Thursday, February 28, 2013

Court/Ship Preview - J. R. Blackwell

Louis the XIVth courtly setting. Add an alien invasion of the 'land in rocky thing from space and terrorise' variety. Also suggests adding the supernatural. Which is all good and the title is a play on words of course. Not much spaceship in this..a bit beyond the capabilities of this tech level to deal with if suddenly getting strafed with huge enemy beams, anyway. The alien invasion part needs a fair bit more work here I think, or changed to be 'multigenre Louis XIV setting possibilities'. Needs more polishing than the others so far for the gonzo part of the setting. Some sample encounters/short adventure guide? More ok as the quick suggested one off there. However, enough here that a romance/political intrigue game if people favoured that. "Oh, yes, those monster reports...believe some sort of musketeers dealt with, an alliance with that were saying?" 3 out of 5

Camelot Trigger! Preview - Rob Wieland

So, Camelot 3000 meets Mobile Suit Gundam via Battletech. Knights in really, really, really big armour. That can fly in space. Singularity gone wrong as a crazed AI attacks the Solar System and its gate transport system where another AI, Merlyn helps Arthur and an ever changing and hopefully growing band of knight defenders to keep things together. Each planet has a different flavour of civilisation for some of that feudal clan feel. Pretty cool stuff. 4 out of 5

Burn Shift Preview - Sarah Newton

A postapocalyptic setting. Burn Shifts are mutations. Here the idea is that radiation causes crazy mutations are opposed to sickness and death. A bit Amtrak Wars if you like. Technology is still around if you can find it and use it, but so are communities of primitives or barbarians. Lethal plants, monstrous animals abound. Communities also have abilities and aspects, which is interesting. 3.5 out of 5

The Esoterrorists - Robin D. Laws

Ultracompetent occult detectives in loosely organised cells investigate the plots and mayhew of an order of occult crazed conspirators. With a game system designed to allow investigative style plots to flow more like tv shows via structure and a point pool spend system [GUMSHOE system]. Then cover up what was left so the mundanes and their authorities don't freak. 3.5 out of 5

Serpent Scales 3: Return to Monster Island - Kenneth Hite

Dinosaurs. Crazy Russians ordered to genetically sample dinosaurs. Daikaiju. Lizards and moths. Parachute malfunctions. Whose pilots are afraid of geese when there are pterodactyls? Scary alien megaliths. Priestesses. Basically, Monster Island is a flexible module of guidelines of PC bad news and fun times for the Day After Ragnarok for Savage Worlds. 4 out of 5

Basic Action Super Heroes! - Chris Rutkowsky

A straightforward superhero rpg with 3 levels of stats with 5 ability gradations designed to play 'street level heroes' which would actually appear to mean lower or reasonable power heroes. Includes some oddball multiplier mechanics but has the basics, powers, skills, advantages etc. and would also be a quick to learn introduction. 3 out of 5

Alas Vegas Playtest Rules - James Wallis

A game where the players wake up with amnesia and nothing and have to work out who they are by roleplaying. Includes rules for flashbacks, pointing out that the game is designed to have an end, like a tv mini-series. Designed to have shared game-mastering for the original scenario, too. The mechanic used is a tarot deck and blackjack type rules for some things. Very interesting and absolutely a classic example of the more outre things that Kickstarter can help can help find an audience for. 4 out of 5

Wednesday, February 27, 2013

The Island of Doctor Apocalypse - Bill Willingham

The sequel to Death Duel with the Destroyers where the crazed and very powerful demon infested Doctor plans to destroy some cities, take over the world, the usual. He also believes in defense in depth too as plenty to get through to get to him island patrol-wise. 3.5 out of 5

Death Duel With the Destroyers - Bill Willingham

Perhaps my favorite module ever, artwork and knockdown dragout fight or two. Or, hello future enemies of the Elementals. Here the player characters again have to fill in when the Centurions fail to beat the Destroyers, who are also working for someone worse and are pretty bad themselves. The artwork is fab. 4.5 out of 5

There's A Crisis At Crusader Citadel - Jeff Dee and Jack Herman

An introductory adventure where the player characters have to stop the arch enemies of the local superteam from ransacking their headquarters after a defeat. A fine and colorful bunch the Crushers are too. Also perils of using names of media personalities from other countries in those days no kids had heard of any US newscasters for example 4 out of 5

Lightspeed Magazine 31 - John Joseph Adams

Similar quality to the last couple, just ok, with Ted Chiang bonus here. Lightspeed 31 : Story of Your Life - Ted Chiang Lightspeed 31 : Cold Days - Jim Butcher Lightspeed 31 : The Perfect Match - Ken Liu Lightspeed 31 : Swanwatch - Yoon Ha Lee Lightspeed 31 : Dreams in Dust - D. Thomas Minton Lightspeed 31 : Lazaro y Antonio - Marta Randall Lightspeed 31 : An Accounting - Brian Evenson Lightspeed 31 : Family Teeth 5 American Jackal - J.T. Petty Lightspeed 31 : Catskin - Kelly Link Lightspeed 31 : Family Teeth 6 St. Polycarp's Home For Happy Wanderers - Sarah Langan Predicting language. 4.5 out of 5 "Mab, the Queen of Air and Darkness, monarch of the Winter Court of the Sidhe, has unique ideas regarding physical therapy." 3.5 out of 5 Tilly off pattern. 3.5 out of 5 Black hole dive tune. 3.5 out of 5 Working at getting enough water for lots of pee. 3 out of 5 Curve kid cell deal chipping. 3.5 out of 5 Disastrous midwestern Jesus. 2.5 out of 5 You fix dogs. 2.5 out of 5 Witches and felines combo = bad. 3 out of 5 Werecoyote, nun? 3 out of 5 3 out of 5

DC Universe Roleplaying Game - Fred Jandt and Nikola Vrtis

By far the weakest of the DC Heroes RPG incarnations, this is a d6 system based version. The production does have a comic style flavour though. More worth it if you like that system particularly I think. 3 out of 5

DC Adventures Hero's Handbook - Steve Kenson

Superhero rpg, Mutants and Masterminds style with a d20 type of exponential scale. Solid, but without the elegance of the Mayfair system. Then, of course, DC went and tore everything down making this, too, an anachronism. 3.5 out of 5

CthulhuTech - Matthew Grau

A fine example of the demented inventiveness RPGs can inspire. Postapocalyptic eldritch horror fighting giant mechs. Battletech meets Neon Genesis Evangelion meets the BPRD via Keith Giffen's 5 year gap Legion, twisted. And speaking of RPG artwork, lots of colour here. A very stylish and pretty publication. 4 out of 5

Blood of Heroes - Pulsar Games

Superhero gaming using the DC Heroes exponential AP rule system. 3.5 out of 5

Tuesday, February 26, 2013

Kult - Gunilla Jonsson and Michael Petersen

Illusory reality madness gnostic horror game. 3 out of 5

Hunter Planet - David Bruggeman

Funny rpg where unsuspecting aliens come to Earth to hunt humans for sport. 3 out of 5

Dream Park Roleplaying Game - Michael Pondsmith

One for the meta fans. RPG based on a book by Niven, Pournelle and Barnes about people playing hi-tech immersive LARPs, generally crossgenre. 3 out of 5

Call of Cthulhu: Horror Roleplaying in the Worlds of H. P. Lovecraft 6th Edition - Sandy Petersen and Lynn Willis

The sixth edition softcover is extremely well done and a bargain. Covers character creation, gamemaster, a Lovecraft stories, entities, spells, going insane and everything else to an appropriate level. If you don't really have much interest in gaming but like Lovecraft browsing this would still be enjoyable. It would be pretty hard to make a one volume game core book any better, except perhaps with fancy coloured artwork. Which you wouldn't get at this price and doesn't happen generally anyway. The Book Depository sells rpgs too, so now you know. The artwork in this is good, too. 3d6 style attributes, percentage based skills system and also measures your Sanity as an important game mechanic. An earlier rpg and still a classic. 5 out of 5

The Adventures of Indiana Jones - David Cook

TSR game where you played the statted out characters from the movie. 2.5 out of 5

Basic Roleplaying - Greg Stafford and Lynn Willis

A short universal game system with 3d6 style attributes and d100 skill rating checks, mostly only for fantasy etc. at the time. 3 out of 5

The Apokolips Sourcebook - Scott Paul Maykrantz

Detailing Darkseid and his various flunkies, minions and peons. Also opponents such as The Forever People. 4 out of 5

Monday, February 25, 2013

Mars: a roleplaying game of Planetary Romance - Lizard Lizard and Gareth-Michael Skarka and Ian Sturrock

A roleplaying game that is designed to have a Barsoomian flavour to its planetary romance. This is the D&D OGL version. Your usual six statistics, combat, etc. 4 out of 5

Slavers Of Mars - Walt Ciechanowski

A module for a red martian adventure party. 3.5 out of 5

Rebels Of Mars - Walt Ciechanowski

Confederate cavalry troop gets transported to the red planet module. 3 out of 5

Minions of Mars - Walt Ciechanowski

Handy NPC reference for your planetary romancing. 3.5 out of 5

Gaming With A Virtual Tabletop - Nevin P. Jones

How software lets you avoid the boring stuff and also play with people in different locations. 3.5 out of 5

Bridging Generations - Luke Gygax

Tracking down Dragon magazine stories for the kid. 3 out of 5

The Ecology of the Banshee - Ronald Corn

Origins, motivations and powers of various different types. 3.5 out of 5

Sunday, February 24, 2013

Leomund's Secure Shelter - Len Lakofka

Bits about DMing - and do you take a magic sword +1 to hit or +1 damage? 3.5 out of 5

Still Playing After All These Years - Tim Kask

About making up the story. 3.5 out of 5

The Cosmology of Role-Playing Games - James Carpio

An article that looks at waves of gaming and the games that appeared at the time. Alpha Prime: D&D 1970-1989 Beta Prime: Vampire the Masquerade 1990-2001 Gamma Prime: FATE, etc. and 'indie gaming' 2002 onwards. Also open gaming licenses and retro revivals. Pathfinder, of course. Really good overview for someone that was completely new to gaming and history, so a pretty good idea for the start of a new mag. 4.5 out of 5

Friday, February 22, 2013

Dragon's Hall - Jim Simon

A shorter Dungeons and Dragons solitaire module. 2.5 out of 5

The Book of Ruins - Michael E. Mayeau

Mini-dungeons. We haz them. 3 out of 5

Of Skulls and Scrapfaggot Green - Bob Blake

A D&D module from Judges Guild, from a Gen Con tournament dungeon I think. 3 out of 5

Expedition to the Barrier Peaks - Gary Gygax

Can you say science fantasy? Can you say crashed spaceship? You bet your sweet halfling leather armoured arse we can. 4 out of 5

Phoenix Command - Barry Nakazazno and David McKenzie

More of a combat system than a game. Super crazy weapons tables, worse than ICE etc. If you want to know which part of which left toe was blown off by the .22 round, this is your thing, for sure. Obsessive gun nerd game. 2.5 out of 5

Warhammer Fantasy Battles - Rick Priestley

Take a bunch of humans, elves, dwarves, skaven, or whatever. Give them swords, bows, axes, shields, armor, horses or whatever you feel like. Throw in some monsters, some magic, and lots of dice. Let them have at it and may the carnage, or at least toppling of figures, begin. 4 out of 5

Warhammer Siege - Tuomas Pirinen

Warhammer Siege focuses specifically on playing games that involve attackers taking on defenders in castles, most particularly. It talks about force ratios and tricks that the defenders can use, and all the various siege engines, and types of fortifications and all the other fun things like that. Warhammer fans should get this one. 4 out of 5

Warhammer Fantasy Roleplaying - Games Workshop

A Fantasy role playing game from those whacky guys that made Warhammer 40K. As a consequence, this is much grimmer, nastier and dirtier than some of the fantasy roleplaying games out there, so if that is not your thing, and you want a more lighthearted high fantasy type of approach, then do not get this game, you likely will not enjoy it at all. 3 out of 5

Warhammer 40000 - Games Workshop

Had a hardcover edition of the rules for this way back when, detailing the rules of battle for encounters between scary aliens, and far scary religious nut space marines, with all sorts of nasty weaponry. 4 out of 5

Thursday, February 21, 2013

GURPS Vampire: The Masquerade - Jeff Koke

GURPS Vampire: The Masquerade was one of the unfortunate failures for this particularly useful and flexible game system. It did not manage to translate at all well, it seemed, so if you want this game, you are definitely better off with the original, and just use a piece or two perhaps if you want to put some in GURPS. 1.5 out of 5

GURPS Supers - Lloyd Blankenship

A 'realistic' style of Supers gaming - read, pretty deadly. Fits well with Wild Cards, which they did a supplement for. 4 out of 5

GURPS Supers Adventures - Steve Jackson

International Super Teams are us. This gives you the basics for a setting for a super powered game in the GURPS system. Now, GURPS is a bit brutal for your four colour type superhero adventures, so keep that in mind when you use it. You are thinking Wildstorm or that sort of thing here, really. 3 out of 5

GURPS Space - Steve Jackson

GURPS Space is one of the many competent supplements for Steve Jackson's Generic Universal Role Playing system. Or, handy when you want to go haring around in spaceships and that sort of fun stuff. Mostly we used it as an adjunct to the other games we were playing at the time, but worth a look. 3 out of 5

GURPS Magic - Steve Jackson

GURPS Magic is one of the many competent supplements for Steve Jackson's Generic Universal Role Playing system. Or, handy when you want to be on the receiving end of the Game Master interdimensionally hi-jacking you from the present day setting into a magic using environment. Handy for him, anyway! 3 out of 5

GURPS Mage: The Ascension - Robert M. Schroek

Mage The Ascension was a fairly groundbreaking game, to me. Just like the GURPS version of Vampire the Masquerade, Steve Jackson's shot at transporting a White Wolf game to their system just did not seem to measure up, which was a shame, as integrating that into other areas of GURPS would have been pretty cool. An example of an attempt that failed. 2 out of 5

GURPS International Super Teams - Robert M. Schroeck

A supplement for organised superheroing in the GURPS world, detailing the politics, setup and personnel of an international agency dealing with superhumans. 3 out of 5

GURPS Horror - J. M. Capanula

A reasonable supernatural and scary role=playing supplement for the GURPS game. If you are interested in focusing particularly on this area of role playing with this system you may want this book, or if you are a a big fan of that sort of thing. Otherwise, if you just have the occasional vampire or ghost or something appear you won't need it. 3 out of 5

GURPS Fantasy - William H. Stoddard

Supplement for the dungeon crawling elf loving magic missile chucking crowd etc. 3 out of 5

GURPS Bestiary - Stefan O'Sullivan

Gurps Bestiary : A Compendium of Creatures for Roleplaying Campaigns by Steffan O'Sullivan is basically what you would expect it to be. A variety of animals, monsters and other beasties of all shapes and sizes. They range from mundane to monstrous to magical, so it should give you some ideas, or be handy if you need some quick info. 3 out of 5

GURPS Basic Set - Steve Jackson

Steve Jackson took a good crack at a system to cover the basics of any type of gaming with having a few generic abilities, and basic it around skills, and just some garden variety dice, and not many of. A lot faster and easier to use than something like the HERO system, so points for that, and there are a huge number of decent and interesting supplements if you want to delve in depth into any one setting. 4 out of 5

Watchmen: Taking Out the Trash - Ray Winninger

A political fun and games module with the Comedian and Moloch. 3 out of 5

Watchmen - Ray Winninger

Fascinated by the fabulous Watchmen at the time, this was a natural, to detail the abilities of the characters in the series, and to use their world as a setting for one the 'grim' campaign settings that the rules allowed you to use. 4 out of 5

The Vampire Player's Guide - Andrew Greenberg

Additional info and options for the Vampire game. 3 out of 5

Vampire: The Masquerade - Justin Achilli

A novel approach to the role playing game, that was quite successful, with a different feel, style and mechanism. Vampires are a popular theme, and this had more crossover appeal to more of the population it seemed than something like Dungeons and Dragons, so a definite breakthrough at the time this was produced. 4 out of 5

Unearthed Arcana - Gary Gygax

Why not do another one? The hardback Advanced Dungeons and Dragons books became very popular, so, of course, more and more of them started coming up, and this was one of the more unnecessary books, as far as that went. Interesting if you wanted a bit of obscure stuff, or the odd different rule, etc., otherwise nothing that you couldn't happily do without. 3 out of 5

Toon - Greg Costikyan and Warren Spector

Ever wanted to be a smartarse talking rabbit, an overoptimistic coyote, a speedy mouse or a goofy duck? Or even a purple gorilla. Well, that is what the silliness of Toon is for. 3 out of 5

Stormbringer - Steve Perrin and Ken St. Andre

Runequest and basic roleplaying version of Michael Moorcock's famous sword and sorcery character and worlds. 3 out of 5

Grimtooth's Traps - Paul O'Connor

A lengthy and often extremely funny look at various possibilities of sneaky character maiming, massacre, murder and death for Tunnels and Trolls, but good for anywhere of the low tech variety. 4 out of 5

Tunnels and Trolls - Ken St. Andre

Not as dice mad as Champions or complicated as Dungeons and Dragons with a different combat system, and a fun emphasis on solo gaming was the nice factor about this game. This was fun because it was pretty simple, straightforward and had rules and information on how to play the game by yourself if you wanted to, which was great. 4 out of 5

Teenage Mutant Ninja Turtles and Other Strangeness - Erick Wujcik

Ever think you would be stuck in a knock down drag out fight with a pair of assassins, one a mutant weasel, the other a mutant fox, both in body armor and ridiculously agile? Well, neither did I until I played this game. 4 out of 5

Torg - Greg Gordon and Bill Slavicsek

Cinematic high adventure style cross dimensional invasion fighting game. 3 out of 5

The Doomsday Program - Mark Acres

A Teen Titans module with the adversary - Brainiac. 3 out of 5

Wednesday, February 20, 2013

Superworld - Steve Perrin

Basic roleplaying style superhero game and a brutal one. Notable for being the system from wherein sprung George R. R. Martin's Wild Cards. 3 out of 5

Superhero 2044 - Lou Sacchi

A very poor attempt at rules, but the first superhero RPG ever with some interesting ideas. 1.5 out of 5

The Tome - Joseph Italiano

Lengthy supplement and information for the Super Squadron game. 4 out of 5

Super Squadron - Joseph Italiano

Australian superhero rpg, a little bit along the lines of Villains and Vigilantes with random character generation, types, power points (AP). With some fun campaign and patrolling rules. 4 out of 5

Shadowrun - FASA FASA

A genre blending game system. Shadowun takes cyberpunk and your standard sort of fantasy elves and blends the two to make a game system, which is maybe a bit odd, but not too badly done. So, spellcasting and hacking to be done all in the time of one game night A fairly straightforward set of mechanics, as well. 3 out of 5

Siege - Jerry Epperson

An ok DC Heroes Justice Leagueof America module. 3 out of 5

Rifts - Kevin Siembieda

A postapocalyptic and then cross-universe and hence cross genre game system. 3 out of 5

Middle-Earth Roleplaying - S. Coleman Charlton

Middle-Earth Role Playing is a very detailed game and game setting, it probably is too much if you just want to grab something quick and fun for a dungeon bash, but if you want something a little deeper or more serious, or use some of the setting information, it would be ok. Some complex and lethal mechanics here. 3.5 out of 5

Strangers In Paradise - Dan Greenberg

A Wonder Woman sourcebook and solitaire adventure (always good to have some of those). Solid enough. 3.5 out of 5

The Sabbat: The Player's Guide - Jeff Starling

The Players Guide for vamps who just want to have fun. That is, if your definition of fun includes diabolic and murderous acts, and all that sort of thing. Carnage, chaos and do whatever the hell you want is the watchword here. Or, to put it another way, time to get rid of the old bastards with all the rules. 3 out of 5

RuneQuest - Steve Perrin

After Dungeons and Dragons, Perrin and Chaosium had another take on the fantasy role playing game setting, with an explicitly deity based magic system, and a skills based system in general, both for combat, and for everyday tasks. This allowed characters to be whatever they wanted without classes, or other such distinctions. 4 out of 5

Paranoia RPG Box Set - WEG WEG

The Paranoia game setting is sure to produce large amounts of hilarity. Make sure those cone rifles are locked and loaded, do what the computer says, and always follow orders, of course! 4.5 out of 5

Paranoia - Dan Gelber

You are a clone. Of low colour and security clearance. One of a batch. With nuclear weaponry with dodgy specifications some of the time. 4 out of 5

Monster Manual II - Jeff Grubb

Not as cool as the first. 3 out of 5

Marvel Super Heroes Advanced Set - Jeff Grubb

A great addition to the line - adding just enough more interesting rules options and complexity without spoiling the speed and fun factor of the FASERIP system, with many excellent supplements to support. 5 out of 5

Mage: The Ascension - Stewart Wieck

The excellent and very different Mage game, with its unique magic setting, and the opposing forces and sides here at times made you feel if you had fallen into the Illuminati books, or a Jerry Cornelius tale. A truly eerie and odd setting, so well done for a very different magic using game. Nice work. 4.5 out of 5

Marvel Super Heroes Adventure Game - Bill Olmesdahl

A new version of the Marvel Super Heroes game. This is where it gets annoying for the licenced properties and game thing, someone else gets it an does a completely new game. One thing that was so great about the FASERIP version was the decade of support and heaps of stuff. Planned obsolescence to sell new stuff is not fun, but the card mechanic here is interesting. 3 out of 5

Magic - Dan Greenberg

DC Heroes magic information and characters. 3.5 out of 5

2995: The Legion of Super-Heroes Sourcebook - Tom Bierbaum and Mary Bierbaum

An update for the five year gap Legion era. 3.5 out of 5

Legion of Super-Heroes Volume Two: The World Book - Adventure Architects

Detailing the various worlds and technologies of the Legion's society. 4 out of 5

Legion of Super-Heroes Volume 1 - Paul Levitz and Steve Crow

One of the best organisation game sourcebooks around, combining comics and game knowledge very well to be a comprehensive roster guide. 5 out of 5

Pawns of Time - Steve Crow and Chris Mortika

The first of the Chessmen Legion of Super-Heroes modules. Pre-crisis Supergirl against you = very bad news. 3.5 out of 5

Legacy of Eagles - Simon Burley

Legacy of Eagles by Simon Burley is a supplement for the Golden Heroes role playing game. Not the greatest of games, but this is designed to give you a look at the mechanics of the game in action with the odd explanation to help you out. 3 out of 5

Knight To Planet 3 - Mark Acres

Middle adventure module in the Legion of Super-Heroes Chessmen series. Computo, Miracle Machine, Matter-Eater Lad, khunds, all that fun stuff. 3.5 out of 5

King For All Time - Mark Acres

The last in the Chessmen Legion of Super-Heroes module series vs the Time Trapper. 3.5 out of 5

James Bond 007 Box Set - Gerard Christopher Klug

A pretty good game, with a different take to utilise the cinematic style. And hero points to get out of a jam if all else fails. A good set of contents in this box. 4 out of 5

James Bond 007 RPG Basic Game - Gerard Christopher Klug

A good change of pace game, designed to give broad brush style cinematic adventures, and allow escapes from impossible situations. 4 out of 5

Tuesday, February 19, 2013

Golden Heroes Box Set - Simon Burley and Peter Haines

Superhero game with random character powers with some interesting ideas on campaigning and staging game stories a la comics. 3.5 out of 5

The Keep On the Borderlands - Gary Gygax

Introductory DnD module to showcase different types of settings. Can you say Bugbear? 3.5 out of 5

When A Stranger Calls - Ray Winninger

Good module for the original DC Heroes, the new JLA and introducing some magical characters and power rules for the game. 4 out of 5

Justice League Sourcebook - Ray Winninger

The original DC game expansion, giving a very detailed look at the Justice League and some more heroes, villains and related people. 4 out of 5

Ghostbusters: A Frightfully Cheerful Roleplaying Game - Sandy Petersen

A very light, deliberately cheesy RPG. Fun at the time. Captures the tone and spirit of the thing very well. Quite a bit of fun. 3.5 out of 5

JLA Sourcebook - WEG WEG

Justice League of America and related information sourcebook for their newer version of the DC heroes game. 3 out of 5

Mutants Down Under - Eric Wujcik

One of the few RPG supplements to take a look at Australia. In this case, a postapocalyptic setting where you can play mutated animals, such as the Teenage Mutant Ninja Turtles, but this time from Oceania and surrounds. 3 out of 5

After the Bomb - Eric Wujcik

Post-apocalyptic waterskiing weasel assassins. You get the idea, TMNT type stuff. 3 out of 5

Gamma World - James Ward

An early science fiction game. Post apocalyptic mutant and raygun mayhem. 3 out of 5

Heroes Unlimited - Kevin Siembieda

Superhero role playing game using the Palladium system, allows random and created design with various types of superbeings. An interesting read just for the detail put into that section, it should keep superfans happy allowing them the flexibility to play whatever sort of character they like, in general, or even just make one quickly. 3 out of 5

GURPS Wild Cards - John J. Miller

A GURPS Supers setting for the Wild Cards Universe, a game which suits reasonably well. A lot of interesting info for the Wild Cards fan who is not a game, too, so worth grabbing if you come across it just for that reason alone, really, to see the characters detailed. 4 out of 5

GURPS Horror - J. M. Caparula

A reasonable supernatural and scary role=playing supplement for the GURPS game. If you are interested in focusing particularly on this area of role playing with this system you may want this book, or if you are a a big fan of that sort of thing. Otherwise, if you just have the occasional vampire or ghost or something appear you won't need it. 3 out of 5

Green Lantern Corps Sourcebook - Ray Winninger

""The Green Lantern Corps Sourcebook details the history, character stats, equipment and locations introduced in the Green Lantern comic books."" 3.5 out of 5

Friday, February 1, 2013

Champions Third Edition Boxed Set - Steve Peterson

A later edition with some more professional production and rules polishing and added adventures, character sheets etc. to facilitate getting into the game, without getting too over the top. 3.5 out of 5

Champions - Steve Peterson

First version of the game that used generic power effects that let you flavour what you were actually blasting people with and lots and lots of number crunching. 3 out of 5

DC Heroes Role-Playing Game 2nd Ed Boxed Set - Mayfair Games

A post-crisis update of the DC game with the lowered powered levels for your Superman level. A nice lot of components not quite up to the level of the original. 4.5 out of 5

Dungeons and Dragons Expert Rules Second Edition - Gary Gygax

Revised later edition of the boxed set. 3 out of 5