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Nibiru Corebook
by Tom C. [Verified Purchaser] Date Added: 01/15/2020 17:52:19

So I won't bury the lead...I love this game. I love it for many reasons, but I think the reason I love it most is the Memos System that it uses for character devolpment. The systems allows players to create a past that truly informs how their character plays at the table. The backstory portion of the character is also so critical to this game that you will be creating the backstory and past over the course of the campaign not just during a session zero.

If you are looking for a unique Sci-Fi world this is also the game for you. The world of Nibiru is not like other sci-fi worlds and it feels so much different. The blending of science, weird fantasy, and Mesopotamian asthetic absolutely grabs you as you start reading. The art is also absoultey fantastic making book just nice look at. I definetly reccomend this game!



Rating:
[5 of 5 Stars!]
Nibiru Corebook
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Nibiru Corebook
by Joel G. [Verified Purchaser] Date Added: 01/13/2020 22:01:34

A great concept with a decent execution. My enjoyment was somewhat hampered by a number of typos and minor textual error throughout much of the book, but none of them muddy the rules.



Rating:
[4 of 5 Stars!]
Star Trek Adventures: Gamma Quadrant Sourcebook
by Chris M. [Verified Purchaser] Date Added: 01/12/2020 07:54:35

I was really impressed with this sourcebook. Not only are there a lot of new ideas and hooks for gms to use for a DS9 or later era game, there are some great PC options as well. This joins the Operations division book at the top of my favorite Star Trek suppliments!



Rating:
[5 of 5 Stars!]
Star Trek Adventures: Gamma Quadrant Sourcebook
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Star Trek Adventures: Gamma Quadrant Sourcebook
by Andrew C. [Verified Purchaser] Date Added: 01/11/2020 10:58:26

Very good source book on the Dominion War on the Federation/Allies. This sourcebook has a substantial amount of backstory/lore for setting up a campaign set during the DS9 era of Trek. Stats for 12 new player races are provided as well. *Review copy provided by Modiphius



Rating:
[5 of 5 Stars!]
Robert E. Howards CONAN Roleplaying Game Quickstart
by Bob V. G. [Verified Purchaser] Date Added: 01/10/2020 21:17:46

For two days, I have soloed my way through Robert E. Howard's Conan roleplaying game Quickstart using The Solo Adventurer's Toolbox. This action-packed 51 page game is free at DriveThruRPG. The game rules are interesting. The adventure included is designed for low level characters and a Dungeon Master. I used all seven of the characters provided in the module. I was able to save 13 common folk, one ox, and two horses. Just before the boss fight, I was able to recruit a shaman to join the adventuring group. The ugly = I discovered that the female mercenary had a soft side. She cried more than once when saw gruesome things. The bad = It was difficult to rest. The encounters just kept coming. The good = It would be easy to convert this adventure to other systems. So, enter the world of Conan and save the day!



Rating:
[4 of 5 Stars!]
Robert E. Howards CONAN Roleplaying Game Quickstart
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Vampire: the Masquerade 5th Edition
by Charles S. [Verified Purchaser] Date Added: 12/25/2019 14:49:21

A three star review usually means that a book was mediocre. Just ok. In this case, it doesn't. It's because some aspects of the book are great and others are terrible. Starting with the terrible: the layout is AWFUL. I could not imagine the layout being botched this badly until I saw it myself. Between changing constantly between 2 and 3 column, often with the middle column empty or almost empty, switching between white text on black and black text on white, and having white text on black on pages that you might want to print separately as references for your group, it's a complete disaster. I hope that W5 and other 5e line books do better in this respect, though I suppose they could compete to do even worse. The art is mediocre to bad. They went with this photographic art that honestly was extremely not thematic for the World of Darkness. They would have been better off either tracking down the original run Vampire artists and commissioning them or else picking entirely new artists who draw in a similar style. The art was also inserted poorly, often with little to do with the text near it, or art that is clearly meant to illustrate something but with no explanation of what. And of course, it committed the cardinal sin of the World of Darkness: it made the vampires look like dorks. From the Ventrue who forgot to zip his fly to the 8-character pieces for each clan, they just look...bad. And lame. Also on the bad list, though they insist it's intentional, is calling the Tremere "Hemetics." It's not clever, and just looks like there's a typo in "Hermetics" if you know anything about the history of the game.

The setting also has some strong negative points. The Second Inquisition is a fine idea, and I love that the Camarilla fucking up was responsible for it, but the idea that there's a conspiracy in the govenrments of the world like this that they're keeping secret is so absurd...no WikiLeaks, no "In Russia, we have no Vampires, but the US is ruled by them!" no drunken agents blabbing that they're government funded vampire hunters? I admit, I always have this problem with conspiracies that don't have a survival-based reason to stay secret, and there's a lot of them in the WoD, but I find this one particularly ridiculous.

Other setting things are really a mixed bag, but moving on, the mechanics are quite solid. Of course, they're 90% Vampire: the Requiem mechanics with 10% modifications to handle the new Hunger system, but they're streamlined and they work. They streamlined character creation a bit too much, changing it from "You have these dots, distribute them" to "Your attributes are 4, 3, 3, 3, 2, 2, 2, 2, 1, distribute them" and similar with abilities, but that's easy enough to house rule (though it does net result in lower attribute totals, which is in line with grabbing mechanics from CofD)

The best thing about the streamlined mechanics, though, is that they made Willpower into a health-type stat (I hope some types in 5e can spend Health like Willpower can be spent!) and use it for social combat (and presumably mental), and Vampire has needed a social combat system since the beginning, it significantly reduces the ludonarrative dissonance of playing characters engaged in petty politics but having no mechanics to support petty political challenges.

All in all, actually reading V5 makes me a bit more hopeful for future 5e lines. The mechanics, the thing most likely to carry through, are sound. The setting has many problems, but part of that for me is that I don't like Vampire itself very much, and neither White Wolf directly nor Modiphius is in charge of writing the core book for W5 (the only other core that has been announced), so setting details are mutable. The layout problems could continue, depending on how strict the requirement to style-match is, but I hope there's a return to traditional art, two-column pages (with sidebars instead of mid-bars...or just no sidebars, they often should just be main text sections) and consistently black text on white paper, especially for mechanics pages.



Rating:
[3 of 5 Stars!]
Vampire: the Masquerade 5th Edition
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Star Trek Adventures: Call Back Yesterday
by Frederick L. [Verified Purchaser] Date Added: 11/13/2019 12:47:12

This is a fun adventure that allows the players to explore their characters' backstories, particularly the career events they chose during character creation. This requires the Gamemaster to put in a little work ahead of time to make sure everyone remembers exactly which career events they chose. The Gamemaster also has to be prepared to come up with backstories for supporting cast characters if the players choose to send them on the away team (mine did).

My recommendation is for the Gamemaster to emphasize the roleplaying and character development elements of the story and let the action take a backseat. It's a well-written and coherent scenario that requires some prep work for the Gamemaster, and the group might have to invent some character backstories on the spot, but that can be a lot of fun too.



Rating:
[4 of 5 Stars!]
Star Trek Adventures: Call Back Yesterday
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Liminal Quickstart
by Daniel A. [Verified Purchaser] Date Added: 11/08/2019 00:32:47

Check out Michal's full review HERE

Tying it all together, how accessible is the game to players? I would say reasonably so. Liminal’s structure helps the players build their crew and the GM to create a case they’ll work on. The game’s mechanics are on the simpler and lighter side, so creating your character is easy enough.

The flipside to this is that there’s not as much variety among the player characters as in some other games. Unlike with Chronicles of Darkness, you can create magicians, vampires, werewolves, faeries or mortals with the basic book and play them in the same group. But their powers will be ultimately represented by the same traits, rather than the different power sets of Chronicles.

One major upside here is that it’s much easier to play “clued-in mortals” as the game terms them, in Liminal than in the Chronicles of Darkness. The only Chronicles game to really give mortal humans agency is Hunter: the Vigil. Here you can play them alongside supernatural beings and magicians.

All in all, if someone wants to play an urban fantasy game about characters who exist on the boundary between worlds, solve mysteries and play politics among centuries-old organizations and groups, Liminal looks like a fine choice that won’t bog down an unexperienced group, or one that prefers story to mechanics, in details.



Rating:
[4 of 5 Stars!]
Liminal Quickstart
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John Carter of Mars Core Rulebook
by Daniel A. [Verified Purchaser] Date Added: 11/08/2019 00:31:27

See Molly's full review HERE

The world-building aspects of the JCOM RPG are genuinely quite good. A lot of effort went into it, helped along by the fact that there are 11 books and a substantial number of comics to build off of. This results in a few things that lead to a rather open-ended experience for those wishing to create a game.

First of all—and this is quite clever and helps to avoid a common issue in doing a licensed RPG—there are three eras of the world that you’re able to set your adventure in. One is set when the titular character first arrives, before he started making waves, thus allowing you to set your adventures years before he showed up without issue. Another is set during the time when John Carter was established but not quite viewed as the savior of all of Barsoom, and thus allows you to set up your own reputations, or even build a kingdom, without worrying about upsetting him. And the third is set when John Carter rules all of Barsoom, which makes making a name for yourself difficult, but allows for the most interaction with canon heroes if that’s your thing.

And that era system applies to the races you can play as too. There are five races you can play as; your backstory, culture, and how NPCs react to you will all change based on which race and what era. For example, a Green Martian from the early era will come from a very grim and almost Objectivist society, but as time passes they become a much more open and friendly people. The Okar (Yellow Martians) will be very isolationist and arrogant in the early eras, with only a vague idea of what’s happening in the rest of the world outside of their cities, but will be more involved and informed in later ones. Things like that.

It’s honestly a rather good setup. There’s enough to give both the player and the DM (here called the Narrator) plenty of information and a firm foundation (heck, there’s a not insignificant portion of the manual devoted to the history of the planet, and the cultures of the various factions of the races) but allowing for freedom to make your own choices and not be rail-roaded by the canon too much.



Rating:
[4 of 5 Stars!]
John Carter of Mars Core Rulebook
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City of Mist Core Book
by Daniel A. [Verified Purchaser] Date Added: 11/08/2019 00:28:55

Cat's full review HERE

It’s an ordinary day, and you are an ordinary person. Until something happens and you realize you are, in fact, not an ordinary person. This moment, this awakening, will change everything for you. And naturally, you probably have some questions. The good news is there are more people like you out there. The bad news is that they don’t have the answers yet either. Team up together and start investigating in City of Mist from Son of Oak Game Studio (distributed by Modiphius).

City of Mist is a roleplaying game where players take on the role of Rifts—ordinary individuals that are simultaneously a powerful mythical entity. The exact nature of this entity, or Mythos, is largely a mystery to your character, and that mystery is where the journey begins. Your efforts to uncover answers will be thwarted by the very force that kept you in the dark for so long: The Mist. The Mist is what keeps the City seemingly ordinary. Sleepers, those who have not awakened to a Mythos, will forget or excuse any legendary abilities they come into contact with. Players will be balancing their Mythos with their normal lives or Logos. When your character goes through something major, you have the choice to turn it into a Moment of Evolution. This is a player character choice, not the choice of the Master of Ceremonies (MC).

This all works through the Themes that form the basis of a character’s identity. Some of these are Mythos, others are Logos. A Moment of Evolution turns one into the other. If at any point all of a player’s Mythos has become Logos, they become a Sleeper again. The opposite, all Mythos and no Logos, turns a character into an Avatar, completely at the whims of whatever force is inside them.

This focus on character choice is a driving factor in City of Mist. There are rules, of course. Players have eight core actions they can take, though even these emphasize the importance of choice. The Take the Risk action lets players attempt something outrageous, giving fate the chance to let them succeed. Failure results in a consequence, and this is when the MC gets to make their own choices.



Rating:
[4 of 5 Stars!]
City of Mist Core Book
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Legacy: Rhapsody of Blood (Worlds of Legacy 4)
by Björn L. [Verified Purchaser] Date Added: 10/21/2019 12:41:53

Review from Mephisto 69 Online Add-On (https://www.drivethrurpg.com/product/261389/Mephisto-69-Online-AddOn), translated from German (find orignal German review below)

RHAPSODY OF BLOOD

Besides the usual game world of Legacy: Life Among the Ruins, most of the new game worlds of the Worlds of Legacy series are also futuristic. Here Rhapsody of Blood offers an alternative with its Gothic Action background. In the game, the so-called castle enters our reality once per generation. The influence of the castle corrupts everything with nightmares and the dark magic available to the respective ruler of the castle. The evil deeds emanating from the castle successively increase the power of the Regent, until he can finally perform a terrible ritual with the unholy Grail, which changes the world forever. But the Regent does not remain unchallenged, and several organizations send their best fighters to invade the castle, face the Regent and stop the ritual. In the end, however, the most powerful fighter of the good must decide whether he wants to use the unholy Grail himself and is willing to pay the price.

Rhapsody of Blood uses the classic approach of Legacy and offers two levels of play. On one level, it's the so-called bloodlines that face the dark power of the castle generation after generation. They include legendary heroes, magicians, churches, and other archetypal organizations. While these bloodlines are responsible for the strategy, it is the adventurers who enter the mysterious castle as individual characters and face their horrors. The idea is that the castle overlays and coexists with our ordinary reality - so it does not have to look like a physical castle. The respective Regent and his henchmen have their common theme. While the player characters can break the power of the respective Regent, the castle comes back in the next generation with a new Regent, and the fight starts again.

Rhapsody of Blood has a well-designed background with a fascinating gothic fantasy flair. As usual, the rules are rather abstract, and the stories run according to a fixed scheme, which may lose some of its charms after a few stories. But the setting offers enough material for a few confrontations with the castle and its Regent. Thematically, this World of Legacy is my personal favorite so far.

Deutsche Version

RHAPSODY OF BLOOD

Neben der Standard-Spielwelt von Legacy: Life Among the Ruins sind die meisten zusätzlichen Spielwelten der Worlds of Legacy-Reihe futuristisch angehaucht. Hier bietet Rhapsody of Blood mit seinem Gothic-Action-Hintergrund eine Alternative. Im Spiel tritt einmal pro Generation die sogenannte Burg in unsere Realität ein. Der Einfluss der Burg korrumpiert alles mit Albträumen und der dunklen Magie, die dem jeweiligen Regenten der Burg zur Verfügung steht. Die von der Burg ausgehenden Untaten steigern sukzessive die Macht des Regenten, bis er schließlich ein schreckliches Ritual mit dem unheiligen Gral durchführen kann, das die Welt für immer verändert. Doch der Regent bleibt nicht unangefochten, und mehrere Organisationen schicken ihre besten Streiter los, in die Burg einzudringen, den Regenten zu stellen und das Ritual zu stoppen. Am Ende muss der mächtigste Streiter des Guten allerdings entscheiden, ob er selbst den unheiligen Gral benutzen will und bereit ist, den Preis dafür zu zahlen.

Rhapsody of Blood verwendet den klassischen Ansatz von Legacy und bietet somit zwei Spielebenen. Auf der einen Ebenen sind es die sogenannten Blutlinien, die sich Generation für Generation der finsteren Macht der Burg stellen. Sie umfassen legendäre Helden, Magier, Kirche und weitere archetypische Organisationen. Während diese Blutlinien für die Strategie verantwortlich sind, sind es die Abenteurer, die als Einzelcharaktere in die mysteriöse Burg eindringen und sich ihren Schrecken stellen. Die Idee dabei ist, dass die Burg sich mit unserer normalen Realität überlagert und mit ihr koexistiert – so dass das Ganze nicht wie eine physische Burg erscheinen muss. Der jeweilige Regent und seine Schergen haben ein dazu passendes gemeinsames Thema. Die Spielercharaktere können die Macht des jeweiligen Regenten zwar brechen, doch kommt die Burg in der nächsten Generation mit einem neuen Regenten zurück und der Kampf beginnt erneut.

Rhapsody of Blood hat einen gut gestalteten Hintergrund mit gelungenem Gothic-Fantasy-Flair. Wie gehabt sind die Regeln eher abstrakt, und auch hier verlaufen die Geschichten nach einem festen Schema, was vielleicht nach einigen Durchgängen an Reiz verliert, für ein paar Auseinandersetzungen mit der Burg und dem Regenten aber durchaus ausreicht. Thematisch ist diese Welt von Legacy bisher mein persönlicher Favorit.

(Björn Lippold)



Rating:
[5 of 5 Stars!]
Legacy: Rhapsody of Blood (Worlds of Legacy 4)
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Legacy: Generation Ship (Worlds of Legacy 1) PDF
by Björn L. [Verified Purchaser] Date Added: 10/21/2019 12:31:27

Review from Mephisto 69 Online Add-On (https://www.drivethrurpg.com/product/261389/Mephisto-69-Online-AddOn), translated from German (find orignal German review below)

GENERATION SHIP

In Generation Ship, one of the Worlds of Legacy with alternative settings for Legacy, players can experience what it's like to survive in a generation ship on a journey to distant worlds. Unfortunately, some humans have awakened too early. They now have to survive for generations in a spaceship that was never designed to be inhabited by humans outside of cold sleep. And it is a ship that the subsequent generations hardly understand and that offers many secrets to be solved if it is ever to reach its destination.

The six different families and the eight individual characters on the two levels of play try to reactivate essential ship systems in the different ages. Ideally, the game should end with the planet fall, i.e. the arrival at the destination. Generation Ship is more futuristic and provides a clear objective to be achieved in a limited number of ages: The planet must be reached with an intact ship. This background combines classic science fiction with the theme of recovering lost technology. Although Generation Ship keeps close to the atmosphere of Legacy, the book contains a coherent and recommendable alternative setting for fans of classic Science Fiction.

Deutsche Version

GENERATION SHIP

In Generation Ship, einer der Worlds of Legacy mit alternativen Hintergründen, können die Spieler erleben, wie es ist, in einem Generationenschiff auf der Reise zu entfernten Welt zu überleben. Leider ist ein Teil der Menschen zu früh erwacht und muss sich generationenlang in einem Raumschiff durchschlagen, das nie dafür ausgelegt war, von Menschen außerhalb des Kälteschlafs bewohnt zu werden. Und es ist ein Schiff, das die nachfolgenden Generationen kaum verstehen und das viele zu lösende Geheimnisse bietet, wenn es je sein Ziel erreichen soll.

Die sechs verschiedenen Familien und die acht individuellen Charaktere auf den zwei Spielebenen versuchen, in den verschiedenen Zeitaltern essenzielle Schiffssysteme zu reaktivieren. Im Idealfall soll das Spiel mit dem Planetenfall, also der Ankunft am Zielort, abschließen. Generation Ship ist futuristischer und liefert eine klare Zielsetzung, die in einer begrenzten Zahl an Zeitaltern zu erfüllen ist: Der Planet muss mit einem intakten Schiff erreicht werden. Damit wird klassische Science Fiction mit dem Ansatz kombiniert, verlorene Technologie wiederzugewinnen. Auch wenn Generation Ship sich nah an der grundsätzlichen Atmosphäre von Legacy hält, enthält das Buch für Fans klassischer SciFi ein stimmiges und empfehlenswertes Alternativsetting.

(Björn Lippold)



Rating:
[4 of 5 Stars!]
Legacy: Generation Ship (Worlds of Legacy 1) PDF
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Black Void: Core Book
by James S. [Verified Purchaser] Date Added: 09/25/2019 10:55:34

So, for some time now, we’ve had a number of RPGs inspired by the works of Robert Howard (swords-&-sandals, low-magic barbarian extravaganzas), and plenty of RPGs inspired by H.P. Lovecraft (the 20th Century vs. Things Man Wasn’t Meant To Know), but we’ve had very few, if any, games inspired by the third of the “Weird Tales Big Three,” Clark Ashton Smith. Smith was a poet whose prose more resembles Lovecraft’s than Howard’s, but rather than set his fantasies amid the fledgeling nations of Antediluvian Earth or the dream-worlds of the sleeping, most of Smith’s tales took place on worlds that were nearing their expiration date, worlds that knew about life on other planets around other stars, worlds that knew plenty about the unfathomable depths of Reality, but that had, essentially, learned to accept it and move on. These worlds had either devolved to a “pre-medieval state,” or never gotten past that state in the first place, and the result was starfaring wizards and “cosmic magic” and a sort of Science Fantasy that really helped to put the Weird in “Weird Tales.”

Enter “Black Void.”

“Black Void,” created by the good folks at the appropriately named Black Void Games, and distributed by Modiphius, comes in at a bit over 400 pages of Smith-esque Weird Fantasy goodness. The basic conceit of the game is that there’s a fairly stark divide between the Cosmic (that which we know and know to be “true”) and the Void (those chaotic, unnameable places where Azathoth and his buddies hang out). Rarely do the two cross paths, but when they do, Bad Shit happens, and when it happens on Earth, circa 2000 BCE, most of our planet is destroyed by Void Storms, and the peoples of the ancient Near East are tossed through the resulting rift to the world of Llyhn, where they end up on the low end of the ladder, surrounded by alien races who have been doing this Reality-Shredding Obscenities thing for quite some time now. We can’t find our way back to our home world, but we can make new homes, out there among the stars, as long as we do it before the bigger, badder species in our general vicinity decide to wipe us out.

I find the book to be fairly well-organized. Choices were made that I would not have made; e.g., I usually like to see an overview of the rules before I jump into character creation, that way I know why I’m putting X number of points into this stat or Y number into that skill.You’ll probably be doing some flipping back and forth for chargen, and this extends to play; “Black Void” is a very “chart-y” game, and they’ve got charts for magical mishaps, blood ritual results, losing sanity, and combat critical hits a la WFRP. In fact, a lot of this game reminds me of the older editions of WFRP: A nice, simple base mechanic (in this case, roll a d12, add your modifiers, and try to get over a target number) to which has been added a number of wrinkles that will probably frustrate some gamers and delight others.

That Warhammer comparison could probably be extended to the tone of the game as well, and this is where they lost me a wee bit. The game proclaims to be about cosmicism: “Poor little Humanity, adrift in a vast universe, unaware of the True Nature of things, and unloved by any higher power that might deign to assist us.” It’s definitely grimdark, and the setting material and various quotes throughout the book reflect that idea: “We suck, no one cares, and we’ll all die alone.” I, however, tend to view cosmicism a bit differently (and this may just be me), and feel that, if there’s no God to help us up when we fall down, there’s also no God to spank us when we break the rules; Humanity is in a pretty tight spot in “Black Void,” to be certain, but they’ve also been given the gift of greater comprehension and the opportunity to (given time) raise themselves to the level of the aliens around them. In fact, a quote you see in several spots throughout the book is “Survival is only the beginning…”, and I feel like the writers could’ve leaned into that mantra a bit more rather than play the nihilism card. This is, of course, something that can be adjusted to taste by the GM (or, as they’re known in “Black Void,” the Arbiter), but prepare yourself for a lot of bitter, black tears on your first reading.

All in all, I’m quite happy with my purchase of this game. I feel like the system is solid, if a little fiddly at times with the charts and tables, and the fluff is well-written, if a little maudlin. Best of all, I finally get the Clark Ashton Smith roleplaying game I’ve always wanted: Wooden galleys with shadowy oarsmen sailing to distant, dying stars; magicians consorting with alien seers in incense-filled cyclopean temples; a vast galaxy that contains plenty of chances for madness and death, but opportunities for wonder as well; and a flavor of Fantasy that, while not entirely unique to RPGs, is seldom seen and which provides a refreshing newness to the hobby.



Rating:
[4 of 5 Stars!]
Black Void: Core Book
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Black Void: Core Book
by Jess D. [Verified Purchaser] Date Added: 09/19/2019 23:32:05

I saw the art on this book and had to check it out. After the read I wasn't disappointed with my purchase.

The setting is remniscent of Dungeons and Dragons' Planescape, with a slightly more horror bent. It is unique among most fantasy settings in that it has a more Middle Eastern/Sumerian vibe to it than general West European. The writing is solid and the art is top notch. I had to knock it down a star because the layout is fairly poor, hiding most of the actual setting information past Chapter 7, which strikes me as a strange desicion. But aside from that minor gripe, I highly recommend the book and look forward to seeing what further products they put out.



Rating:
[4 of 5 Stars!]
Achtung! Cthulhu: Secret War Documents
by Carl B. [Verified Purchaser] Date Added: 08/24/2019 06:47:49

Perfect ... just what I need to start my WW2 era campaign. Great job! More like this please ...



Rating:
[5 of 5 Stars!]
Achtung! Cthulhu: Secret War Documents
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