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The original Macho Women With Guns (MWWG) was a bit of RPG silliness from the late 80's from the minds at BTRC (who would later go on to produce some really cool games). They figured with all the games out there that featured men killing things and taking things from other things and women mostly as ornaments or eye candy that something radical should be done. So this is a game about women killing things and taking things from other things. But that is not all. There is also a whole lot of blowing things up real good and looking good while doing it.
Ok, so not the cutting edge game you would expect, but hey, it was the 80's.
Of course in the 2000s Mongoose had opted to give us a new set of d20 based rules for MWWG, but that is sort of missing the point. Yes, it has lots of ways to kill, maim and blow things up while wearing a chain-mail bikini or halter top. Yes you can still kill scores of drunk fratboys, rednecks and sleazy televangelists. And yes there are pages and pages of scantily clad women that would make Larry Flint proud, but that was not really the point of the game. MWWG worked because it was parody. It took an established cliche and turned it on it's head. Course, later it became a parody of itself indulging in the same said cliché it used to send up. So where does that leave us?
Well. Dont pick it up thinking you can use it as a supplement to Spycraft or even d20 CoC. But as an afternoon diversion, you can do a lot worse. As a game with some fun ideas and a reminder that not every single game session is supposed to serious, then it is perfect.
What Does MWWG d20 have to Offer?
For starters MWWG d20 is mostly just the d20 Modern Rules. But it does have some interesting differences. First is the Witch profession. This gives 1st level characters a magic using option. It is similar in many ways to the Hedge Wizard profession of Urban Arcana. The other is a Mana point option, which is like a poor man's Essence system. What I did like is as out of the box rules with no modifications I got similar proportions of Mana as I did with Essence in WitchCraft games.
The Professions in MWWGs can be used like Qualities and Advantages. Nearly all the Heinous Drawbacks can be used in any other system in one way or the other. The Advanced Classes are closer to jobs and can be used as such. Such get your Directors approval first. Assassin is fine, as are Relic Raiders and Criminal Masterminds. Questionable are Holly Rollers (Renegade Nuns on Wheels) and Infernal Mistresses (though they are like an advanced version of Bat Wing Bimbos). I dont even know what to say about the Busty Vampire Layer.
Besides, you have to like a game with a Naughty School Girl profession. Might have to port that over to BESM d20. And I have to admit the Occult knowledge analogue, "Things Man Was Not Meant to Know (but are ok for women)" just HAS to find a way into one of my games.
So in the end. It's a fun game great for an afternoon of inspired silliness that could in fact become a good game.
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No longer available. Some OGL issues, but otherwise a good idea.
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John Wick knows Orks.
If you want to add some more color, life or some just "more" to your Orks/Orcs then this is the book to get.
These are not "misunderstood" orcs, these are orcs that got tired of the lot fate and the gods left them and they took matters into their own hands. We get a little history, a little bit of orc language and some orc shamanism. But the neatest part are the Orc tribes based on the heroes that took that monumental step.
John Wick is a fantastic writer and it is nice seeing him back on a subject he knows well and in truth helped redefine with Orkworld. I have no idea how much this work was influenced by the previous work, but all I can say is this one is worth the price.
I have had my own ideas for orcs, but this book has made want to change some them. It is that interesting.
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Gamers have a tendency of taking their game a little too seriously at times. BoPH reminds us that we really shouldn't.
While everything in these 120+ pages (at at 3 bucks might one of the best dollar to page ratios here) is designed to be silly, humorous and maybe slightly offensive. But all in good fun.
The trouble is when you scratch away the silly you are left with some pretty nicely designed content for d20. Classes, prestige classes, spells (Summon Astral Diva is my new favorite), monsters, gods. Everything you want. If you were a fan of Dragon Magazines' April Fools editions then this is a good book. If you have an adventure coming up and you need it to be light hearted or even silly, then you need this book.
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I am not sure what I can add to what has already been said.
I love horror games and TBoUH is one of the best source books I have had the pleasure to use in a while. Plenty of ideas here for lots of different games.
I like to think of horror as not just as a main course, but also a spice or a nice side dish to regular games. I dash of horror in your Supers game, a pinch of it in your FRPG, a nice horror sauce over your Pulp game. This book has enough several years worth of meals.
Fantastic work.
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Grabbed this while looking for some new and interesting Prestige Classes. While the classes are not bad at all, they didn't interest me all that that much. I will say though that if you are into thief-like prestige classes then this is a good choice. You get 8 new prestige classes and a handful of feats.
There is an OGL declaration in back, but the copyright information doesn't really mesh with it. I know that these sort of things should not affect my opinion, but they do.
For under 4 bucks though it is not a bad little book.
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Not a fan of the TV Show, but the game is fun and this set of adventures are good to use. I have even considered using them with Battlestar Galactica for a change of pace.
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A worthy cause and I am pleased to support this.
The amount of games you get is outstanding, and it goes to a great cause.
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A "Zombie world" for the All Flesh Must Be Eaten game. This one focuses on the two-fisted action adventures of the 1930s.
A special emphasis is given on the mystical side of the pulps and of course Nazi Zombies.
Even if you are not a fan of this era, there is a lot of good crunch that you can add to your AFMBE, WitchCraft, Armageddon or Conspiracy X game.
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Weird adventures is, in my mind, a mix of things that usually do not work with me. Pulp era heroics with Fantasy adventure and a sorta-semi-Earth like world. Usually this is enough to turn me off of a game. But here it seems to work well. Very well.
So WA is a Pulp era game. Though not really OUR pulp era, but one on a world very similar to our own. Not WoD similar-but-darker or even D&D world like but not alike. This is our world with some odd distortions. Sorta like the world of a pulp era comic.
We know that the creators of D&D and FRPGs were heavily influenced by the pulps. What if that influence was more heavily felt than say the fantasy ones or the the Tolkien ones. We might end up with some similar to Weird Adventures.
Now this book is designed as a fantasy campaign world. So it is not by itself a playable game, you need other rules in order to play it. The book is written as system neutral, but obviously the prime influence here is older D&D. Both Ascending and Descending ACs are given in the handful of monsters.
What I like about the book is that these different elements mix and merge so well. Fantasy Adventure and Pulp Adventure seem to be two sides of the same coin. I love the layout and look of this book too. They made to remind the reader of a pulp era magazine and it works well.
The art is fantastic really. The piece with the adventurers in a tomb with a beholder is fantastic.
The monsters were all great. I loved the Hill-billy Giant.
There are somethings though I didn't care for.
While I can see why they did it, I don't like some near-Earths. This is not a deal breaker. I like it for example in most Supers games. I think I would have rather have used it with a real earth.
While it is designed for any game, I would have liked some more crunch. At the very least give me some rules for guns.
I think it would a solid addition to any older D&D or the clones, and even a solid addition to any Pulp Era game.
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I will admit that the Pulp Era is not one I seek out to either read or play games in. I see the appeal and every interaction I have had with the material has been a positive one. Thrilling Tales then is no exception, except for the fact I might actually seek out to play this one more often.
Physically this book is very nice. The layout is clean and easy to read. The art is very evocative of the time and my first thought was the old Universal movies from the same time frame (and movie still from the serials was really nice). That is a very good thing in my mind.
I loved the time line of the 30s.
The game is designed with d20 Modern in mind and I think it is a very good fit. I love the minor changes like renaming the core classes to something more "Pulpy" and addition of the Seduction skill, something I pushed for in other games.
There are a bunch of new advanced classes appropriate to the era. If you have ever seen a movie, serial or read a book from this era then the cast will look very familiar.
The section on weapons and gear is great, and perfect for any pulp-era game, not just a TT one or even just a d20 one. What I liked most about it is it is full photos and illustrations.
This is followed by sections on how to run a Pulp game and a wonderful section on Villains. Again the villains section is great for any game in this era or even a supers game in any era. Besides any game with a Nazi Vampire cult leader as a villain is an instant win in my book!
Speaking of which, all of chapter 8 is devoted to the only human enemy everyone can openly hate and kill without moral repercussions; the Nazis. Not so much a history of the Nazi, but a a history of the Nazi-as-a-boogeyman; the all-Enemy.
The Thugee likewise get a chapter, but I am sure this is due 100% to Temple of Doom.
The book ends with a Random Adventure generator. Which is 100% appropriate to this sort of adventure era. Watch the old serials, it sometimes looks like they were rolling on a similar table while writing the scripts. A bit of tweaking and this could work for any era. Replace Nazi with "Drow" or "Soviets" or "Dark Cabal" and you get the idea.
All in all this is a great game and one that makes me want to play some two fisted pulp adventures!
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Descent enough book. I was looking for a number of new sources for elemental, particularly fire, magic for my son's wizard.
This was fine, but not 100% what I was looking for.
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It's not quite the greatest product. Of the 7 pages, only 4 have useful information.
It does read like an old medieval herbal, only with magical ingredients, which is nice. But I am not 100% convinced that an imaginative GM could not come up with all these and more on their own. Granted it is under a buck, I think it might be a better value at half the price.
I would have liked to have seen more.
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Sometimes I don't need a module, all I need is a good map. "The Dragon's Lair" is a good map. My kids love to play with minis and while I can scribble on graph paper, a good scale map for minis is more than I want to do.
This product, plus some printer ink and little imagination became "The Lair of the Stinky Dragon" for my kids one rainy afternoon.
Give yourself some time to print, cut and put this together, but in the end it is worth it.
I love the cutaway view of the dungeon to know what is where in three dimensions, after all the mins are.
I'll be honest here. I grabbed this one over all the others because it had lava in it.
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One thing I think Pathfinder players miss out on are the number of races that the 4E players have. 4 Winds Fantasy Gaming though knows how to solve that. Presented here are various racial templates for new player character races for use with Pathfinder. Now these are not "copies" of the 4e ones, but they are "influenced" by them. Taking races from the SRD we have some very interesting new choices for players. We get 3 types of Aasimars, 12 elemental types and 3 types of Tieflings. With this there is certainly enough ideas to figure out other Plane-descended races. What I felt was nice, and glad to see it was not omitted, was how these different racial templates mix with the various types of Sorcerers.
There are also plenty of good feats here for the various bloodlines.
While this is not a long book, it is packed and for the price it is an absolute bargain.
I have come to have a high opinion of the 4 Winds products. I have not been disappointed and I am glad to have gotten this one.
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Publisher Reply: |
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Thank you for the review! |
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