking up and playing, this game will repay careful planning and preparation. To aid that, this chapter rounds out with a wealth of resources to mine for ideas and flavour alike - drawning on everything from modern fiction, movies and TV series to the writings of eminent Romans like Suetonius and Tacitus (which are available in translation, you do not need to learn Latin!), as well as historical texts and more.

Chapter 6: Servants of Gaius delves in a lot more detail into the core plotline of the characters being recruited to aid Caligula against a specific supernatural threat and is most definitely GM-only material. It introduces the eponymous organisation that the characters will be recruited into, outlining its structure, ways of working and resources. The mechanics of the organisation are such that it is easy for the GM to direct characters to investigate or get involved in whatever it is that he has prepared for them - very neat! There are plenty of ideas for various sorts of missions that you may wish to assign.

Next, Chapter 7: Characters provides you with a ready-made cast of important figures, drawn from history and laid out with full game statistics ready to take their place in your world. It's followed by Chapter 8: Minions of Neptune, which provides an array of ready-made servants of the opposition forces to counter your characters and their fellow Servants of Gaius. A neat element is that, whilst the threat and opposition is real, its precise nature is left to the GM to determine. Is it a foreign power? Or an individual rival for the Imperial throne? Or is it indeed a god seeking to interfere in the realms of man? Or something else entirely? You decide. And of course, they are not enough on their own. Read Chapter 9: Other Threats for everything from the forces of law and order to wild animals, politicians and gladiators to pit against the characters.

Naturally, in Ancient Rome you do not have to contend merely with other people, wild animals and more exotic monsters. Chapter 10: The Gods is a timely reminder of the interfering ways of the deities of the time. The Romans believed that they often took a personal interest in mortals and, as far as this game is concerned, that is indeed the case! Even if you do not care to have them strolling around, religion played a major part in Roman life, so here is all the information you need to run the cults and temples that feature in everyday life in the Empire.

Chapter 11: Caligula's Rome not only gives an overview of the city which may provide a base for your adventures, it also explains the history and casts an eye over what the future may hold (unless your characters act to change it). The game is set to start in 38AD but of course by then Rome had already amassed a considerable history, which the characters - as good Roman citizens - should be aware of. So here is the sweep of history, as well as notes on what life was like in Rome and indeed the rest of the Empire.

This game bodes fair to provide some exceptional entertainment. It combines a love of the period, one I've shared since schooldays, with a light touch that provides fast and unobtrusive gameplay.

Rating:
[5 of 5 Stars!]
Servants of Gaius
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For Love or Power
by William W. [Featured Reviewer] Date Added: 03/12/2012 09:43:23
For Love Or Power is a brief set of tips on introducing elements of romance into Pathfinder (or most any RPG), with a page and a half of tips and suggestions, and about one page of game mechanics.

The mechanics cover the more gameable elements of building a relationship in a pseudo-medieval setting - the social status of both parties, determining the expenses and time of courtship, and so on - with most of these factors representing challenges to the courtier's Diplomacy roll.

It's a workable system and probably worth the cover price if you are interested in gaming this aspect of your Pathfinder campaign, but it's not of much use to anyone who prefers to roleplay romantic relationships in their game.

Rating:
[3 of 5 Stars!]
For Love or Power
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