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Worth every cent for collectors and game fanatics.
There´s plenty of good ideas for gamers making their own games.
Nice to read (also between the lines for the grown up reader).
Not adapted to use as rule for gaming.
Rating: [5 of 5 Stars!] |
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Being a GM (or Mutant Lord if you prefer) means that you have to do a lot of work. Sure, there are adventures to be created (or adapted), NPC’s to create, locals to envision for the players… all of this is time consuming.
It is great to have help. This product is one of those rare books that will allow a Mutant Lord to, by simply skimming the entries, come up with some pretty new and wild locals for his players to explore.
Every player is familiar with the tried and true locations such as forests, swamps, wetlands, deserts and the like, but how many have actually encountered Planar gates, or Time Fields, or even Artificial Volcanoes?
This product is filled with forty four new possible environments that the Mutant Lord could introduce his hapless players to.
Each habitat or environment also has a small list of the types of mutants that could conceivably be found in the location.
Just reading the basic descriptions of the habitats alone opens the mind to nearly endless pos ... [read full review]
Rating: [5 of 5 Stars!] |
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This product is quite unique in the fact that it shows a GM (or Mutant lord if you prefer) how a possible new species and sub species can evolve over numerous generations from a simple avian like the house sparrow into twenty different but related creatures.
Several long essays delve into the Family Tree concept, the mutant herd concept and finally accelerated evolution, giving any possible designer of new family trees basic guidelines on how to take one creature and literally evolve it into a wide, varied and complex species of distantly related by widely different creatures.
Using four different base creatures, Derek Holland was able to come up with over one hundred variants of these creatures. Some of the variants turned out to be evolutionary dead ends due to mutations, while others thrived quite well in the post apocalyptic world.
Finally, the book included a small number of new mutations to go with the creatures.
This book, just from the concept alone, would be well ... [read full review]
Rating: [5 of 5 Stars!] |
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This product is long overdue… almost thirty years overdue truth be told. For those of you who are as old as I am (40’s anyone?) who happened to play the original Gamma World when it first came out, this book would have been perfect for it.
As a matter of fact, since Mutant Future is old school gaming for a new generation, it is perfect.
The book contains a plethora of new mutants to use for the game Mutant Future, and for those who don’t have it (and why not, the game is free), with very little work you could easily use the creatures for a 1st or 2nd edition Gamma World game.
The mutants run the gambit from very weird and sill to mutant creatures that I would like to see used in published adventures – Hint, hint Dan!
That’s not all though, there are new mutations that could easily be incorporated into any campaign, as well as a new type of mutation, the Parasitic mutation. Truth be told, these are really strange and kind of grotesque, but there are many game masters out ... [read full review]
Rating: [4 of 5 Stars!] |
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When I downloaded this item it only downloaded the front & back covers. I don't understand. I thought it was the entire book. Did I misread what it was offering?
Rating: [3 of 5 Stars!] |
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This is easily one of the most useful PDFs I have purchased to date. It's universal (system free), filled with handy advice, scenario seeds, and informative data on constructing fantasy medieval cities. This particular version is the compiled set (the individual chapters appear to be sold separately).
LIKES: engaging, informative style of writing, well researched and filled with useful ideas and concepts drawn from historical examples, while also offering ideas on integrating such in to a fantasy environment. Great scenario ideas laced throughout as well.
DISLIKES: This book should have a print edition, but I will be firing up the printer soon to fix that issue. ... [read full review]
Rating: [5 of 5 Stars!] |
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As a LARP script, this product shares many features with any game scenario (and indeed it would not take much effort to convert it to the table-top if you like the concept), but also includes the physical direction to enable you to create - or at least, simulate - the scene in real life. Remember always that LARP means real people, and their safety (not their characters' safety) is paramount. Also, locations need to be carefully chosen to avoid alarm to bystanders.
This particular script is designed for a small group - three to six players, a couple of NPCs and the Keeper - and is suitable for use as an introduction to Cthulhu Live or even to LARPing. Given that the script calls for the players to simulate blindness by being blindfolded during the game, it's advised that - even though it might ruin the surprise of losing one's sight - the players should be informed of this in advanced so that they can make an informed decision as to whether or not to participate - after all, in a go ... [read full review]
Rating: [5 of 5 Stars!] |
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Cthulhu Live is by far the best horror LARP on the market to date. The rules are fast and easy to learn, and are flexible enough to allow a casual walk-up player to learn in about 5-10 minutes, and yet have plenty of bells and whistles for the more extended campaigns with recurring characters. Combat is VERY deadly, prompting more roleplaying out of players than simply drawing down and shooting everyone (which does still occur, just not as often).
The best way to describe Cthulhu Live is by saying it is a murder mystery except with monsters that eat your face off. For those not familiar with Lovecraft's universe, there are things which exist that man was not meant to interact with, and when it happens, people die, go insane, or both. The sanity check system in Cthulhu Live is incredibly simple yet effective, and tells you exactly how you should be acting/reacting to the awfulness around you.
The book includes a number of suggestions for stage make-up effects, creating monsters, a ... [read full review]
Rating: [5 of 5 Stars!] |
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I have been a roleplayer for many years and a sizable portion of my games have been LARPs and I found Cthulhu Live 3rd Edition to be one of the best systems I have tried. This is not a tabletop system adapted to Live Action. It is designed to slow down the flow of the game so specific of Live games as little as possible enabling keepers and players to focus on the story at hand. The rules are simple enough to learn on the spot yet complete enough to solve every situation that might arise and versatile enough to be used in any setting including non cthulhu-specific ones.
Even the combat rules are designed to keep the rhythm active and moving forward, even in the most complicated combat scenes.
Rules aside, the book is also full of tips for keepers, suggestions and how-tos for props and costumes and a wealth of other ideas to help make your game all it can be. The book also contains a bestiary of those indescribable mythos creatures we love to fear.
A great read for any LARPer o ... [read full review]
Rating: [5 of 5 Stars!] |
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I love hack and slash games as much as the next gamer, but a change of pace is always welcome. Tests of skill was more of an excercise in problem solving. Creative use of skills can make it so no blood need be shed. I like that premise. My players really enjoyed playing through these encounteres. There were also some interesting prestige class ideas in here, like my favorite, the humbug: a guy pretending to be a wizard, (think wizard of oz).
Rating: [5 of 5 Stars!] |
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To the guy complaining that this FREE book did not include enough content to justify his precious time, READ THE DESCRIPTION:
"This sample booklet includes revised statistics for the Troll Hunter 6th-Level Ranger and his Owl Animal Companion; the former appears in Cooper's Compendium of Corrected Creatures: OGL Monster Stats T - Z (Tarrasque - Zombie), while the latter is unique to this publication.
This publication also contains an Introduction to the series by author John Cooper and a Foreword by series editor Shane O'Connor."
I have seen John Cooper's work on ENworld and am grateful to see that a publisher had the good sense to put John's brilliant brain to use and compile all these fixed stat blocks in a convenient and attractive publication. I was more than satisfied with this FREE SAMPLE and will be purchasing the full books very soon. ... [read full review]
Rating: [5 of 5 Stars!] |
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I'll be honest up front and say I know both the author and one of the artists. And their work has improved beyond even the high standard I'd already come to expect.
The complaints I have are few, but annoying.
1. Editing. It is generally good, but the occasional suprise appears, as well as mole bears suddenly becoming more bears. I can fix this on a print-out, but another read-through would be a good preventative measure.
2. The lack of the radiation and poison tables leads to an excessive amount of flipping back and forth between pages in different books. Room for these could easily be found by excising the two completely irrelevant colonial illustrations that were tacked into a monster and creature book for some unfathomable reason.
Other than those issues, the work is good approaching excellent. The final rank will depend on whether my players survive their first encounter with a whistling shrub in about a week and a half. ... [read full review]
Rating: [4 of 5 Stars!] |
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Any community, irrespective of size, is going to require some kind of adminstrative offices. Whatever form of government it has, from full democracy to the whim of an individual who has inherited his position or gained it by conquest or appointment, the place has to be run. This work discusses those places that see to the smooth running of the community - be it space in said individual's palace or manor house to dedicated government buildings with set opening hours.
It begins with a general discussion about the need for such administrative centres, and the forms that they may take based on community size, style of government and perceived needs - a dictatorship, for example, may need more prisons and courts and an overwhelming law enforcement presence, while a participative democracy may be replete with places in which to hold public debate. It then moves on to more detailed analysis of a range of 'administrative places' that might be encountered, with details of the sort of people ... [read full review]
Rating: [5 of 5 Stars!] |
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Truly a "let's grab a bunch of figures and run it out" kind of game. I like the method of determining who has what equipment (essentially categorizing what the figure looks like) and the basic rules are simple and quick to learn. The advanced rules are kept separate (two big additions are "heroic" characters and sieges) and are a nice evolution after playing the basic game a few times.
Some die-hard grognards may think it too simplistic, but I think these rules would be perfect for a large scale convention game with groups of people who need to learn the rules quickly.
The only part that seemed a little clunky was determining fatal blows for heroic figures, but I think if I played it few more times, it might flow a little better.
All in all, though, a nice set of rules to play a minis game without cards or info strips.
Now I just wish I had bought a set of those figures advertised on the back of my comics so many years ago! ... [read full review]
Rating: [4 of 5 Stars!] |
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