Showing posts with label dark fantasy. Show all posts
Showing posts with label dark fantasy. Show all posts

Mage: Sorcerers Crusade (Mage the Sorcerers Crusade) Review

Mage: Sorcerers Crusade (Mage the Sorcerers Crusade)
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The Sorcerers' Crusade is a good setting for Mage. A lot of the modern game focuses on how magic doesn't really work the way it's supposed to because people's belief in science is too firmly entrenched in the world's paradigm. In the SC setting, science is a bit less accepted, and magic works a little better. Paradox, which in the modern game is always bad, is called Scourge in this setting, and can occasionally help a Mage. The Technocracy is on more equal footing with the Tradition mages here, as both are struggling to put their paradigm forward as dominant.
There's quite a bit of history and world setting information in this book. Possibly too much, depending on your needs. Relatively little of the book is taken up with game system mechanics. What system rules there are cannot be found all in one place. The organization of the rules is somewhat loose. Like the modern game, the magic system is open-ended, with ability defined in areas of control rather than specific spells. But like most other Mage books, spells (rotes) can be found if one looks hard enough.
If you've played Mage: The Ascension, it will be easier to understand this book. If not, some of the game rules might be confusing. If you like the Mage magic system, but don't care for the dark-goth game world White Wolf sets the games in, this is probably the game for you.

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Flesh Circus (Jill Kismet, Hunter, Book 4) Review

Flesh Circus (Jill Kismet, Hunter, Book 4)
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Run by evil hellbreed and their human Trader partners, the Cirque de Charnu (Circus of Flesh) uses flashy trappings and promises of pleasure to lure suicidal humans to their deaths ... or worse. Under an ancient agreement between the Cirque and the hunters -- humans who protect their fellows from supernatural evil -- there will be no interference with the Cirque as long as it only consumes those who come to it voluntarily. The Cirque guarantees its good behavior with a hostage whose life will be forfeit if the Cirque steps out of line.
The Cirque has returned to Santa Luz after an absence of nearly a century, and though hunter Jill Kismet is none too happy to receive it, she knows the rules. Sanctuary minder Galina remembers that something bad happened the last time the Cirque was in town, but she can't recall what it was or who was involved. When someone or something attacks the hostage, threatening to throw the Cirque into dangerous chaos, Jill is reluctantly forced to defend the Cirque and track down the attacker. At the same time, a rash of non-demonic possessions, zombie attacks, and gruesome murders alerts Jill that one or more practitioners of "voodoo" are running amok in her town. Could there be a connection between the events of the past, the voodoo of the present, and the attacks on the Cirque?
FLESH CIRCUS follows the same formula as the previous books in this series, mixing supernatural creatures, violent action, noirish private-eye cliches, gross-out humor, romantic tension, repetition (she describes her werecougar boyfriend Saul as Native American beefcake at least three times), and a bunch of seemingly unrelated narrative threads that get tied up in a neat little bow at the end. This novel improves on REDEMPTION ALLEY by being more coherent and more inventive. On the other hand, it does very little with the rich possibilities of a hell-tainted circus. Worse, the use of voodoo (and the interest of the loa--the non-demonic voodoo spirits) are entirely unmotivated; why voodoo and not, say, kabbalah or mundane old black magic? In the end, it's a typical book in the series, likely to appeal to anyone who enjoyed the earlier volumes.

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The Cirque de Charnu has come. They will clean out the demons and the suicides, and move on. As long as they stay within the rules, Jill Kismet can't deny them entry. But she can watch--and if they step out of line, she'll send them packing.When Cirque performers start dying grotesquely, Kismet has to find out why, or the fragile truce won't hold and her entire city will become a carnival of horror. She also has to play the resident hellbreed power against the Cirque to keep them in line, and find out why ordinary people are needing exorcisms. And then there's the murdered voodoo practitioners, and the zombies.An ancient vengeance is about to be enacted. The Cirque is about to explode. And Jill Kismet is about to find out some games are played for keeps...

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Dragon Haven (Rain Wilds Chronicles, Vol. 2) Review

Dragon Haven (Rain Wilds Chronicles, Vol. 2)
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Dragon Haven is Robin Hobb's conclusion to her Rain Wilds Chronicles, begun with Dragon Keeper. In reviewing the first book, I said it was a difficult task to judge Dragon Keeper as it was clearly mostly setup for what was to come (I believe it was originally supposed to be one novel but had to be split into two books for size). So now that it's complete, how does the whole story hold up?
I've begun to wonder over the course of Hobb's recent books if she is exploring just how much story she needs in her novels to actually have a "story." There is a lot of action in her earlier books, such as the Farseer Trilogy (and subsequent Fool's books) and her Liveship Traders group. Then, in Soldier Son Trilogy, there was almost none, with it mostly being a slow (too slow) study in character and culture (or culture clash). The Rain Wilds Chronicle seems to be a middle ground between the two. It's almost as if she's feeling her way to as quiet and minimalist a style (in terms of action, not language) as possible.
The reason, of course, that Hobb can get away with less plot than many authors is that she does character so damn well. While her earlier books, as mentioned, were full of action, their true draw lay in their characters (including characters made of wood--you think that's an easy thing to pull off?). In Soldier Son, the main character was I'd argue was sharply drawn but too unlikable over too many pages while her secondary characters suffered from a lack of depth, unusual for Hobb. That, coupled with a slow plot, made that series a difficult read and one where it's hard to say if its strengths outweigh its weaknesses.
Here, Hobb has once again given us multiple fully fleshed characters, some likable and some less so, but nearly all of them interesting and several quite compelling. Which is good, because not much actually happens action-wise. In Dragon Keeper, a group of deformed dragons and equally deformed ("marked") Rain Wilders join with a Liveship crew to travel up the Rain Wild River toward a mythical city. In Dragon Haven, the journey continues and then ends (I won't say where). That's pretty much it. They don't fight any pitched battles along the way, don't come across ancient cities or tombs to explore deeply and accidentally uncover horrifying plot points, don't save the world from some apocalyptic event or Dark Lord. They travel together and sometimes they fight among themselves and sometimes they come closer to one another. About the only major "action" is a short-lived flood wave that changes things around a bit. But even that is mostly a reason for further character development rather than a major plot event.
What keeps the reader going is the interpersonal action. Will the Rain Wild group, all of whom were supposed to be killed when born so marked, continue to accept their society's old rules and its perception of themselves or will they modify them or create their own society? Will characters cling to their old selves or move into the new selves slowly being molded by this journey (in both a literal and metaphorical sense)? Will they cling to old relationships or find new ones? Old mores or new ones? Old biases or new tolerances?
Oh, there are plot questions that create suspense and tension throughout: who is the "mole" in the group spreading dissension, will anyone give into greed and carve out pieces of dragons to sell, will they ever find the mythical city, will the dragons every become true dragons, what are these odd physical changes in the dragon keepers, and so on. But in reality, they pale beside the character issues.
Beyond character, Hobb has her usual mastery of language here, whether it be dialogue or description. She offers up her usual themes: clash of culture, prejudice, the clash between change and tradition, the clash between the individual and the group and does so smoothly and subtly and thoughtfully.
So what the reading experience comes down to is whether you're the reader who needs things "to happen" or if reading about people (even if the people are sometimes dragons or ships) is enough for you. To be honest, I did enjoy Hobb's Farseer and Liveship books more with a more traditional blend of action and character. But while I found Soldiers Son overly slow and free of action, I was quite drawn into the character world of the Rain Wild Chronicles and didn't feel the need for more things to happen, except at the very ending, which seemed a bit abrupt, a bit anti-climactic, with perhaps as well a bit of deus ex machina to it. But that was a minor complaint and in some ways, the ending, though disappointing, was quite appropriate to what had come before.
In the end, I was quite happy to drift down the river and spend some time with these characters and I suspect anyone who enjoys these sort of character-driven, "quiet" stories will as well. Happily recommended.

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Warhammer 40,000 Rogue Trader Review

Warhammer 40,000 Rogue Trader
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This was it: the original game rulesbook that led to all of the editions of the "Warhammer 40,000" miniatures game that were to follow.
Things were wilder then.... rules aimed at small-unit skirmishes, more detail to weapons and equipment, you could equip your forces with just about anything you wanted.... almost a semi-role-playing feel to things. And plenty of background material for the setting, too. Great fun!
If you're looking for some of the original materials that gave rise to what has become known in some circles as "The Warhammer 40,000 Hobby" then don't pass this one up!

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Rogue Trader: Battlefleet Koronus Review

Rogue Trader: Battlefleet Koronus
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While published under the "Rogue Trader" aspect of WH 40K, this book is applicable to all Warhammer 40K games. While some aspects are for Rogue Trader specifically, this book, IMHO, can be considered as an "Imperial Navy" and "Expansion on Space Travel and Combat" sourcebook.
This book starts out with rules for torpedos (which have been mentioned in other books but never expanded on); smaller craft "squadron combat" (or "air combat"), an expansion of smaller craft to include planetary and non-warp capable ships; expansions on ship types- additional essential and supplementary components; info on shipyards, repairs, acquisitions, etc; General information on the Imperial Navy (similar to the Imperial Guardsman's Uplifting Primer) that fleshes the organization out more in detail; and has expansive rules on how to make war profitable for those playing Rogue Trader.
You don't have to play Rogue Trader to enjoy this book. If you want to know more about the Imperial Navy, how war works in space or if you want to expand your knowledge of the Warhammer 40K universe, this book is good. I will say that this book would be a great supplement to the Death Watch books but not so much to the Dark Heresy/Inquisition books.
A must for Rogue Traders and even if the game writers and producers didn't intend to (I know they only wanted a 3 arch book system- Dark Heresy, Rogue Trader, Death Watch), this book easily allows you (along with the Rogue Trader core book) to run an "Imperial Navy" campaign if you or your friends so desire. Such is the flexibility and wealth of information this book contains.
The biggest flaw is that it doesn't expand on the Imperial Navy on other Segmentums as much (I know but it is a Rogue Trader book) to be more holistic and complete (IMHO).
5 stars, spend your thrones!

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Rogue Trader: The Warpstorm Trilogy I - Frozen Reaches (Rogue Trader: the Warpstorm Adventure Trilogy) Review

Rogue Trader: The Warpstorm Trilogy I - Frozen Reaches (Rogue Trader: the Warpstorm Adventure Trilogy)
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I really enjoyed 'Lure of the Expanse' and I was expecting something similar to what was contained in that Rogue Trader adventure. What we get is a little bit more, but also a little bit less. 'Frozen Reaches' starts out with the Explorers being tasked with helping out a settlement (Damaris) that is being threatened by an Ork incursion. The initial stages are very much political in aspect with the Explorer's having to suss out the major NPC's motives and somehow convince them to work together. One of the strong points of the adventure is how the various achievements are used not only to define the difficulty of the upcoming conflict but also to gauge their success with the overall plot's Endeavor.
Where the adventure fails a little bit is the amount of material contained during the Ork's assault on the planet. Perhaps running it would turn out to be easier than I am imagining but the level of responsibility placed on the players and how they decide to defend the main city seems pretty daunting. This on top of both the space portion of the defense and ground combat happening on a 15 day phased basis sounds like a lot of things for the GM and players to keep track of. On the one hand I applaud the fact the dev's haven't completely glossed over things, on the other I am not sure they have given the GM enough to work with.
As with 'Lure' the Eldar can't seem to stay away and make an appearance towards the end of the adventure. I will wait to see what happens in the next part of the Warpstorm Trilogy but I am of the opinion the the Eldar probably don't need to be thrown in here at all. Especially if you have already run your Explorer's through 'Lure'. It seems to be overly gratuitous and takes a little bit of the players mojo from them after they have already done their best against the Orks.
I was torn between giving this a 3 or 4 stars, I would probably give it a 3.5 if I could. There is some great stuff here, but I think they almost tried to do too much with the adventure. If your group has any interest in being part of a major 40K battle than this would be a good adventure for them, although there is some political intrigue to start and some exploration at the end. The larger portion of the adventure focuses on combat, both mass combat and individual skirmishes.

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In Frozen Reaches, the Explorers find themselves facing an impending Ork invasion and working to save the planet of Damaris. But first, they will need to organize squabbling factions and establish a united front. This is no easy task, as powerful forces are working against them from the shadows...

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Rogue Trader: Lure of the Expanse Review

Rogue Trader: Lure of the Expanse
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Lure of the Expanse is an important product for the Rogue Trader line because it serves to set the stage for GMs who read the core rulebook and then wonder how to write adventures for their players in this setting. Rogue Trader isn't quite the same as other RPGs, the power level of characters is higher and the stakes required in adventures must scale accordingly. This is quite different from the "player characters as lackeys" that is pretty common in other RPGs where it is fairly easy to start small and grow the conflicts as the player characters gain wealth and power. In Rogue Trader they already have more wealth and power than 99% of humanity so the trick is finding out how to make sessions fun and challenging and that is where this book serves as both a guide and set of examples.
The three adventures contained inside highlight most of the various rules outlined in the core book so you can expect ship-to-ship space combat, exploration and political maneuvering galore. There is plenty of conflict and the normal gritty 40k vibe comes through loudly both in how the stories are presented and the tasks they set forth for the players. The missions are not black and white, good versus bad, so there is ample opportunity for players to delve into moral equivalence and personal corruption as they solve the problems they are presented with in true 40k fashion.

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Lure of the Expanse, the latest book for Rogue Trader, features three adventures set amongst the unexplored stars beyond the Imperium. Wealth and glory await those with the courage to venture into the farthest reaches of space. In "Eye of the Needle," your Explorers will travel to the perilous port of Footfall to learn of a dark prophecy of long-lost riches. In "The Heathen Trail," the Explorers find themselves on the path of uncountable riches... but they must cross the wild tracts of the Heathen Stars. Threats abound, but can the Explorers transform danger into rewards? Finally, in "The World Beyond," the Explorers discover the location of the legendary treasure world. Now, can they prevail against a host of enemies?

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Rogue Trader: Edge of the Abyss Review

Rogue Trader: Edge of the Abyss
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Edge of the Abyss is all right, it describes a few systems in greater detail and helps give adventure ideas. The problem is, most of the systems described already have short descriptions in other Rogue Trader books. Furthermore, the descriptions are not detailed, they leave it up to the GM to usually design the 'final' mystery. This is good for GMs who have time to design campaign features and for GMs who are worried about players knowing exactly what is going on. Problem is, I don't have a lot of time to design detailed campaigns and that is what I buy the supplements for. This actually seems to me to be a problem with a lot of the Fantasy Flight Game supplements. I end up buying lots of there expensive books to get ideas and save time. I run a Deathwatch campaign and I use Dark Heresy and Rogue Trader supplements to help get ideas for adventures and stats on aliens to use in the Deathwatch campaign.

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Rogue Trader: The Game Master's Kit Review

Rogue Trader: The Game Master's Kit
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The first thing I noticed about this GM screen is that it is made of the same materials and in the same fashion as FFG's great game boards. Each of the 4 panels is about the thickness of a hardcover book and wrapped with the familiar textured paper that contains the artwork and game tables. The center two panels are a wide view of the same image from the Rogue Trader Rulebook and the side 2 panels each contain 2 pieces of setting appropriate artwork. The GM side of the screen is typical in that it is about 75% tables and 25% short rule summaries.
The booklet that accompanies the screen is full color on slick paper with lots of artwork including several map/schematic layouts of locations. It is made in the same fashion as the rule booklets that accompany FFG's board games like Arkham Horror, so if you own any of their games you know basically what it looks and feels like. The adventure it contains looks to be well done with multiple locations to explore and includes several GM aids to modify it to suit your players. The last 4-5 pages of the booklet include a star system generator and an NPC ship generator which are basically a few tables to roll up quick results.
Overall the GM kit is of great physical quality, which is pretty normal from FFG, and the actual contents of it look very helpful.

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This Game Master's Kit includes a screen for the Warhammer 40,000 Roleplay: Rogue Trader RPG which features useful charts and tables, as well as a sourcebook that includes a starship construction guide, NPC starship vessel generator, and Starship Combat summary sheet, plus the exciting adventure, "Whispers on the Storm."

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Rogue Trader: Battlefleet Koronus Review

Rogue Trader: Battlefleet Koronus
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I quite enjoyed reading this book. I feel it adds quite a bit for GM knowledge of the WH40K universe and also gives some players a few more options as well.
Chapter 1, The Weapons of War: This covers the new ship classes, the Grand Cruiser and the Battle-cruiser. More types of each class are shown as well. Further rules are introduced for the iconic weapon: Nova Cannons! As well star-fighters are introduced as well as the new components that they can use. The options presented try to keep the rules bloat to a minimum... But I can't help but feel they will really only work well with players that want the additional rules.
Chapter 2, The Imperium's Shield: This gives an excellent overview of the Imperial Navy, in particular it gives a strong mention for the Battlefleet Calaxis.
Chapter 3, Enemies of Humanity: This gives more ship hulls and small rules additions for Orks, Eldar, Stryxis, Rak'Gol, Kroot, and Chaos Reavers. Quite useful for GMs not wanting to make this stuff up all on their own.
Chapter 4, Rules of War: This covers Mass combat at the fleet and ground level. I felt the fleet level advice was quite good. The ground combat clearly was not play-tested / edited as well as it could have been. There are some cleaned up versions floating around on FFG's forums, and I recommend taking a look.
Overall 3.5/4, as half of Chapter 4 really needed some stronger work done on it. In conclusion, I highly recommend this supplement to any GM, simply for the first 3 chapters alone. The First two chapters are also very useful for players wishing to find more options and get some background on the Imperial Navy.

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Rogue Trader: Into the Storm (Warhammer 40,000 Roleplay) Review

Rogue Trader: Into the Storm (Warhammer 40,000 Roleplay)
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Into the Storm basically adds a whole host of options for Rogue Trader characters. The biggest addition is two new races: Ork and the Kroot. These races are styled as independent Career Paths where the advances that you take define how your character becomes specialized. There is no Origin Path and you are basically locked into being either a Kroot Mercenary or Ork Freebooter. The options for Orks are quite varied from having a squig companion to developing psychic abilities ala a MadBoy. Kroot have similar advances that reflect their races talents within the 40K universe. Similar to the Orks, Kroot can gain a Kroot hound and they have a racial ability that allows them to track prey and consume bodies to regain hit points.
In addition game masters are given advice on how to incorporate these characters within the rigid xenophobic society that is the Imperium of Man. One option is a mark similar to an Imperial psykers that allows the xeno to be sanctioned with access to human settlements.
In addition to these races there are extended options for the Origin Path from the main rules. These allow for a greater variety to character backgrounds with certain bonuses which can be purchased with XP. Overall I really liked the original Origin Path, I am not sure the added complication to new characters is worth the greater variation in character background, I will have to see this in action. There are also rules for Alternate Career ranks similar to the Dark Heresy rules, basically you take these ranks in place of a rank in your normal career path.
Another chapter expands on starship options. From different hull types, ship weapons and ship builds most of the Imperium type ships can now be represented in Rogue Trader. There are additional ship responsibilites that can be added to certain Careers. These seem to flesh out the space faring part of Rogue Trader quite well. I haven't had a chance to peruse them but there is also expanded psychic powers section for Navigators and Astropaths.
Finally there is a section on new equipment and vehicles. Tau pulse rifles and Kroot weapons, Ork weapons and armor, even info on APC's like the Rhino and smaller ships like the gun cutter are given stats.
All in all the book is crammed with new rules and options for Rogue Traders, most seem to fit nicely into the existing rules and most seem to be well balanced. I took off a star for some editing typos and reuse of exisisting 40K artwork but overall, even for an expensive hard cover, the book gives quite a bit of bang for the number of bucks. Another quibble you might have is how much variation in Kroot and Ork characters there could possibly be with no Origin Path and one set of tables, I don't think this is much of an issue unless a GM allows more than one of each race which seems less Rogue Trader and more "Ork Freebooter RPG"; which I doubt is the designers intent.

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Many a foolhardy Rogue Trader has passed through the Maw, never to be seen again. Avoid their fate! Equip yourselves with the tools and abilities any worthy Rogue Trader needs to survive. Into the Storm offers a host of new character options, allowing for increased personalization with the new expanded Origin Path and Alternate Career Ranks. Plus, play as a character from beyond the Imperium with two all-new xenos Careers! Vehicle rules add a new dimension to gameplay and expand possibilities for adventure. Explore uncharted worlds in a Rhino Armoured Personnel Carrier or dominate your foes from the cockpit of a Fury starfighter. You can even gain access to an extensive new armoury of weapons, armour, and gear wrested from alien races or rediscovered from humanity's dark past, or augment yourself with new psychic powers for Astropaths and Navigators.

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