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Horseman
Publisher: Gethsemane Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 09/05/2011 07:13:55

This is a nice piece of stock art for your collection. The horseman wears muted shades of green and purple, carries a wooden staff or walking stick, and is a little over-accessorized in the jewelry department. Although the pose is a little odd, this would make a good character or creature portrait for your fantasy, mutant, or scifi game.

Some recommended changes include reworking the hands/wrists/forearms and removing some of the jewelry.



Rating:
[4 of 5 Stars!]
Horseman
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Fantastic Maps: The Ice Bridge
Publisher: Rite Publishing
by Keith (. T. A. [Featured Reviewer]
Date Added: 09/05/2011 06:42:44

I truly enjoy the maps of Jonathan Roberts. Not only are they pleasing to the eye, they include all sorts of goodies for the Virtual Table Top crowd. The zip file contains the map of the Ice Bridge itself and separate files for all the objects on the map so you can reuse these for other adventures. The rpmap file (an importable map for the free virtual tabletop MapTool) has these objects placed on the map along with free guard tokens (bonus), doors you can swing open, and vision blocking effects so your players only see what you want them to see.

Oveall a great product.



Rating:
[5 of 5 Stars!]
Fantastic Maps: The Ice Bridge
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Savage Worlds: Test Drive 2012
Publisher: Pinnacle Entertainment
by Keith (. T. A. [Featured Reviewer]
Date Added: 07/16/2011 09:25:23

The Wild Hunt is a great opportunity to learn Savage Worlds in a one shot modern horror adventure. The module contains everything you need to play including a scenario, handout character sheets, the test drive rules, and paper minis. With a little preparation (i.e. read a short set of rules) you should easily make it through this scenario in one night.

The adventure starts with the character's bus stranded in a small town with a dark secret. In order to survive the night, they must fight unholy horrors while trying to solve the mystery of the town's curse. Don't expect any help from the locals, however. They have a vested interest in the character destruction.

I greatly enjoyed the back story and layout of this adventure. I highly recommend the product if you have an interest in Savaging your gaming group. Even though it's set in the modern era, this adventure could easily move it to just about any genre with a change in characters and equipment. Pinnacle was also kind enough to provide a papercraft bus you can build for your gaming pleasure @ peginc.com/Downloads/SW_WildHunt_Papercraft_CharterBus.pdf



Rating:
[5 of 5 Stars!]
Savage Worlds: Test Drive 2012
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Savage Worlds Deluxe
Publisher: Pinnacle Entertainment
by Keith (. T. A. [Featured Reviewer]
Date Added: 07/14/2011 08:11:07

A Deluxe treatment of the Savage Worlds Core rules brings a few new elements without alienating the throngs of Savages that hold their SW Explorer's Editions as the best RPG they've ever bought. Or, at least the best value and definitively lives up to it's Fast, Furious, and Fun pulpy play goodness.

This review is really about a first glance. A first blush of what the SWD (as I'm sure it's going to be referred to) will really have to prove itself over time as game adventures accommodate the new elements. After listening to several podcasts with some good hints dropped, it seems to be a 'take it or leave it' addition that works with the SWEX audience instead of trying to replace it. I've heard they will have a downloadable pdf for the SW:EX folks that has the additional rules that will function as a SWEX addendum of sorts. Obviously they'll leave all the additional non-rule material as an incentive to get the SWD, but lets confirm that.

Those that have the original Savage Worlds Hardbound will notice that we're seeing the evolution of a game system that has gone from the 146 page hardbound that was a fun alternative to d20 (d20 conversion guide included), to the 160 page (and famously $10) Explorers Edition and now back to a hardbound Deluxe Edition. I believe everyone can admit that the SW:EX form factor took SW from established indie/fringe to something every gamer and podcast has talked about for the past few years. I grinned and chuckled to myself as I made my weekly game store visit many months ago and saw the DnD 4e "Essentials" format books. I thought "Oh, how the mighty have fallen!" In a way, it's one of the nicest compliments Pinnacle could have received. WOTC's 4e Gamma World rules were also in SWEX sized format but proved that the right size with crap rules is still a poor combination. That's another rant for another time. Recently, I've seen Troll Lord's 3 book, smaller than SWEX, Castles and Crusades "Digest" set that has gone a bit too far. But, you get the point, the market has changed and Pinnacle was a driver to a new and better way.

The covers of the 3 SW editions tell an evolving story. We see it visually. Originally SW is carved in stone and with the Deluxe Edition's SW logo - it's embossed gold. But for those of us who loved DnD in it's primitive days have learned, really great art doesn't a great system make, but it helps.

First Blush:

  • Great Art. Cover: newish logo with multiple genres telling the story. Full page ads for Pinnacle settings between the Intro and Chapt 1: Character Creation that capture the different genres nicely. The Ripper's ad with it's hunter sporting wolverine-like claws confronting a Promethean monstrosity rocks! Lots of full page great looking art sprinkled throughout.
  • Design Notes - as you could guess, it's a paragraph that focuses on an aspect of the game that the designers want to emphasize. Good insight from the creators!
  • GUTS are gone! - out of the core rules and into setting rules that need it. Makes sense.
  • Dramatic Tasks - adds a mechanic for when a hero is in a dramatic situation and needs to perform a task to save the day under a tight time restriction. This mechanic or element adds to the feel of the pressure.
  • New Setting Rules - ie "Blood & Guts: Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage." Also, Born A Hero, Critical Failures, Fanatics, and Gritty Damage.... are some other examples. Gritty Damage sounds ALOT like the styles found in Reality Blurs: Realms of Cthulhu. Interesting! There are quite a few new ideas here that can really add a new feel to the very same adventures you've played.
  • Interludes - essentially using character down-time to add to character development. A simple mechanic that involves the GM picking a character and that player picks a card (Clubs-tragedy, Spades-Victory, Hearts-Love, and Diamonds-Desire). The player then tells the tale of the type chosen (tragedy, love, etc..). Assuming a moving or entertaining tale is told, a reward is given of a Benny or Adventure Card chosen by the player.
  • GM section - The Countdown - (a Design Note) put a limit or sense of urgency to limit those that are taking too long to make decision of what to do next. Not to be overused. Fun new One-Sheet adventures

While not exhaustive, I think you'll agree there's quite a bit of good new stuff to add to our Savage Worlds adventures. I didn't get the feeling that the system suddenly changed but just had some additional mechanics that can add to the fun...and some stress! I think I'll go start prepping some stories for an interlude.

Here's a much longer list of features culled from the Pinnacle forums:

CHANGES

  • Guts skill removed from core rules (but mentioned as a possible setting rule)
  • Driving is now a free action unless the character is performing a maneuver
  • Leadership Edges can be used on Wild Cards
  • Background Edges can be taken after character creation
  • Double Barrel Shotgun slightly tweaked in how it works
  • A Shaken while on Hold loses Hold Status
  • Shaken results now merely limit the character to free actions (instead of no actions) and do not halve the character's Pace
  • new Incapacitation table (including some "Bleeding Out" rules)
  • Healing can now only be attempted on each individual's fresh wounds once in the "Golden Hour." (Plus an attempt to revive if the target is Incapacitated.) They can't cause an additional wound through rolling a 1 or less however.
  • area effect attacks now get an extra 1d6 damage for a raise (like most attacks)
  • prone defenders may no longer rise to defend themselves automatically (it requires an action and takes 2" of movement)
  • new Chase rules (also, the Climb stat for aircraft works differently in this context)
  • tweaks to some powers (e.g., the Bolt power can be used for multiple bolts, or one increased damage bolt, but not both at once)

ADDITIONS

  • designer notes (explanations and reflections on the rules by the PEG folks)
  • archetypes (character templates that let you create NPCs easily on the fly, or allow new players to jump right in)
  • example Races (e.g., elf, dwarf, android, etc.)
  • race creation rules (similar to those found in the Fantasy Companion or Slipstream)
  • clarified rules on common knowledge v. specific knowledge
  • Knowledge: Language rules
  • about 20 new Edges (including some new combat and leadership edges)
  • many more vehicles included in the gear section (more similar to the old hardback SW rules than SW:EX)
  • some notes for playing without miniatures, including how to approximate area templates without a battle map
  • rules for Improvised Weapons
  • rules for Push (which can be used to push, shield bash, or knock someone prone)
  • rules for Rapid Attack (basically three attacks in one round, all at a penalty)
  • rules for Firing Blind
  • rules for Social Conflicts
  • rules for Dramatic Tasks (basically performing tasks with a time limit - e.g., diffusing a bomb)
  • rules for Interludes (sort of like little "flashback" scenarios for in between major parts of the plot)
  • a section on common Setting Rules (e.g., the Guts skill, gritty damage, etc.)
  • inclusion of a bunch of new powers (including many from from the Fantasy Companion)
  • inclusion of power trapping rules
  • Combat Ratings (notes on balancing and scaling combat encounters)
  • several one-sheet adventures
  • a character sheet

To find even more, go to: Pinnacle Forum SWEX to SWD



Rating:
[5 of 5 Stars!]
Savage Worlds Deluxe
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Temporal Probability Agency Core
Publisher: Apathy Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 05/30/2011 12:50:02

You are minding your own business and walking home from the park. Suddenly, you’ve been contacted by the TPA for an urgent assignment, and it pays well. Tomorrow at noon, the Agency needs you to go to Bob’s records and strike up a simple conversation and keep it going for 5 minutes. That’s all, just 5 minutes. That one thing has to take place or 3 lives are at stake. $1,000 to have a conversation with a stranger? Lives are at stake? -- A fun premise!

The Temporal Probability Agency exists here, today. And it’s run by a computer named Daisy, sending messages from the future. Will you take the assignment? Save lives?

The TPA’s Agent Handbook is refreshingly light. DriveThruRPG has it listed at 90 pages but that’s only if you include all the Adventure Files and handouts found at Apathy’s site. Still, the main book is 25 pages and that was a relief to me. Since I live in the here and now, you don’t need to include 200 pages to document today’s technology and it makes for a much faster path to jump in.

You are greeted with “Welcome to the TPA!”. The page is the TPA Pamphlet from the Demo Adventure handout package and gives you the real “one page” treatment of who, what, why, when, and how of the TPA. Essentially a computer named Daisy is in the future sending back info to fix the timeline. You have been chosen by Daisy to accomplish some tasks that only you are best suited to accomplish. You are contacted, given a “to do” list, and outfitted with what you need to accomplish your goals. A generous reward awaits you when you complete your tasks. Pretty simple.

Character creation is as simple as it gets. A basic Savage Worlds process with only 2 pages (1 front 1 back to be technical) that deal with the new Hindrances and Edges. I enjoyed that 2 of the 3 new Hindrances were Foul Mouth & Teenager...side by side. Oh so true! Of the group of Edges, my favorites were, Professional Edge: “Time Cop” Persona, and Weird Edge: Manifest Destiny, both of which lend themselves to the strong willed “save the world” mindset needed to live in a role where you unquestioningly follow the dictates of a computer communicating from the future. Gearing up is fun with “Probabilistic Field Armor” and a “KnightStick” that could have come from Bond’s Q.

The assumption for most players is that they were chosen to be TPA Agents. Some for only one mission as they were the right person at the right time and some are meant for more. Everything about the TPA premise lends itself to jumping into the thick of it quickly and without much set up. The Computer knows the key moments that make or break the future and its up to the Game Master to have enough preparation to orchestrate events to give that “butterfly effect” process a real feeling in game terms. You can progress from a Provisional Agent, to Field Agent and Cell Member. Maybe, eventually, you become a Handler that runs and covers for a cell of new fledgling Provisional Agents.

To drive the adventure, each Agent will receive Objectives via a Laundry List of tasks or directives. In the provided first adventure it’s as simple (but critically important) to “Spill Pete’s Beer”. The Objectives are in degree and relative to the proximity to the action and consequences. They are: Direct, Indirect, Oblique, and Long-Shot. The further down the list the more complications and issues to deal with. Agents are give a clear sense of what is appropriate so there shouldn’t be any wild agents of chaos in this setting. Daisy knows all and wouldn’t have selected you in the first place. Also, Timmy the Time Cop Says: Destruction of property is a crime! By the way, Timmy the Time Cop is sprinkled liberally throughout to communicate a bit of humor or annoy if you are looking for something a bit grittier.

The Agent Handbook ends with How Time Works and TPA History. Daisy knows all and allows all the questions about “how” to be dealt with by Daisy’s directions. Remember, to enjoy this and almost any game, a little “willing suspension of disbelief” is important.

Where’s the Game Master? Noticeably absent from the Agent’s Handbook is any mention of the Game Master, with only 2 minor exceptions. Maybe this is by design, after all it is the Agent’s Handbook but some little mention of the Game Master and the role is warranted in my opinion.

To discover the role of the Game Master and expectations, “The Free Preview Adventure” actually becomes required reading for TPA Game Masters. It sets the adventure stage and gives the Game Master all the information and structure needed to run the adventure. By reading the adventure, I could glean the approach the writers expect the GM to take. After seeing our Pre-gen characters again, there is a 2 page Apathy Adventure Format that is essentially all you get to help you understand Apathy’s approach to organizing their Adventures. I trust this will become more apparent in their following adventures that are advertised in the back of the Preview Adventure.

Format Example (no spoilers here, only structure that I observed), TPA GMs are expected to create their adventures with:

Encounter based Organization. Player Objectives and Game Master Objectives Flavor Text: Descriptive Text to convey the adventure tone and to keep the Agent’s attention. Significant Details: event details and encounter descriptions Game Master Notes: further setting info for GM reference (one would hope has critical “butterfly-effect” notes to help cover for player choices and make the game flow smootly). Stat Blocks for characters: red for enemies, green for allies Read-Aloud Text: sometimes needed

The Adventure itself is in 3 scenes and focuses on a hi-jacking. Given our real world news, this will get folks blood pressure up. Between the handouts and the short adventure, an experienced Game Master can easily run this adventure in short order. I would suggest to the writers that as much time as they spent in creating a format for their adventures a short 1 page Game Master page could be added to expand a little bit on the Apathy Adventure Format and philosophy. Some discussion on Apathy’s page (see link) goes into it but I think every game setting needs to address the GM.

Main TPA site at Apathy: http://www.apathygames.com/tpa/ To the right you’ll see some links to support materials. Quite a bit of supporting materials in fact. You’ll Find:

Demo Adventure zip file link: This is a misleading link name. It should be called: The Getting Started Kit as it has a very useful set of handouts for the first adventure that help the beginner’s game get started smoothly. The handouts are: Preview Adventure - This first adventure is really a guide on how Apathy suggests the format or structure of adventures be event driven. Pregen Characters - The 8 characters from the Agent’s Handbook but conveniently redone in the character sheet format for ease of use by players. Character Sheet - easy to use form. Missing from many much larger project so it was nice to find. Handouts: These handouts were specific to the Free Adventure but give a nice example of what you can do: Flight 101 - Laundry List: Objectives for the Pre-Gens Flight 101 - Newspaper Clipping: potential news headlines depending on the outcome. Flight 101 - Oahu: a contest winner announcement, prop. TPA - FAQ: A one page description of the TPA and your role. Literally the first page of the Agent’s Handbook. TPA Pamphlet: A Timmy the Time Cop comic that visually shows some of the points in the game in a more visual format

Apathy has a link to their Quick Temporal Agent Primer: http://www.apathygames.com/tpa-new-agent-primer/

Last Observations: For $4.99, the offering is a great value. The setting is unique and simple enough you can jump right in. The art work is adequate and conveys the setting. I like that the art is consistent throughout and not a hodge-podge of various projects. Timmy the Time Cop can be tolerated thru a sense of humor but to me he looks like a child soldier from WWII-era eastern europe, but maybe that’s just me. NOTE TO APATHY: ADD a GM section, even if it's only 3 pages.

After slogging thru settings that are many hundreds of pages, this one is a refreshing and simple offering. I can see playing a few adventures with my wife as there aren’t any dark overtones and she used to love the TV Show “Early Edition”. This reminds me a lot of that show (just add guns). Good wholesome “Save the World” fun!

The Savage Duck (Derek Brown - filling in for The Savage Troll: rptroll.blogstpot.com )



Rating:
[4 of 5 Stars!]
Temporal Probability Agency Core
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Creator Reply:
Thank you for the review. From the sounds of it, though, you seem to have missed that To Predict and Serve Act 1 is part of the core product. It includes the Game Master information, everything from the Free Demo Adventure, and two additional adventures. If, somehow, that PDF is missing from the product, please let me know, because that's a serious problem that I need to address.
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Classic Dungeon Tiles: Lesser Temples of Greygax and Arnemoor
Publisher: SkeletonKey Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 05/29/2011 16:20:04

It was the late 70's. DnD was new and maps were meant to be blue. Back in those days photo copiers wouldn't read blue lines and so, to protect their maps, TSR made them blue. This tile set is a blast from the past and I highly recommend them to anyone who played our favorite past time during the Carter years.

The product contains 62 separate tiles on a 1 inch grid that can be easily manipulated into your favorite VTT. They'y all on the same position on the page so it's easy to crop once and affect all the tiles. What's more, because of the simplicity, auto-cropping works great! The set contains a legend you can edit and apply on the GM's layer of MapTool so a concealed door is concealed until you (the GM) says it isn't.



Rating:
[5 of 5 Stars!]
Classic Dungeon Tiles: Lesser Temples of Greygax and Arnemoor
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Battlemaps: Nevermore Manor
Publisher: Broken Ruler Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 04/16/2011 13:27:24

This is a nice map for your fantasy campaign to use as the home of a well-to-do wizard on the outskirts of town. The manor house has three levels complete with libraries, wizardly laboratories, and secret chambers. It's missing some detail that would be in an actual manor but that's easy to overlook since this is, after all, fantasy.



Rating:
[4 of 5 Stars!]
Battlemaps: Nevermore Manor
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White Plume Mountain Dungeon Tiles!
Publisher: Red Pub Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 04/16/2011 09:27:45

I love this concept. Red Pub Games took one of the old TSR D&D modules and made a tile set out of time. This product comes complete with doors attached to the rooms that you bend up to give the map a nice 3D effect. The 32 pages of maps will keep you busy cutting for a while, however.



Rating:
[5 of 5 Stars!]
White Plume Mountain Dungeon Tiles!
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Dungeon Tiles - Rooms & Corridors Set #2
Publisher: Ennead Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 04/16/2011 09:01:09

This product has a great entry price and would be a good purchase for your face-to-face game. It has a combination of 19 wooden-floored corridors, three rooms, and four underground river tiles. The three rooms have text describing the room including a random table for room contents.

You have some work ahead of you if you plan to use this set for a Virtual Table Top (VTT). The border on the tiles are a few pixels shy of filling half grid square so there is a bit of space between each tile when you assemble it on your map. Still, for the price it would be easy enough to copy and paste a few pixel 's worth of image to each side to fill in the gap.



Rating:
[3 of 5 Stars!]
Dungeon Tiles - Rooms & Corridors Set #2
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100 Deathtraps
Publisher: Second Rat Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 04/02/2011 16:23:56

If you love putting your players in deathtraps (and what GM doesn't?) but dislike the tedium of actually creating inescapable doom, then 100 Deathtraps by Second Rat Games may be the product for you. All the traps are system and genre neutral containing no magic or super powered components and no MSG. The traps leave enough time for a character to possibly figure their way out to fight another day but all are designed to kill the character and not simply maim them. You can use the traps as an idea book or randomly decide between 100 forms of mental anguish to heap upon your players as their favorite character faces near-certain death.

Now that's what I call a good time.



Rating:
[4 of 5 Stars!]
100 Deathtraps
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2e Adventure Tiles: Dungeon Core Set
Publisher: SkeletonKey Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 02/21/2011 07:53:00

A very useful tile set contain 46 individual tiles with various rooms and corridors for use in your dungeon craws. The set include 6 tiles to connect this set with the e-Adventure tile set. There are a number of rotated and flipped versions of the some of the tiles to make for easier dungeon creation for the face to face games. I would suggest printing them on card stock at a local office supply store and having them trim to the scissor guides.

For VTT users, the tiles line up so you can do on mass trim via an image editor for use on your Virtual Tabletop. The grids line up well and you'll have no problem trimming the tiles for online map creation.

Overall a very nice set of tiles.



Rating:
[4 of 5 Stars!]
2e Adventure Tiles: Dungeon Core Set
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Fantastic Maps: The Giant's Meadhall
Publisher: Rite Publishing
by Keith (. T. A. [Featured Reviewer]
Date Added: 02/19/2011 06:15:41

This is another great map from artist and cartographer Jonathan Roberts. His latest offering is of a giant's mead hall created from Mammoth tusks and skins. The art is up to Jonathan's usual level of expertise and the product has been professionally packaged so it prints on both European and US letter-sized paper. All the maps (both color and printer-friendly black and white) are in the same pdf which helps eliminate drive clutter. If you're a virtual gamer, you won't wast time importing the pdf into an image editor, exporting to image files, and then assembling them in favorite VTT. The pacakge includes a JPG image of the map (with and without grid) as well as a Maptool campaign file.



Rating:
[5 of 5 Stars!]
Fantastic Maps: The Giant's Meadhall
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Devin Night's Dark Forest Token Pack
Publisher: Rite Publishing
by Keith (. T. A. [Featured Reviewer]
Date Added: 02/14/2011 12:18:00

James Hazlenut aka Devin Night provides quality hand-drawn tokens, artwork, character portraits, and maps for use in RPGs. Many of the tokens I use in Maptool are Devin's. In the interests of full disclosure, I've also commissioned multiple works from him for story and setting illustrations. I was therefor pleased to see a new set of Devin Night tokens appear on DriveThruRPG.com.

The Dark Forest Token Pack features 79 fantasy creatures for use in your face-to-face or Virtual Table Top game. The product has two downloads; one to print and cut and the other to drop onto your VTT.

This token set includes Animals (Wolves, Bears, Spiders), Bugbears, Green Dragons, Giants (Ettin, Hill, Rock), Goblins (archers, spearmen, clubbers, and shamans), Hobgoblins (archers, fighters, shaman), and Orcs (archers, fighters, shaman, thief).

Aside from making great tokens, Devin gives back to the VTT community. He was a founding member of the now defunct Four Ugly Monsters. Once that site closed, he made all the FUM tokens available for free. If you'd like to see Devin's token work, visit his Immortal Nights site for over twenty free token packs.

To learn more of Devin and his tokens visit http://t.co/weq6dh3



Rating:
[5 of 5 Stars!]
Devin Night's Dark Forest Token Pack
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Gamescapes: Story Maps: Ruins of the First Age (PDF)
Publisher: Savage Mojo
by Keith (. T. A. [Featured Reviewer]
Date Added: 02/05/2011 17:29:50

This product includes two high quality maps of 12 tiles each meant for printing and use in face-to-face games. The map depicts ruins and surrounding area with 8x8 inch tiles. If you plan to use it for a Virtual Table Top there's some work ahead of you. The maps are 8x8 inches bounded by white borders that overlap a bit. You'll need to crop the white border before using. (for instructions see http://bit.ly/e2usYV).



Rating:
[4 of 5 Stars!]
Gamescapes: Story Maps: Ruins of the First Age (PDF)
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Customs House
Publisher: Arsenale Shipworks
by Keith (. T. A. [Featured Reviewer]
Date Added: 01/13/2011 09:32:46

Sometimes we fail to see the elegance in something simple. We don't always see the possibilities in the functional and gravitate toward visually stunning. I have to admit when I first viewed the Arsenale Shipworks maps I almost passed them over for this reason.

These fantasy maps are black and white, one to a pdf, and lack eye catching graphics. As it turns out, this is by design. The maps won't eat your print cartridge, have a 1" grid suitable for 25mm miniatures, and print on 8.5x11" paper.

At last count, Arsenale Shipworks has 12 maps available for about $0.75 per printed page. Each purchase includes the map with and without descriptive text. Most maps are a single printed page but two of the maps reviewed required two pages to print.

For you Virtual Tabletop users, the graphics are easily imported into an image editor like GIMP and saved as jpgs or pngs. The resolutions is 100 ppi and the line up nicely inside Maptool. The added benefit to the black and white color scheme is a small memory footprint inside a VTT.

I had two issues with the maps. The map's description exists only on the retailer's product page and each map is duplicated (one with text and one without) in a separate file which leads to disk clutter. I recommend placing a description on a title page and putting both versions in one file, possibly with a text layer than can be turned off for printing.

Overall the maps are a nice offering and well worth the price.



Rating:
[4 of 5 Stars!]
Customs House
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