Posts Tagged ‘review’

Stacy’s Mom [Shambles Recap]

Saturday, February 27th, 2010

Last weekend Psi Phi hosted its once-a-semester Cookies N Characters, where GMs bring a one-shot or two and we invite everyone to join us for cookies and games.  It is usually just Psi Phi members, but occasionally we’re joined by newcomers.  Either way, we all have a great time.  This semester, I decided to host a Shambles game since I’d had the opportunity to review but not playtest it in the fall.  It was a good choice.

I tend to like games with a large off-the-cuff element, and the LAFFS system was a good start.  I had a name (Stacy’s Mom) but not much else.  I decided to set the game in sleepy little Collegetown, USA on a Sunday morning, following a party.  I did an overview of the rules for my seven players and let them generate their own characters.  Most rolled lots of dice, resulting in some interesting layouts.  One player actually rolled nothing lower than a four, and he ended up with quite the erudite zombie.

Character creation was a chance for the players to help build the premise of our game, which worked rather nicely.  It had, of course, not occurred to me that a player might choose to play a professor, but, as it so often does, the unexpected happened.  One player created  a professor of Viking Studies, and decided that the party had been held at his house.  Another player decided that zombies were boring and created a succubus instead, adapting the standard attributes to something more appropriate.  And one player took what I’d given them so far and named her character…Stacy.

The characters all found themselves waking up, scattered around a strange house, feeling somewhat different.  I decided that the professor woke up with his tie, but no shirt, and couldn’t quite remember how it happened.  Our erudite zombie was a guitar-playing stoner with an acoustic guitar, and he and Stacy were draped across a sofa.  The succubus was prowling, a local pickpocket was groggy, and a visiting lecturer named Gregor Samson had strange dreams of Kafka and giant bugs.

The door soon rang, and sure enough Stacy’s mom had dropped by while looking for her daughter.  She didn’t notice anything until Gregor grabbed her and started to eat her brains, at which she only moaned, “Mr. Samson!” and flailed limply.  So, there went my first NPC and the characters had begun to figure out that something was going on.  They fumbled around for a bit, getting used to their zombieness, until Stacy’s dad arrived.

Stacy’s mom was Cassie, and her dad was Kyle.  Cassie was a cougar, and Kyle was the sheriff.  When Kyle arrived, he started berating Cassie once again for her cougaring ways, totally missing the fact that her limp, bloody body was being pulled apart by his daughter and a strange man.  Yes, I rolled that.  Plus it was just funny.  At this point a couple of players decided to steal his cop car, one of those ones from the 70s with a gumball on the top, to go in search of snacks.  Oh, and they stole his gun.

Our succubus friend, Serena, seduced Kyle and Gregor Samson took the opportunity to snag the gun on his way out.  Serena took her new toy and Cassie’s car, but as she ordered Kyle to drive off, Professor Arthor Thorvald landed with a splat on top of the car.  Hilarity ensued as they drove down the street.  Eventually they reached the campus, where Professor Thorvald visited the Viking Studies dept.  He broke down the door and used the axe in the lobby to cut his way into the Chair’s office.  Of course, this being the Viking Studies dept., the chair had a crossbow on his desk…  Professor Thorvald managed to dethrone him nonetheless, and began a new reign.

Meanwhile, Serena ate Kyle’s soul once they reached campus.  She then tried to seduce the campus security guard, but he turned out to be gay.  She whipped out a dog collar and that took care of that, but it was an unexpected curveball.  Thereafter she commenced eating the souls of the poor, underfed mall employees.  Mm mm, good!

Let’s get back to our friends in the cop car.  Gregor, Stacy, Ralph, and Tristan motored on down the road towards the closest diner.  Ahead, the mailman was making his daily rounds on his bicycle.  Tristan used his guitar to smack mailboxes as they approached, until the mailman noticed them and freaked.  He lost control of his bike and veered out into the road to avoid hitting the blind old woman being walked by her blind guide dog (who just memorized the route).  Ralph and Gregor managed to spend some LAFF points to hit the mailman and launch him into the old lady, but they decided to return for him once they’d hit the diner.

At the diner, our merry band of maniacal zombies wreaked havoc through various means.  Stacy tangled with some of the waitresses, managing to down a few brains.  Tristan figured that there was a probably at least one stoned dude in the corner, and sure enough there was.  His brains were gooooood duuuuuuude.  And in the spirit of havoc everywhere, the zombies herded all the patrons into the kitchen, whereupon to eat their brains.  Of course, they also decided to torch the place, since they heard cops coming.  Gregor noticed a little golden-haired girl, who turned out to be his sister, and as the diner burned he ran outside, shouted, “What have we become?!”, and offed himself with Kyle’s gun.

Fin.

Nanoloop: Electronic Synth Joy On The iPod!

Friday, February 19th, 2010

Electronic music interests me.  It is an exciting art form and it’s a lot of fun to play around with.  For a while now I’ve been looking for a way to try it myself, especially on a platform like my iPod.  I’ve tried GarageBand, but it’s almost too feature-rich.  It’s just kinda hard to get into using the controls and making anything new.  The samples are great, of course, but the synths don’t work as easily as I’d like.

Anyway, I was on my morning Twitter cruise this morning when I spied a tweet from Doctor Popular, a comic/music/yoyo extraordinaire and all-around awesome dude, about Nanoloop.  I thought to myself, “Gee!  Doc Pop always tweets such cool stuff, I’ll have to check it out.  He’s even suggested a track swap, so it must be musical.  And sure enough, I found something that sent shivers up and down my spine.

Nanoloop is nothing short of awesome.  The interface is minimalist grays and whites (which is somewhat annoying outdoors or in bright sun, but indoors it looks great) and the functionality is superb.  It’s pretty easy to start setting up some simple loops using the synths and samples provided.  You can change pitch, volume, tempo, and which sounds you want to use.  If you have a microphone (or an iPhone), you can record new samples to use.  When you’re done, or just have to get up and go to class, you can save or email your tracks.  I’ve already swapped tracks with Doc Pop, which really just adds to the fun.  I think that even serious musicians with more skill and needs than I will find a use for Nanoloop.

Interested in joining the track swap?  Send me yours at will @ creativeanomalies . com and I’ll reciprocate.

Review: CthulhuTech Dark Passions

Tuesday, February 16th, 2010

Few gamers are unaware of the Lovecraftian mythos. Even if you haven’t read any of H.P. Lovecraft’s deliciously terrifying stories (Call of Cthulhu being one of the most well-known), you’ve most likely encountered My Little Cthulhu or another of his otherworldly creations in one game or another. The fear of tentacled, non-Euclidean things that go bump in the night seems to run deep in the human psyche. And, naturally, Lovecraft is an inspiration for a great many games and stories playing on the feelings evoked by Lovecraft’s prose.

But this post is not about H.P. Lovecraft’s tortured (and very racist) genius, fascinating as it may be. No, here I shall take a few bytes to discuss the excellent CthulhuTech RPG written by WildFire and published by Catalyst Game Labs (who also publish BattleTech, though the two are unrelated). Obviously, the name derives from an amalgamation of Lovecraft’s greatest monster, Cthulhu, and a sci-fi spin. The most important things to take away from the name are these: mind-bending horror, mechs, and interplanetary warfare in the future. I’ve been wanting a chance to look through this game for a few months now, so naturally I took the chance offered to me by the wonderful Ed Healy of Atomic Array. What follows are my thoughts about the CthulhuTech game and the Dark Passions supplement (the PDF version). For a review of the core book, read this at Stargazer’s World.

One caveat before I proceed further: CthulhuTech is not for the faint of heart. I said mind-bending horror and I meant it. To be clear, these books will not scar you for life but they are intended for mature audiences. Part of good roleplaying is getting in the mindset of every hero and villain, but part of a healthy mind is knowing when to stop and pull back.

So, on to the good stuff! First off, the layout of Dark Passions is nothing less than fantastic. The palette is generally pleasing to the eye, though the white-on-dark print fiction included in every CthulhuTech book can be a bit jarring. Aside from that minor detail, the book is marvelous. The artwork is fun and inspiring, not to mention evocative, and the book is generally well-organized and easy to read.

After some introductory fiction and a brief overview of the content, Dark Passions gets straight to business. The book focuses on the minor cults that feature in the future Earth. Most are associated with a larger cult of evil, but a few “benevolent cults” are included as well. The evil cults are the most easily spotted, since they tend to turn up in bloodbaths, while the benevolent cults walk in dreams and protect the citizens of the New Earth Government. The first chapters of Dark Passions cover these minor cults, relating them to the larger threats presented in the Core book (the Esoteric Order of Dagon, for example). They also include a basic primer on where the minor cults can be found, who joins them, and what their purposes are (both seen and unseen).

The minor cults range from brutal terrorists to friendly neighbors. Dark Passions does a fantastic job of presenting each in turn, describing the recruiting process, current status with the New Earth Government, and the puppeteers pulling the strings behind the stage. Later on, the book also supplies sample characters who might be found working for each cult. Each sample character includes stat blocks and brief blurb of flavor text.

The second half of the book offers more fiction, supplemental rules to spice up the minor cults, and two sample stories designed to introduce the minor cults into a CthulhuTech game. I haven’t been able to playtest the stories yet, but they appear both comprehensive and interesting. Similarly, the fiction is engaging enough to be sold on its own but it also serves the purpose of opening a window on the future Earth. Needless to say, I’m a bit freaked.

On the whole, Dark Passions is a quality product. I enjoy the way CthulhuTech weaves Lovecraftian horror and science fiction, and Dark Passions throws the spotlight on some of the more neglected aspects of the future Earth. The PDF is high quality and equally suited to providing flavor or inspiration for a game not using CthulhuTech’s Framewerk system. My only point of contention is formatting of the fiction, really. If you play CthulhuTech, you want this book. Hell, I’d recommend Dark Passions to any gamer with a taste for horrific science fiction in a heartbeat. Cults are a major part of most roleplaying games, and I’ve rarely seen them detailed any better than this. Now go play!

Disclosure & Thanks: I received the PDFs for the existing CthulhuTech books to date in order to do my review. In no way was my review altered or edited by Catalyst Game Labs or Atomic Array, and if I didn’t think I could give the product a good review you wouldn’t be reading this right now. Thanks also to the fine folks at Atomic Array for providing the opportunity to review a fine product.

Want to learn more about CthulhuTech? Read on…

The End Of A Series

Sunday, February 14th, 2010

Tonight, as part of a special Valentine’s Day thing, I participated in a reenactment of the St. Valentine’s Day Massacre.  I got to deliver the line, “Big Al wants us to send you’s a message: Eat lead, you gravy-sucking pigs!”  And then we “gunned down” a bunch of unsuspecting mobsters eating in the dining hall.  Very fun, very silly.

So, the other neat Valentine’s Day thing I did was finish Angel with Anne Charlotte.  I have now finished all shows in the Buffyverse, though Season 8 is still on my list.  In keeping with my policy of no spoilers, I’ll say only this: I have never seen a more epic ending for anything ever.  The show deserved a good send-off, and it got one.

It’s going to take a while for me to process, and I’m going to take a short vacation from TV while I regroup and work on some other things that need my attention (I’m looking at you, massive piles of paper on my floor and neglected Google Docs).  Just watch the show for yourself and let me know when you’ve finished.  It deserves discussion.

And, in other news, my MacBook’s case is starting to crack.  Goody.

Update: Andy Hallett, the actor who played Lorne, died last March of congestive heart failure at the age of 33.  Few things could be as heartbreaking.  There just aren’t words.

Review: Shambles

Monday, December 28th, 2009

Shambles is what I’d call an interesting idea (and a terrible one, as the game’s cover notes).  Zombies are the stuff of campfire legends and blockbuster films, as well as many a roleplaying game.  Usually, though, the zombies are the bad guys (or at least NPCs).  You know, lumbering undead creatures who seek only to eat your brains (but not your eyes!).  Rarely are the players the zombies.  The following is my review sans playtest, and my copy of the game was provided gratis by the author and designer Duane O’Brien.

First off, the production values of Shambles are pretty good.  The art is simple but sufficient, and generally sets the right tone.  Other stuff, like typefaces and layout, are also perfectly adequate and nothing seems terribly out of place.  It’s a good start…

The game starts with a short introduction to the setting, which accomplishes pretty much what it set out to do.  You’re a zombie in a modern world, and people want to kill you.  Get the picture?  To summarize: “[L]et your players riff off the idea that you could take a live person from that setting, and drop in a zombie, and people wouldn’t notice until the smell got bad.”  Nice, simple, and different from my usual games in which elves, dwarves, and ripped humans inhabit a world of constant danger and darkness.

The system, called LAFFS, is also pretty straightforward.  I honestly can’t think of any other system I know of that would work as well for a game like this, though I’m sure one exists.  LAFFS uses a basic d6 system, where you vary the number of dice you roll depending on skill level and roll against a target number.  If you roll higher than the target number, you succeed.  Similar to Savage Worlds, there are degrees of success.  The more dice that beat the target number the better.

To give the GM and players some flexibility, LAFFS also allows the GM to hand out LAFF points for doing something funny, good roleplaying, or just kicking serious ass.  Each LAFF point adjusts a single roll up or down by 1, and players may enter into bidding wars if they want to screw around with someone else’s roll (and let’s face it, who doesn’t enjoy beating their gaming buddies about the head with their own arm?).  It’s a solid concept that has plenty of tried-and-true variants.

Braaaaiiiinssss! Teenage hipster braaaaiiiinsss!

On to characters!  Each character has six attributes between 1 and 6 points.  The game suggests spreading 18 points between each of the attributes, rolling six d6’s and distributing the rolls, or just rolling six d6’s and taking them in order.  Each method has its pros and cons, and I think I’m probably a fan of option #2.  I like being able to distribute my dice as I please, but it doesn’t seem necessary for fun.  Option #3 seems most in keeping with the theme of the game to me, but feel free to disagree.

Of course, everyone knows that zombies lust for brains the way Dick Cheney lusts for his very own Death Star.  To drive characters towards those tasty brains (as if they needed motivation!), a player’s zombie deteriorates constantly, losing 1 of 36 initial hit points (6 per leg, arm, chest, and head) every 24 hours (more or less depending on the environment or other circumstances).  Every time the body deteriorates, some specific body part becomes compromised.  If any limb reaches 0, related abilities become penalized and no hit points may be restored to that limb.  To regenerate hit points, zombies must eat brains.  One brain, one hit point.

On a related note, there is the Gore Level.  Basically, it tracks how pretty (in zombie terms) your zombie is.  You start at 6 and lose one for every 6 hit points lost.  Your Gore Level determines how NPCs react to your walking hunk o’ corpsey goodness.  Lower Gore Level makes it more likely that they will try to blow your brains out, decapitate you, etc.

Combat is pretty simple.  You can hit stuff, grab stuff, or chuck stuff.  There are some lengthier rules that explain the effects of multiple successes, but it’s nothing that even a relatively inexperienced gamer can’t grasp in a few minutes.

The rest of the PDF is devoted to making Shambles simple and fun to run and play.  Some house rule suggestions are provided, as are sample characters, organizations, and ways to find victims to snack on.  There are rules for humans, those tasty two-legged delights, and the obligatory character sheet (which, by the way, has a very nice layout and great design).  The sample scenario is also a nice romp for your undead friends, and is a pretty good introduction to the game.

So, I’ve given you a brief overview of Shambles.  Now, I’ll review it.  In short, it’s great.  At $9.99 for PDF, I definitely give it a high value-for-your-money rating.  It’s familiar enough to experienced gamers that even diehard D&D addicts can enjoy it while being simple enough for non-gamers to enjoy.  I think the best part of the game is that it never loses sight of the mission: a good, undead time.  Many games try to keep things fun and simple, but few succeed the way Shambles does.  I’ve read through it a few times, and I never got the sense that it became a chore to write and never forgot that this was a game about zombies just trying to make their way in the world.

The PDF is well-done, and it presents the game in a way that any game designer could be proud of.  The only caution I offer you is that this sort of game takes a particular mindset and a definite desire for a straightforward good time.  If you or your players are looking for a dark setting in which you must fight every day for survival and moral quandaries abound, this game is not for you.  If you just want to have a good time and eat some brains, then by all means put on some Jonathon Coulton (especially “Re Your Brains”) and start rolling some dice.

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Review: Savage Worlds Freeport Companion

Tuesday, December 1st, 2009

This review is part of the Game Crier Gift Guide.  There are a lot of excellent games out there, and the Gift Guide can help you find some new ones to play.  Head on over and visit the other blogs to see what appeals.  And, of course, let me know if you find something you like – I’m always in the market for new games.

As you probably know by now if you’ve looked at my tag cloud or read anything else I’ve written, I’m a big fan of Savage Worlds.  A BIG fan.  I am also a fan of pirates and ninjas (with only a slight preference for ninjas, but don’t tell them that or they might get a swelled head).  And my favorite category of RPG products would have to be settings.  So, Green Ronin’s Savage Worlds Freeport Companion is, quite naturally, right up my alley.

First, a word on what the Savage Worlds Freeport Companion (SWFC from here on in) is and is not.  It is a supplement that adapts the city of Freeport for use with the Savage Worlds system from PEG.  It contains character concepts, races, equipment, example characters, a rundown on magic in Freeport, and plenty of creatures with which to populate the city.  It is not a complete setting-in-a-box.

To be honest, I didn’t quite realize at first that I wasn’t getting a complete setting.  Nor is it especially important, to be honest.  The full city is sketched out in the Pirate’s Guide to Freeport, and so SWFC doesn’t bother to go into that much detail.  Therefore, no maps and minimal organizations.  So, Freeport’s greatest strength (its development for every system) is also its greatest weakness (not everything is in one place).  For my purposes, the SWFC is sufficient at the moment.  In the future, though, I hope to add the Pirate’s Guide to flesh out my collection.

The SWFC starts out with a basic introduction to Freeport and gives some character concepts for player use.  They’re pretty comprehensive, but the tend to embrace the gritty, do-anything-for-a-Lord side of Freeport.  Assassins, pirates, and troubleshooters abound in the city where you can find just about anything money can buy.  Unlike most traditional (read: Tolkienesque) fantasy, Freeport has a limited quantity of firearms and gunpowder.  It’s quite unstable, however, and the technology is poorly refined.  It makes an interesting addition to what is otherwise (on the surface) quite similar to your standard D&D world.

The next bit of the SWFC goes on to give stat blocks for a couple of different race options.  They do quite a good job of keeping the flavor of humans, dwarves, hobgoblins, and the like while fitting them well into the Savage Worlds system and making them distinctly Freeport.  The extra Edges and Hindrances are also helpful, since they help set the tone for the setting.  In general, though, the SWFC steers clear of doing a whole lot of tweaking to the system.  It really doesn’t need to, so leaving well enough alone is a good approach in this case.

The equipment section of the SWFC takes up quite a bit of space.  It includes all the standard items coverted to the Lords system of currency, as well as a section each on weapons, poisons (love this one!), and firearms.  Pretty succinct, and generally helpful for players and GMs alike.  I think that Forbidden Lore, the chapter on magic, is really what drives home the Freeport aspect of the SWFC, though.  The new powers, trappings, and magical gear really distinguish Freeport from any other fantasy city.  A few specific magic items like the Beamsplitter go a long way to making a world stand on its own.

The last two chapters, on Denizens and Creatures, populate Freeport in game terms.  The NPCs give the GM some people to work with and can serve as great patrons to the players.  The players can also work them into their characters’ backgrounds as mentors and associates.  The creatures are another nice touch that really emphasize the tone of Freeport.  Some of them are funny, and others are downright terrifying, but they all say, “I’m here in a pirate city where anything goes and sometimes the things that go bump in the night have teeth!”

What I’ve given you here is more of a summary and my brief opinions than a substantial review, and I feel that I owe you, my readers, something more than that.  So, here it is:  I love the Savage Worlds Freeport Companion.  It’s a fantastic resource for any Savage Worlds game, and I cannot recommend it highly enough (especially for fantasy games).  If you plan to run a Freeport game, I suggest you get the Pirate’s Guide as well, but the SWFC is enough to get going things rolling.  I mean, what do you really need other than a bunch of pirates, poison, pistols, and…pens?

Review: Secrets of Pact Magic

Friday, November 27th, 2009

Secrets of Pact Magic is a very interesting set of alternative rules for any OGL game.  I’ve often enjoyed fantasy worlds where magic is performed by binding spirits, or at least where such rituals are fairly common (say, more frequent than castings of planar ally spells, which have never been used in any game I have played in for the last seven years).  So, at first blush, pact magic looks like a good way to incorporate that feeling into D&D with both crunch and roleplaying.

Over the last several days, I’ve had the chance to read through Secrets of Pact Magic and have absolutely fallen in love with the way pact magic is presented.  A word of warning – I haven’t had time to do a playlets, so I cannot speak definitively about balance or the way the crunch plays out.  I’ll offer my opinion (since when has anything stopped me from doing that?), but take it with a grain of salt.

First, production values.  Secrets of Pact Magic is about what I’d expect from a third party publisher.*  The pages of the PDF have a nice background and border that add some flavor without being too distracting.   The art is not quite as good as, say, something from Paizo or Wizards, but its style fits with the rest of the production choices in the PDF and that’s really my highest requirement.  The typographic and other layout choices are mostly good, but the headers on some sidebars can be distracting.

The book begins with an introduction to pact magic, which is a good primer for the flavor of the pact magic system.  Reading it for the first time, I was immediately drawn in and wanted to give it a spin or work it into my own campaigns.  I love the idea of small bargains or deals that aren’t quite on the Faustian level (at first) in order to gain a measure of personal power.   It’s a delicious approach to magic ripe for roleplaying opportunities.

The way pact magic is presented in Secrets gives GMs a chance to use it either as a full-blown change to D&D’s magic system, or as an addition to the game as it stands.  I think the best way to use pact magic is by making it an option, but not necessarily by making it the primary source of magic in the world.  Part of my reasoning is that the pact magic system doesn’t seem meant to be a replacement for arcane/divine magic.

The classes offered in Secrets have a few holes.  Not big ones, mind you, but for the kind of game that I like to play the pact magic classes aren’t quite adequate.  I like having a cleric class, for one.  Pact magic offers the Occult Priest, but it doesn’t have quite the flavor I’m looking for.  So, pact magic can’t replace magic in D&D for me, but the beauty of Secrets is that it works just as well as a complement to the stock classes.

The way I played with my friends in high school was that all the standard classes in the Player’s Handbook were available, and then the GM picked from the dozens of supplements we collectively owned which other classes would be permissible.  There were usually at least two dozen.   I like having options, and pact magic adds some good ones.

I’m a particular fan of the Foe Hunter, a ranger-like class that lets the Hunter vary his/her abilities based on the currently-bound spirit.   I can see using the Foe Hunter as a holy warrior who calls upon spirits to hunt the enemies of his/her faith.  Alternatively, the Foe Hunter sells little bits of his/her soul at a time (sorta like a time share, but in hell) to gain the skills needed to off the next contract.

Note to GMs: want to make the supernatural a very important part of your campaign that is fundamentally tied to at least one character in the game?  This will do it.

In short, I love Secrets of Pact Magic.  The designers put some serious thought and effort into writing this supplement, and I think it makes a great addition to any D&D game.  I’m looking forward to working it into a game soon, possibly using the Pathfinder conversion.  I would have loved to review that as well, but this review ended up being way longer than I expected so I’ll save that for another day.

Disclaimer: I received a review copy of Secrets of Pact Magic, Villains of Pact Magic, and the conversion guide from Ed Healey at Atomic Array so that I could write this review.

* That is, a company with less in the way of resources than a one of the few major hitters in the field.  I love small presses, and this one is no different, so please don’t take this as a negative.

Want to learn more about Pact Magic? Read on…

Drop by Radiance House
Publishing
today!

Review: Thrilling Tales

Wednesday, November 25th, 2009

I seem to be doing a lot of reviews lately…  I guess that’s what happens when I get offered review copies.  Check back here on Friday morning around 8pm EST for my review of Secrets of Pact Magic for Atomic Array.  In the mean time, I offer some quick thoughts on Thrilling Tales, a pulp adaptation for the Savage Worlds rules set from Adamant Entertainment.

I picked up Thrilling Tales today for the low price of $1.  That’s $23.95 off the regular price, and it was a major steal.  $24.95 would ordinarily be far more than I’d be willing to pay for a PDF, so I have to question Adamant’s pricing scheme, but that’s beside the point.  I highly recommend checking it out while it’s still on sale.

So, on to the actual document.  Production values rate an A+, especially their use of pictures.  Plenty of rule books (especially for modern games) list dozens of weapons, but Thrilling Tales actually includes pictures of every gun, car, and aircraft described in the Equipment section.  Way to go, guys.  It should be a requirement for every game manual.

There isn’t really a system to discuss, since this version of Thrilling Tales uses the generic Savage Worlds rules (I also bought the d20 Modern omnibus version for $1).  It’s nice that they don’t waste a lot of time explaining stuff in the core rules and instead spend the pages on a timeline of the 1930s that focuses on events relevant to pulp games, offers some extra guns and cars, and details a bunch of character concepts and sample villains.  Finally, Thrilling Tales closes with a customized character sheet and a serialized plot point campaign.

I’d say Thrilling Tales gets the tone spot on.  In many ways it’s similar to Two-Fisted Tales, a similar pulp game from Precis Intermedia.  Both offer great character concepts and absolutely wonderful art, but they differ greatly in terms of system.  I haven’t had time to playtest either game, but Thrilling Tales starts with a simple advantage due to the fact that I know the rules for SW already.  That’s not really fair to Two-Fisted Tales, but I promise to try them both out before making any kind of a judgment about superiority!

Back to Thrilling Tales…  I really appreciate their use of stereotypes and breakdown of pulp into the various genres (like crime fighting and horror) that together formed the backbone of the pulp stories back in the day.  While recommending that characters play up stereotypes, they also recognize that many of the stereotypes from the original pulps are now considered very politically incorrect (not to mention wrong and hurtful).  While it’s not really important to gameplay, it’s nice to see designers taking the time to be socially responsible.

My favorite thing about rulebooks is probably all of the characters and organizations that they give me to play with.  In that regard Thrilling Tales also shines.  It offers a few example groups of villains, as well as individual NPCs and ways to center a campaign around them.  These examples are staples of pulp stories, and blend a bit of the very real (Nazis, anyone?) with a bit of the weird (Oriental* mysticism).  The plot point serial also looks great, but I’ll wait to pass final judgment on that until I’ve actually played it.

I can’t wait to give Thrilling Tales a playtest with my gaming group at school.  Pulp is one of my favorite modes of story telling, and I’d like to see how it plays out in Savage Worlds.  I highly recommend checking it out at RPGNow and suggest that you consider dropping a dollar on it.  It’ll be worth the price, I promise.

*Oriental is considered offensive by many people and I apologize if you (the reader) are among them.  I am using it for consistency and because I’m referencing Thrilling Tales.