|
|
 |
Lots of charts and tables in this book - and while it is useful for it's stated purpose, it really works best in conjunction with other Supplements rather than as a standalone product. A solid tool - but not an indispensable one.
|
|
|
|
|
|
 |
|
|
 |
There seems to be a tradition, from previous iterations of Marvel superhero RPGs, towards using funky, modern systems. The original TSR version had it's FEATS system and Universal Table; the mid-90s saw a card based SAGA system being used, and now we have a Indie style Cortex Plus system to digest.
All these systems have the dubious distinction of confusing the hell out of me, but I can't deny they are innovative. What we get here is a pretty complete, full color package with A+ production standards that you'd expect from a major license. Lots of familiar Heroes and Villains are outlined in the rules, and I've no doubt more will be added. There are rules towards designing your own heroes (thankfully) but it doesn't seem to be a major drive in the game unlike other RPGs (like Champions, primarily). It'll no doubt be successful - with The Avengers movie just round the corner - and should compete well against DC Heroes for the forceable future. But then, looking at the sales already, you probably knew that already!
|
|
|
|
|
|
 |
|
|
 |
Where's the Red Rose? It seems odd to me that a 20th Anniversary edition would miss out on such an iconic image of the original game. Moreover, I'm not convinced that this really does capture the feel of the original game as much as allow for a further development of the "Revised" edition that came out in 1998. It's more like an "Ultimate Edition" than the expressed intention of recapturing the intent of the original game.
This, in itself is not a bad thing and it certainly tidies up certain rules (whilst curiously keeping some other dysfunctional rules systems in tact eg the clunky combat system) while providing an overview of the complex world envisioned through 10+ years of game development. I was unimpressed by a lack of more explicit credit to Mark Rein-Hagenhowever, and I personally tire of having to read through 500+ pages of content - especially when a whole bulk of it is just catalogues of vampiric powers.
The artwork is a mixture of old and new, good and bad, black and white and colour (I was amused by the choice of Lief Jones to do the splats - don't the developers ever listen to fans!?). The writing is very accessible, and the layout extends to 'splatting' out the Sects as well as the Clans, which does make the various political relationships easy to follow. It is clear that, as an all inclusive book, the game remains as immersive and atmospheric as ever. It just wasn't quite enough to persuade me to buy into a hardcopy, this time. Maybe a new edition of Mage might do more for me...
|
|
|
|
|
|
 |
|
|
 |
Flatly, this is the best treatment of the Eternal Champion material that I have read in gaming form, and I am perfectly cognisant with most of the previous incarnations of the Elric/Stormbringer game. The author seems to have found the pitch for creating relatively high powered, weird swords and sorcery tragedies, exactly in the mode of the eponymous character. The art is decent, although it's not a full colour interior - but the layout is vastly improved on Mongoose's last attempt, and it's easy on the eye. Rules for cults, stats for NPC personalities and a good variety of monsters are included, along with reasonably expansive campaign advise, and there is a range of atmospheric magic systems included. If you like fantasy that is dark and psychedelic, then this is a game you will enjoy.
|
|
|
|
|
|
 |
|
|
 |
A good spin on the usual monster manual affair, by theming all creatrures as potential combatants in a Roman style Coliseum. Actually services as a skirmish style game concept on it's own on this basis, should you tire of more elaborate storytelling.
|
|
|
|
|
|
 |
|
|
 |
Celebrated, but nevertheless quite accessible background setting, that captures a mythical tone immediately through their approach to cultures and beliefs. Not quite as daunting as one may expect for a setting this old, and I actually found it an enjoyable read.
|
|
|
|
|
|
 |
|
|
 |
In my view, this still represents White Wolf at their absolute sharpest. The rules fit more tightly than the other Old World of Darkness titles that followed, and the premise is more direct and 'high concept'. It's interior art is incredibly atmospheric (more so than the later versions) and the writing is passionate and evocative. A milestone game book for me.
|
|
|
|
|
|
 |
|
|
 |
The content is pretty good, in a kind of sim-civilisation, metagame way. It does give an avenue for building strong campaigns. Curiously, the pdf didn't include the cover though.
|
|
|
|
|
|
 |
|
|
 |
My favourite thing about this game remains it's peerless careers section. The way it captures a profile of a vibrant medieval society is pretty unique in gaming and really brings it's game world to life for me. The system itself is much more polished that the previous edition, and the colourful magic system a welcome addition.
|
|
|
|
|
|
 |
|
|
 |
Simply brilliant, timeless material. Paranoia was a classic of it's kind back in it's day, and this is an exemplary way to celebrate it.
|
|
|
|
|
|
 |
|
|
 |
Sometimes you just feel a book is too big to be useful. There are some good ideas here, and I like the genre, but I feel that they've attempted to do too much with the game here, and it lacks focus and consequently utility value.
|
|
|
|
|
|
 |
|
|
 |
Thousands of sci-fi worlds at your fingertips with this toolbox. Everything is concisely and comprehensively written into this book, meaning it's the only one you will ever need to own. The layout is simple, but very easy to follow (this being the point), and it's as felxible as you want to make it. Totally recommended - and the first truly progressive update on the Classic game.
|
|
|
|
|
|
 |
|
|
 |
Ideal purchase in PDF, as the physical book always used to fall apart when you touched it.
Lots of cool ideas, and a terrifically colourful, card based magic system. I like the narrative-based character generation too, and have run some entertaining sessions from it in the past. Ultimately, the fairy-tale, faux-Victorian setting isn't probably going to appeal in the long term. Worth buying though.
|
|
|
|
|
|
 |
|
|
 |
I'm just not sure who this game is supposedly aimed at - if it's for children, then I doubt they'll find the obtrusive mechanics that easy to grasp. The presentation is very good indeed, but even though the Burning Wheel engine is stripped down, it's still way too jargonised and over-directed in it's gameplay objectives to be accessible for casual gamers, I feel.
|
|
|
|
|
|
 |
|
 |
|