|
|
 |
If you can remember to play a sound amidst all your other duties as GM, hitting your players with a dragon's roar ought to make a big encounter even more memorable. There is a decent variety across the sounds in this collection, so you ought to be able to find something you like that will make your players jump.
|
|
|
|
|
|
 |
|
|
 |
If you enjoyed your first game of Fiasco, but feel like didn't quite "get it", or if you just want you next game to be EVEN MORE AWESOME, you want this book. And it reads easily on a tablet.
|
|
|
|
|
|
 |
|
|
 |
Everything you need to know (and a few things you weren't meant to) about His Squidliness and Mr. Lovecraft. Quippy and fun to read, this is Ken Hite rollicking in his element.
|
|
|
|
|
|
 |
|
|
 |
Don't let the cover art scare you off. This is a surprising game with an unusual card-based resolution mechanic. If Scion was too gonzo for you, and Part-Time Gods not gonzo enough, you might like this. If nothing else, there is an interesting cosmology here that's worth a read.
|
|
|
|
|
|
 |
|
|
 |
I picked this up based almost entirely on the wordplay in the title. The use of constructed words continues throughout the text, and it almost turned me away. The various cybernetic monsters in the setting all have clever names, starting with "Nosferodent" and proceeding further afield. The terminology is something of an inside joke among the characters, but it comes close to detracting from the tone of the writing.
The setting is an alternate 21st century America where the CIA and its competitors have access to fantastical cybernetics and the "War on Terror" has a whole different meaning. Like the protagonist, the story has a dark and violent core under its snarky exterior. Not for the faint of heart, the surprisingly complex plot turns back on itself more than once, and I mean that in a good way. There are graphic descriptions of severe injuries, some very twisted personalities, and truly horrific zombies.
I was not familiar with the author's other work before I read this. It reads like a self-published first novel, albeit a promising one. I look forward to reading more in the series, as something of a guilty pleasure.
If you like heroic vampires and gunplay, you will probably enjoy this story. Just take the campiness for what it is, and roll with it.
|
|
|
|
|
|
 |
|
|
 |
I needed a jungle map for this month's session, and this fit the bill perfectly. The image is sharp and clean, and printed just fine on four sheets. The arrangement of terrain objects forced some interesting choices.
|
|
|
|
|
|
 |
|
|
 |
I was looking for standups, and these are not them. But if you need flat markers for some kind of a steampunk game, these would do just fine. The artwork is clean and the characters look spunky.
|
|
|
|
|
|
 |
|
|
 |
This is a nifty toolkit for whipping up a quick NPC, or groping around for inspiration when the GM juices aren't flowing. Installation is painless, and the author is responsive and supportive. It would be well worth it at several times the price.
|
|
|
|
|
|
 |
|
|
 |
This book delivers. Following in the footsteps of the classic Marvel game from TSR back in the day, written by much of the same team that produced the monumental Dresden Files game, and using lots of dice in fun and tactical ways, this game promises to deliver a wallop. Worth the price in interesting ideas alone.
|
|
|
|
|
|
 |
|
|
 |
This is a very impressive collection of music. Each of these pieces would work fine as the "theme song" for the right kind of campaign. Most of them are on the modern/spacey/techno side but could be used for any genre with the right spin. I'm surprised this is free. I'd happily pay $5 or more.
|
|
|
|
|
|
 |
|
|
 |
An outstanding work that should change the way you think about your game, as well as fiction and movies. This book provides a perspective on "social combat" that is rife for exploration, and a framework for evaluating stories (in and out of game) to give that perspective a little crunch. Well worth the read for any thoughtful GM or player.
|
|
|
|
|
|
 |
|
 |
|