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OpenQuest
Publisher: D101 Games
by Chris H. [Featured Reviewer]
Date Added: 10/25/2011 14:47:02

OpenQuest is a game that readily admits to standing on the shoulders of giants. Much of the foundation of it, as a game, were laid by the multitude of designers from Chaosium and Mongoose working on Basic Roleplaying and the games that it inspired. That does not, however, make this a knock off by any stretch of the imagination. Like many games being put out today, particularly those among the retro-gaming and Old School Renaissance movements, OpenQuest is first and foremost a labor of love by its creator Newt Newport.

As a gamer, I am not as young as I used to be and I do not have the free time that I used to have. That means that, in recent years, I have been looking around for simpler games once again. The pendulum of game design for me has swung back and forth between simpler, self-contained and easy to use/understand game systems, and those with more complexity and requiring more work and number of books. When I started as a gamer, games were simpler and easier to work...and then as I grew older and more experienced with role-playing in general, I wanted more complexity and more options; thinking that was the way that I wanted to go with my gaming. Eventually, though, all of this added detail started to bog me down, and slow down my gaming. I'm not knocking games with a higher level of complexity, or the people who play them. I am just realizing that as I get older, that style is not for me. In the last year or so I have been drawn towards games like Swords & Wizardry, Evil Hat's Fate-powered games (as well as some produced by 3PP under the OGL like the Fate games from Cubicle 7 or, now, Arc Dream), and older games getting new life, like Shatterzone from Precis Intermedia. Added now to that stack of games is OpenQuest from D101 Games.

Yes, OpenQuest has its genesis in Chaosium's older editions of the phenominal fantasy RPG RuneQuest, not to mention the newer version of the game put out by Mongoose (first under the licensed RuneQuest name, and in a few months to be released under the new name of Legend!), but that does not make it a copy of either of those games. OpenQuest is a good, solid game. I am drawn to those games using some variant of the Basic Roleplaying system or another because I like the intuitive nature of how skills work in a percentile-based system. Eye balling chances and difficulties is easy in these games because you intuitively understand concepts like "You have a 50% chance of success at that task." OpenQuest greatly streamlines the character creation process from either Chaosium's or Mongoose's versions of the RuneQuest rules, while at the same time showing his influences. The section on character creation, and the working of skills, does owe more to the Mongoose versions of the game than it does to the Chaosium, but in a number of ways, this might make the game more approachable to a newer or more contemporary gamer.

Hero Points are a very contemporary addition to the OpenQuest rules, coming by way of Mongoose's rules but showing a few other inspirations besides the Mongoose rules. I personally have no problem with using a Hero Point mechanic, so their inclusion in OpenQuest does not bother me. For me, they enforce a heroic fiction mentality that mechanically supports a player's choice to do things in a heroic manner. Nothing is as frustrating for a player as outlining some heroic, larger than life action for your character, only to have it snatched away from you by the nature of dice. While I like a good probability curve as much as the next gamer, more and more I am also interested in a game that enforces letting me have my character do heroic things.

Yes, overall there are some direct influences from Mongoose's version of the Runequest rules. However, I think dismissing OpenQuest out of hand because of that is throwing the baby out with the bathwater. The simplicity and the streamlining of these rules owe much more to the earlier editions of which the designer is obviously a fan. This is not just a copy and paste of the Mongoose SRD trying to pass itself off as a different game.

There is a lot of magic in OpenQuest, and it is plentiful. Probably more than many other fantasy games, magic is more available to characters in OpenQuest. There are three types of magic available in the rules: Battle Magic, Sorcery, and Divine Magic. One of my dislikes of OpenQuest is of the name of the Battle Magic type of magic. This is the common magic that is openly available to anyone who wants to learn and practice magic...and much of it doesn't deal with battle. Personally, I would rather see this "school" of magic be given a different name, like Common Magic, or even Hedge Magic. Something that fits better, and has a broader application than Battle Magic does. I understand why it is called Battle Magic, it is just not the design choice that I would have made. Sorcery is a good school of magic to cover those fantasy wizards that people are fond of in role-playing games. My only real disappointment with Divine Magic is that I would like to see more nature/weather magic available to characters (probably because my favorite fantasy spellcaster in RPGs has always been the Druid). Despite this, the available Divine Magic is well developed enough to allow for a variety of divine spell casters (particularly in conjunction with some of the Battle Magic spells available) and ties in well with OpenQuest's rules dealing with Cults (or religious organizations). Some may be bothered by all religious organizations being called Cults under these rules, but again it is something with a historical precedence in the games that OpenQuest is emulating, so that can be given a gimme.

I would like to see some sort of grimoire or spell compendium for OpenQuest developed, perhaps one that adapts many of the multitude of spells available under the OGL into these rules.

I do think that magic items do get short shift in OpenQuest, particularly when compared to so many other fantasy game systems out there. This is a portion of the game that the people at D101 should look to expanding in future supplements, as I can see this being the one feature where OpenQuest lacks in comparison to other fantasy RPGs.

I also think that some form of Professions or Occupations would make OpenQuest a much stronger game as well. Yes, they are easy enough to add back in (for those who want them) but I think that the creation hooks that professions can supply help a lot of gamers who may need it when creating their characters. Not all of us, after all, are able to spring full-blown concepts out of our imaginations as well as others can. This flaw, and the others that I have mentioned, are fairly minimal to me. They do not impact playability in the least, and they are all things that the DIY-minded can easily do on their own, if they do not get addressed by D101 Games in further supplements.

All in all, OpenQuest is a very solid fantasy gaming system that deserves a lot more attention than it receives. In 183 pages it manages to cover the basics of what any group would need out of a game system, and do it in a way that is simple and yet still manages to remain robust. If you are a fan of fantasy games, and do not yet have OpenQuest on your bookshelf (virtual or otherwise) then you need to fix this as soon as you can.



Rating:
[4 of 5 Stars!]
OpenQuest
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Star Spangled Heroes Clip Art
Publisher: DM Studios
by Chris H. [Featured Reviewer]
Date Added: 09/15/2011 20:24:45

This product features three pieces of full color art in JPEG format. The work on them by the artist is solid and shows they know how to draw a figure. The work is still a little rough, compared to some artists, but still very usable. I can see these pieces of art easily being used either as character illustrations in a home game, or as cover pieces for a publisher.

My negatives: First is the JPEG format. I think that the art could have been better if offered in other formats (like TIFF) or one that supports background transparency (like PNG). Either, but particularly a format with background transparency, would have improved the usefulness of these pieces of art. I also think that corresponding black & white versions would have increased the usefulness as well. However, both of these negatives are fairly minor and do not impact the quality of the art.



Rating:
[3 of 5 Stars!]
Star Spangled Heroes Clip Art
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The Black Seal #3
Publisher: The Black Seal
by Chris H. [Featured Reviewer]
Date Added: 08/21/2011 13:33:10

Let's start with the easy stuff. In this 100 page PDF you get about 98~ pages of Call of Chthulhu support material. The art and graphics are ok, about what you would expect from RPG publishing of this level, and the layout is clean if a little cramped.

There is a good deal of British-centric material in this issue (which makes sense since the publishers are British) and I think it would be of good use to someone using Cubicle 7's Laundry RPG. Obviously the tone of this material is more serious than the base tone of the Laundry RPG, but since both use the underlying Call of Cthulhu mechanics, fitting one into the other wouldn't take a lot of effort on the part of a Keeper/Game Master.

My favorite part of the issue is the first article: Terra Occulta: An Atlas of Strange Places. I am a sucker for these sorts of articles because they can really help to fire up the imagination of a Keeper, in addition to providing some interesting (and exotic locales) for games. Each location write-up isn't long, it is more of a story hook than anything else, but they also have the benefit of not having any mechanics tied to them. This means that you can also use them in your GURPS Horror games, or even a globe-trotting game of Angel or Ghosts of Albion. These locations range from spots in Britain to Africa to Australia to South America. Either as a starting point for your horror games, or a bit of exotic and interesting flavor, this atlas should cause a lot of creative sparks for Keepers (or any horror game master for that matter). Terra Occulta is something that could be done up as an RPG supplement and I would buy the hell out of it, if it meant not having to do some of the research myself. It's like Wikipedia with its facts straight.

The next most useful article was actually two of them, both about the British Museum (and again something that could be useful for those playing the Laundry RPG, particularly Americans who may not know as much about the UK and places like the British Museum). My personal introduction to the British Museum was through RPGs: both the Call of Cthulhu boxed set that introduced me to that game and the first edition of GURPS Horror had maps to this wonderful and mysterious place. But, I always wondered....How do I use it in my games when I've never been there?

Well, David Conyers fills in some of those gaps with The British Museum: London's Centres of Knowledge, Part One. One weakness in this article is the fact that the "Part One" does mock me a bit. Knowing that behind the scenes difficulties have (long!) delayed the release of Black Seal #4 means that part two of this article has yet to be released. What arcane secrets does it hold?

That weakness in mind, this is still a strong article that (thankfully) does not have a cliffhanger ending. No "to be continued" haunts the resolution of the article or its quality. The URL for the Museum's web site is handy and provides some nice visuals to allow a potential Keeper to be able to describe the place, even with out having been there, with enough of a level of confidence suitable for gaming. Also, the section on the security is very handy since we all know that sooner or later some player group or another will attempt to break into the British Museum to steal something. Also good is the lack of game stats. Again, this is an article that can be used for a wide variety of games. Yes, there is an NPC writeup of a curator for Call of Cthulhu, but this doesn't take up much space in the article, and it does help give some guidance on what sort of NPCs the player characters could encounter. A new mythos tome also rounds out this article.

Once you have the basics of the location, the companion article: Rare and Unusual: Pararnormal Artefacts at the British Museum does give you some meat to hang off of the bones of the previous article. Again, the write-ups in this article are mostly generic (and each entry has an illustration as well) but there is material for both the BRP Call of Cthulhu and Call of Cthulhu d20. The mechanics are still minimal, mostly referencing spells and in the case of d20 material saving throws and ACs of objects. The article ends with three new spells, dual statted for BRP and d20, and a creature tied to one of the objects. Like with the locations in Terra Occulta, the beauty of these objects is how they can be used as a springboard for stories for Keepers. Need an occult artifact to keep out of the hands of the bad guys? There you go. The article even tells you it's location within the Museum for better mapping. Need an occult object to stop the bad guys? This article has that too.

Just on the strength of these two articles and all of the entry points that they can give to Keepers for their Call of Cthulhu games. Story hooks and springboards beyond the hackneyed "You inherit a musky old book from an uncle who died under mysterious circumstances" can do nothing but benefit your games.

On to a bit of bad. The weakest spot in this issue was the Cages comic. I have been a fan of comics longer than I have been a fan of RPGs, and this did nothing to draw me in. Perhaps it was because it was the third installment? I don't know. The art was passable, and it's strongest selling point may be the fact that it reminds me a lot of the art from Caliber Comics in the 90s (a favorite comic publisher of mine even today). Beyond that, the comic really didn't do anything for me, and the issue could have been stronger with even a couple of NPC write-ups in its place.

Also a strong article, but of little use for the games that I run is A Road Less Travelled: A Rough Guide To Fighting Evil In A Hot Country. This article provides a good deal of Call of Cthulhu/BRP mechanics for heat, deserts and survival. And for fans of such things, there are two pages of tables of diseases and sicknesses that one can come down with in inhospitable places. There are also some new animal write-ups for animals native to Africa. This article ties closely to the adventure The Spiralling. The Spiralling is designed for use with PICSES, the British counterpart to Delta Green. A well-written adventure, that could fairly easily be reskinned for someone not using Delta Green or PISCES, it just doesn't fit my needs. I'm not a pre-published adventure kind of game master.

Wood Ingham's False Mythologies sets up a European cult that has ties to the Mythos and Atlantis. I know that there are a lot of gamers tired of ties to Atlantis, but I think that when they are well done, it shouldn't matter if it's tied to a myth like Atlantis, or a more "popular" myth among gamers. This article is one that is well done, which should surprise those who are fans of Wood's work on the World of Darkness for White Wolf. The article is rounded out with new spells, NPC write-ups and notes for integrating the cult into both baseline Call of Cthulhu campaigns and Delta Green ones. Also, definitely worth the price of admission.

Mini-adventures, a write-up of the cult of a Tibetan god and a UN conspiracy set in Antarctica that ties into both Delta Green and Beyond The Mountains of Madness round out the issue. I do think that I found Resolution Zero to be a little too derivative of the Planetary story Island Zero (even without the giant monsters).

Over all, I found Black Seal #3 to be a well-written and well-designed supplement for Call of Cthulhu. The articles support a wide variety of Call of Cthulhu campaigns and styles, along with enough generic support that any horror game master would find something useful with it's virtual pages. It is definitely worth the money spent on it. Hopefully it will make enough that Black Seal #4 will come out and we will get part two of the article on the British Museum.



Rating:
[4 of 5 Stars!]
The Black Seal #3
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Horseman
Publisher: Gethsemane Games
by Chris H. [Featured Reviewer]
Date Added: 08/18/2011 23:39:11

This is a single piece of color art (in .jpeg and .tiff file formats) of a single humanoid horseman figure. The detail work is good, and the color palette is muted but sensible. While I'm not sure of the general usefulness of this piece of art, it is a well done piece. For a single piece of art, it might be slightly over-priced at $3.25, but that is more because of it's fairly specific usability. This art can add value to a project, and is definitely a piece of art that I would use if I had need of a horseman for a project.

I will keep an eye out for further pieces of art from this artist and publisher, however.



Rating:
[4 of 5 Stars!]
Horseman
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The Book of Unremitting Horror (d20 version)
Publisher: Pelgrane Press
by Chris H. [Verified Purchaser]
Date Added: 07/04/2007 00:00:00

A great collection of unorthodox horrors for your d20 Modern games. You are not going to find creatures like this in other d20 products, very dark and very Barker-like in their implementation. The presentation is such that the book is like an in-game document. I highly recommend this PDF.<br><br> <b>LIKED</b>: Great layout and great presentation. Very reminiscent of some of the better Call of Cthulhu materials put out by Chaosium. That is a compliment.<br><br><b>DISLIKED</b>: Well, the publisher could have a better handle on OGL material, for example the license itself was missing from the PDF. The creatures aren't written up incorrectly however. The authors know their material<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[5 of 5 Stars!]
The Book of Unremitting Horror (d20 version)
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Runic Fantasy: Expanded Professions (RuneQuest)
Publisher: Ronin Arts
by Chris H. [Verified Purchaser]
Date Added: 04/16/2007 00:00:00

A great expansion to the mechanics of the Runequest rules. These expanded Professions give a great level of depth and detail to your characters.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
Runic 
Fantasy: Expanded Professions (RuneQuest)
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Five Classic Fantasy Monsters (Runequest)
Publisher: Seraphim Guard
by Chris H. [Verified Purchaser]
Date Added: 08/29/2006 00:00:00

Five Classic Fantasy Monsters delivers exactly what it promises (that being five fantasy monsters plus two bonus monsters...the rides of a coule of the monsters). This book contains Runequest write-ups for goblins, hobgoblins, kobolds, ogres and orcs. Just like the text describes, these are some of the staples of fantasy monsters and will be of a great deal of use for those GMs who are looking for more monsters to throw at the player characters in their campaigns.

Keep in mind that this is exactly what is described: a no frills supplements that gets right to the point without a lot of extraneous fluff. There are also no illustrations in the book, which may turn some off but I didn't find that the lack of art actually got in the way of use of these monsters.

The quality of the writing is high and the content is solid. I think that this is a supplement that will find a lot of utility at the gaming table. <br><br> <b>LIKED</b>: Simple, clean layout that encourages printability. The book is easy to read and contains very good content, everything is potentially useful without a lot of extraneous waste.<br><br><b>DISLIKED</b>: I don't mind the fact that this isn't illustrated (since that is mentioned as one of the cost cutters), but it would be nice if the creatures were described a bit to take the place of the illustrations. Solid descriptive text that can be used by the Runequest GM would be useful.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Five Classic Fantasy Monsters (Runequest)
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E.N. Mini-Games - Gun-Fu: Balletic Ballistics
Publisher: EN Publishing
by Chris H. [Verified Purchaser]
Date Added: 11/26/2005 00:00:00

A very nice mini-game, customizing the d20 Modern ruleset for "gun fu" games in the style of John Woo. It is nice to see a designer who isn't afraid to muck about with the core rules in order to pull something specific to a particular genre out of the morass of rules. I especially liked the integration of the Damage Save mechanic into the rules, this really goes a long way towards creating the cinematic feel that is important to these types of movies.<br><br> <b>LIKED</b>: A very "innovative" product that wasn't afraid to change things to get to the design goal of genre emulation. I put innovative in quotes only because the material involved isn't new, but it is taken from a number of sources and put together into a new whole.<br><br><b>DISLIKED</b>: My only real disappointment is that this isn't longer. I would really like to see the concepts from this book developed into something bigger with more campaigning information included.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
E.N. Mini-Games - Gun-Fu: Balletic Ballistics
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Unorthodox Barbarians (for Iron Gauntlets)
Publisher: Precis Intermedia
by Chris H. [Verified Purchaser]
Date Added: 11/26/2005 00:00:00

A great expansion for the Iron Gauntlets rules, bringing some interesting new options for your Iron Gauntlets characters. The barbarian vocations are full of flavor, and the new Gimmicks and magic can really liven things up in your game.

This is certainly not just vanilla fantasy.<br><br> <b>LIKED</b>: The new vocations and Gimmicks can really spice up your Iron Gauntlets characters, giving them some very interesting new choices.<br><br><b>DISLIKED</b>: I think that I would have liked a bit more flavor text, to give a better idea of how these new vocations could fit into the standard setting of Iron Gaunlets.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
Unorthodox Barbarians (for Iron Gauntlets)
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Blood and Guts 2: Military Training Manual
Publisher: RPG Objects
by Chris H. [Verified Purchaser]
Date Added: 11/26/2005 00:00:00

Another excellent product from RPGObjects. The Blood and Guts line was pretty darn good already with the first edition line, and this second edition "core" book for the line cleans up things from the previous, and brings some interesting new ideas to the table.

For me, it is hard to go wrong with a d20 Modern product from this company and this designer.<br><br> <b>LIKED</b>: The MOS system is a very good concept and one that really helps with bringing across the creation of military characters in the d20 Modern rules.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Blood and Guts 2: Military Training Manual
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Intermediary Classes (D20 Modern)
Publisher: LPJ Design
by Chris H. [Verified Purchaser]
Date Added: 11/26/2005 00:00:00

This is obviously a product geared towards power gamers. I'm not saying that as if it were a good or a bad thing, but that is the obvious intent of the product. These classes are designed as an alternative to the base classes of d20 Modern, and they are designed to progress characters into an advanced class as quickly as possible (mostly in 3 levels). This leads to some strange design choices (for example the "Boot" class gets all of the prerequisites in three levels, while it takes five levels for the "Junior Officer"). While the Intermediary Classes that lead to the Solider Advanced Class are the most straight forward, most of the other classes simply require that the character's skill ranks in the required skill be maxed out at each level.

It seems that this could have been thought out a bit better than it was, overall. Many of these Intermediary Classes are so tightly focused on the goal of meeting the requirements for their Advanced Classes that they could easily be hobbled in many situations. Focused characters are good but not to the exclusion of all else.

Also there is a repeated "copy and paste" error in the descriptions of the Boot, Junior Officer and Irregular Classes that give the wrong bonus feat in the description of each class. This mistake would make the characters actually ineligable for the advanced class that they are designed to move into. Strangely though, this error isn't in any of the class progression tables.

While this is an interesting concept, it could use some reworking.<br><br> <b>LIKED</b>: I liked the idea of an alternative to the d20 Modern base classes. However, classes that aren't so focused would probably work much better than what is offered in this book.<br><br><b>DISLIKED</b>: The classes are too focused, and the design of the Intermediary Classes (in many cases) require that the character's skill ranks be maxed in certain skills to meet the Advanced Class requirements. This makes for character who can only really do one thing well, and doesn't reflect what they are trying to simulate.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[1 of 5 Stars!]
Intermediary Classes (D20 Modern)
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Unorthodox Modern Cheerleaders
Publisher: The Le Games
by Chris H. [Verified Purchaser]
Date Added: 10/11/2005 00:00:00

You know, I am still not 100% certain as to why I picked up this PDF. However, I did and I have that I have gotten some pretty good fun out of it. I do think that is the big selling point to this, and other products from thele games...they are fun. This, and other of their stuff that I have seen have that madcap energy that I loved so much back when I first opened up my first D&D boxed set. I really think that gaming needs more madcap fun.

That and the unorthodox cheerleader in the pictures rocks. <br><br><b>LIKED</b>: Good clean fun. Like I said, more game books need to be about the fun.<br><br><b>DISLIKED</b>: It might be a bit of a niche.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Unorthodox Modern Cheerleaders
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Fudge Treats: ASCB
Publisher: Avalon Game Company
by Chris H. [Verified Purchaser]
Date Added: 07/06/2005 00:00:00

ASCB is a tough nut to crack, when it comes to Fudge. Conceptually, it is probably one of the Fudge extensions that is more geared towards the experienced gamer. However, at its heart, ASCB goes straight to the central design goal of Fudge -- everything for play should be readily available and easy to explain on the character sheet. ASCB certainly does meet that design goal.

ASCB should be the darling of anyone looking for a freeform gaming experience. You can design a character in as little as four lines of text. This is both the greatest strength and greatest weakness of ASCB. Not everyone can really wrap their head around this concept, I know that I couldn't for the longest time. However the one greatest advantage of this version of ASCB over the previous free one is that I finally "got it" with this one. The better layout and cleaner version of the text really made ASCB finally click with me.

I can see using ASCB primarily for a game that would require a lot of different, and often weird, character types to all be in the same campaign at the same time. For example, ASCB would lend itself perfectly to a wahoo style of time travel game.<br><br><b>LIKED</b>: The simplicity, four lines can explain a character created with ASCB. In a similar manner, this simplicity of character design is what interested me in Over The Edge. I think that people who are interested in a game like Over The Edge would greatly benefit from looking at ASCB. This is a gem, still a little rough...but still a gem none the less.<br><br><b>DISLIKED</b>: Cross compatibility. This, however, is a problem that I have with many Fudge products. In something akin to d20, I would really like it to be much easier to drop a character from one Fudge game into another. ASCB (with its more freeform nature) is easier than many, but that can still be a flaw. There are some things that would make it easier to drop an ASCB character into other Fudge games, while there are others that could make it more difficult.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Fudge Treats: ASCB
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True20 Adventure Roleplaying
Publisher: Green Ronin Publishing
by Chris H. [Verified Purchaser]
Date Added: 07/05/2005 00:00:00

I am glad to see a (more) stripped down and generic version of the rules that powered Blue Rose. This is the streamlined and simplified d20-esque game that I have been looking for.<br><br><b>LIKED</b>: The simplicity of the product. Simple and easy to run. Easy to teach to people not familiar with the system either.<br><br><b>DISLIKED</b>: Some sample Backgrounds would have been nice, and I wouldn't mind this having the Corruption system from Blue Rose added to it. Perhaps for future PDF updates, or the print version. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
True20 Adventure Roleplaying
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Fudge Treats: GoF
Publisher: Avalon Game Company
by Chris H. [Verified Purchaser]
Date Added: 07/05/2005 00:00:00

Guns of Fudge has been a favorite of mine for a while. It is a great extension to the Fudge system that manages to add enough needed detail to handle the work at hand, while at the same time not overwhelming the simplicity inherent in the Fudge system. It walks that tight rope without falling onto either side. A great product, and hopefully we will see more quality Fudge products from this publisher and others.

I am also really glad to see it released into the world of Open Content, like the Fudge rules themselves.<br><br><b>LIKED</b>: Guns of Fudge is one of the better add ons to Fudge out there, and this revision cleaned it up and makes it a lot more accessible. With it being Fudge, it is a great resource...whether you use Fudge or any other RPG system.<br><br><b>DISLIKED</b>: I have a minor quibble about the font in the title and the headers. But that's just me. It doesn't take away from the readability or utility of the PDF.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Fudge Treats: GoF
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Creator Reply:
Thank you for your comments, Chris. I'm sorry you had quibbles with the title/header font - we chose it because we were trying to capture a "candy store/carnival/ice cream parlour" feel with the product - we thought it was a good tie in with the "Fudge Treats" name. Thanks, Tim.
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