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Quite an enjoyable RPG set after the Earth has been nuked.
The Earth is now populated by pure humans, mutants, evolved animals, robots, etc.
The setting/theme reminds me of a video game: Fallout 3.
Earth AD.2 contains: character stocks, skills, gimmicks, vehicles, equipment, & background history.
The PDF is approximately 90 pages.
A good buy for £3.13.
The enhancement pack is worth getting as well.
There are SOME resources on the Precis website, but, some you have to pay for by joining a premium club.
More resources/supplement would be nice.
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A much needed supplement for Earth AD2.
18 pages of extras: new character stock, skills, Character & transport gimmicks, character roles, random tables addendum& creatures.
Also 2 scenarios.
Well worth the £1.58.
Hopefully more on the way.
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It is a nice, interesting game that can play much faster than the usual role-playing game. Those who have moved beyond hack-and-slash would love it. Illustrations and support material is pretty basic so it requires an enterprising GM to make it work.
Not much has changed since the previous edition.
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Although it is easy to find modern and near-future military paper models, the same is not true for the gangers, cyberpunk heroes and general civilians. These sets fit this need nicely with a variety of character types and illustration styles. They come ready for printing in flat-folding, A-frame or trigonal styles and the only reason I'm not giving a 5/5 is because if they had back images they would be even more versatile.
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The Active Exploits Diceless Roleplaying system is a simple, robust system that's been available for a considerable time. They're reprinted in this download so you don't have to juggle multiple downloads, a welcome addition, although the double-wide first page does make it hard to use the "page width" button on most PDF readers.
The Bloode Island materials start about halfway through. It begins with a solid overview of the New World in the time of the pirates, although with brief descriptions of major locations. Next there are many pre-made characters, always good for getting a game started quickly. A brief, light combat system for ship-to-ship combat. The basic maneuvers are handled just like any other character action, with special actions like boarding handled with stunts.
A pirate haven is described, from the perspective of a crew visiting it for the first time, a position the characters are likely to be in. There are several historical and fictional characters described, along with a few brief scenarios, concluding with a glossary of piractical terms and a thorough list of equipment.
Precis Intermedia has long displayed expertise in getting across a lot of extremely practical game information in very little space. Bloode Island is no exception. There simply isn't any wasted space whatsoever in this supplement. You can find everything you need for a solid pirate game in these 60 pages or so (plus the 70 or so pages of the diceless system).
If I had to identify an area for improvement, I would like to hear more about some of the typical issues with respect to pirate games - how to handle the NPC crew members, how to handle female characters given the views of females in the day, contrasting "realistic" piracy with pulp adventure piracy, and so forth, but these are all things that might be added, not changes to what's already there. For the $6 price, this is a marvelous, fast-moving pirate game, with everything you need to play from beginning to end.
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I like it and I am going to try running a fantasy game with it.
The system is flexible and seems suitable for many different styles of settings.
The system does involve some table-lookup when using skills and in combat, but personally I like that stuff.
Some things could probably have been a little simplified without loosing playexperience, but overall it looks pretty well balanced.
The card-deck is not for me, but it is optional and if you dont like it you can just skip those parts of the rules.
On the publishers homepage there is also conversion guidelines between Masterbook and OpenD6,
which helps in making a lot of stuff available for use with Masterbook as rulesystem.
One drawback is that the scans are just images. You can not copy text or search for text. That is irritating but not a dealbreaker.
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Warcosm is a good set of light spaceship combat rules. There is a thin setting attached that you can use but largely this game is meant as a framework for you to create your own universe to play in which makes it ideal for any spaceship minis that you might have lying around. The rules also include a well laid out random scenario generator so you can just roll up the scenario instead of creating one yourself which I think is a nice touch. The only complaint that I have is that some of the rules were a little unclear at first glance but even these were fairly minor. If you are looking for a fun, fast, and light space combat game then I'd definitely recommend giving this one a try!
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Lions and Tigers and Bears Oh My! Well maybe no Lions or Tigers, but definately Bears. I can't think of a middle age European campaign that should not have bears and this set not only includes a bear but also 2 variations of deer(anyone care to eat some vennison for dinner?), rams, wolves, a mountain cat, and a wild boar. These are some definate wild European forest creatures necessary for that middle age rpg you're running. They definately look good in my campaign and the pc's aren't exactly used to have to fight real animals after so many orcs and goblins.
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A very well presented Asian Military package for Middle Ages miniatures or role playing. Individual figures are portrayed on 2 sheets so you don't have to print an army of Generals. Also provided are full sheets of soldier units so you can print an army of miniatures or npc's. I was very pleased with this product.
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CT: Colonial record is an excellent sourcebook for individuals wishing to model the dawn of the age of revolutions. The rules are applicable to any settings from the Napoleonic era to the War for Texas Independence. Utilizing Precis' modular concept of interlocking genres I could see combining this take on Coyote trail with hard Nova 2 to model an age of piracy in space.
A good job at a good value, excellent bang for the buck.
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Coyote Trail is a d6 based game that has a slew of stroytelling tools for the cost. Precis did a good job of laying out the basics of the genre's narrative and presented the material well. The modularity of Coyote trail to Precis' other settings for the Genre system means you can model anything from Serenity to red dead redemption as well as films.
A must buy, the entire settings' sourcebooks and rules costs under 25 bucks.
Hats off.
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What Works: I don't know if it is quite indispensible, but it is certainly very useful for the Masterbook GM, especially the Spell creation guidelines and examples. The Advantages also stand out, especially for someone wanting kewl powerz for their game. While I doubt I could see myself using it for a full blown supers game, power options for another genre are always a good thing. The World Creation Chapter and the Cross-Genre chapters are very extensive and advice-heavy.
What Doesn't Work: A bestiary still feels like it is missing. Sure, they may be in setting books (I don't know), but someone who picks up Masterbook and the Companion are kind of left figuring it out for themselves. Also, I appreciate the comprehensiveness of the Vehicular Combat chapter, but my eyes glazed over when I hit that Movement Chart.
Conclusion: I didn't mention the art above, because it straddles a line: None of it is particularly great, and I'm not a super big fan of full page art pieces unless they are really good, but the book is crammed so full of material that I can't say it honestly detracts from the value. For the price, it is DEFINITELY worth it for any Masterbook GM, and those with too much disposable income (they are out there) may get their money's worth out of the Cross Genre and World Building chapters, given how heavy on information and light on mechanics they are.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/05/tommys-take-on-masterbook-companion.html
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The Good:
- Setting and system, complete in one book.
- Compatible with other genreDiversion games.
- Extensive collection of vehicle stats.
- Great, short in-character snippets from NPCs around the world set up the setting.
The Bad:
- The art doesn't really convey the seriousness or other worldliness of the invasion.
- Some minor organizational issues are present.
- Some unfortunate font choices hamper the book.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-on-stormrift.html
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The Good:
- Some great new options for genreDiversion games, such as Cliches and some cool new gimmicks.
- Incredibly useful chapters on Mob structures, as well as crime and punishment, including step by step breakdowns of trials.
- Three complete adventures, plus eleven nearly complete adventures and 21 sample characters, ready to be used as PCs.
The Bad:
- Lacks the same "punch" as other genreDiversion games, like Ghostories and Bold & Brave.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-on-mean-streets-expanded.html
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The Good:
- Options packed on top of options
- A ton of useful material, including 9 complete adventures and 21 sample characters
- An implied setting, but nothing hardwired, so you can pick and choose as you like
- A large number of sample monsters, as well as the tools to devise your own
- Great price, especially for the content
The Bad:
- Some of the naming conventions on the monsters are perhaps confusing
- The title is fairly misleading as to the sheer depth of play available in this book
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/02/tommys-take-on-ghostories-expanded-rpg.html
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