Showing posts with label Reviews.. Show all posts
Showing posts with label Reviews.. Show all posts

Tuesday, August 16, 2016

Review & Meditations On The 'Universal Exploits' O5R Adventure Resource Book By Venger Satanis For The Alpha Blue Rpg System & Your Old School Campaigns

Good morning I haven't been around since last night & woke up with 'Universal Exploits' sitting in my e-mail this morning. Well let's start at the top, Universal Exploits was clocked in at sixty pages on Venger Satanis's Kickstarter. Supposedly the Universal Exploits was going to be sixty pages;" So, what's going to be in the book?  Around 60 pages (8.5" x 11") of new adventure scenarios, technology, weapons, drugs, NPCs, adversaries, monsters, galactic factions, Federation sub-committees, a section on taxes, tariffs, and free trade, time travel, random tables galore, alternatives to temporary Health after sexual encounters, alien cities, and even more fleshy envelope-pushing artwork!"
Well what we've gotten is a one hundred and nine page book with lots of random PC tables, fully fleshed out adventures, wall to wall NPC's, a great Alpha Blue character sheet, &  fully detailed star ship plans by Monkey Blood Designs. Oh and about that fleshy envelop pushing artwork its there.


This book is possibly going to be one of those essential books & tool kits for the Alpha Blue rpg system. Universal Exploits takes the Venger Satanis random tables as optional PC generation tool & turns it up eleven. Right at the beginning of the book we get alternative ship to ship combat rules, optional damage rules, the some tables on cyro sleep suspension effects,xenophobia table for when PC's and PC's meet, optional unarmed combat charts, optional PC stacking for abilities, instant background tables, optional campaign set up for harder or softer space opera campaign setting tables, reasons for joining the revolution for PC background, prior PC/NPC relationships tables, alien language table, PC planet origin table, random traveling times, the blue effect ( Alpha Blue style warping of the mind), random horror in space table element table, and then things start to get busy.


We get a brand new PC type in the form of clones. Yes that's right clones because back in the 1970's cloning was all of the rage & it gives players another option to bring back or resurrect dead or  destroyed biological characters. This is one of those science fiction tropes with lots of implications for Alpha Blue campaign play. And then tucked right into the middle of lots of  T&A artwork is a set of  serious interstellar domain management rules that actually seem to work along with sources of power. Then there's a straight up piece of porn artwork on the same page that has to remind us that this is an over top sleazy Seventies porn parody rpg. We get random leadership tables followed by rules for cock blocking; yes I said rules for cock blocking. Given the 'over the top' sex parody nature of Alpha Blue these are not a surprising addition to the game.  Then random detention block NPC tables, along with what Federation officer is looking for tables, and all of this is rounded out by random cargoes & side jobs for your spacers. We get random 'job benefits and perks'  tables of course these include sexual encounters cue Eighties porno music here. Telepathic rules which adds that bit of extra to the Alpha Blue game ( illustration of a girl wanking here). Then we get into some solid drug and a random over dose table which for an Seventies & Eighties porn parody sci fi game is a must.


There's some artwork which breaks up the sections in Universal Exploits & its not a bad way of handling the various sections of the book. Just in case I haven't mentioned it, Universal Exploits actually has a fully laid out index that cross references everything in the book and this is one busy book as we shall see. We get an adventure/NPC location that we can drop right into the middle of an Alpha Blue game & its a place that's needed;"Revan 111 is a space station devoted to peace in the Ustrata galaxy, though it occasionally wanders outside Ustrata into neighboring galaxies. Hanging at the central corridor between a wild assortment of alien factions on a thousand different worlds, Revan 111 is a sanctuary, safe haven, and last refuge for the dispossessed, disenfranchised, revolutionaries, activists, libertarians, ordinary space scum, and all those beings with a reason to hide."
You see Revan 111 is a place with secrets, NPC's with hidden agendas, and a space station swimming with all kinds of trouble waiting to grab your PC's by the throat and haul them into a side adventure they never wanted. A few random tables breath life into Revan 111 & its a solid adventure location to drag & drop into a game of Alpha Blue. We get two tables that work really well for Alpha Blue for NPC's one is the cultural bias table and the after party table. The after party table is perfect for PC's who stumble into a party they shouldn't have. Then we get into random tables for generating religious orders and NPC figures. Followed by more random motives for NPC spacers.
A brief outline and structure rules for running & constructing adventures in Alpha Blue is next which slides into the Universal Exploits adventure set up and the big bad 'the Federation' According to Universal Exploits;"In this book, Universal Exploits, one enemy takes center stage - the Federation! It's an oppressive, corrupt regime, ever growing and always grasping for more and more power. The Federation is a foreboding oligarchy consisting of the ultra-wealthy, bureaucrats, noble houses, assassination guilds, telepaths, zedis, and the military industrial complex. The Federation crushes resistance wherever it sees it… and the Federation believes the seeds of revolution are everywhere" A basic take off on 'Star Wars Empire' with shades of other space opera governments. The whole adventure centers around :"a shipment of Purple Prizm 36 hour ago, but it never arrived. That wouldn't be so bad, but the previous shipment also never made it to the Q'tha homeworld. Neither of them is sure who was supposed to deliver the refreshing and hallucinogenic grape drink, except for the company's name - Sun Belt Distribution." Scattered through out the Universal Exploits book are advertisements for Purple Prizm with really pornographic European style artwork. Its a similar style to many of the West End Star Wars rpg adverts from way back in the 90's but much raunchier. I don't want to give the whole thing away but Universal Exploits parodies the Cola Wars from the Eighties, lots of sci fi show references and in jokes, and generally doesn't take itself seriously for an instant. This isn't a bad thing because of the very nature of the Alpha Blue Game.



Then finally we get another adventure in the form of Pussy Chasers The Legend of Oral along with some other adventure locations. Even as part of the Universal Exploits adventure we get another adventure setting location in the form of the 'Red Hologram District'; "a red hologram district (or RHD) can expect an eyeful of prostitutes, pimps, drug pushers, thugs, gangsters, dope fiends, tattoo artists, strippers,
contraband merchants, and slimy run-down theaters with sticky floors that play exploitation and grindhouse
favorites such as Vanessa Swallows the Star Beast Whole, Space Dogs from Reservoir Gore, and Anal Blasters come for Princess Sex Candy part 5!" And yes there is another table for what happens in the red hologram district'.
There are several parodies elements mixed into this adventure referencing Star Trek, Star Wars, Flash Gordon, the Buck Rogers television show along with Grabba the Butt's Pleasure Palace. This is an adventure location unto itself with random motives tables for Grabba & random NPC generation tables. Finally there are a series of Land Rush tables, these are actually really useful. According to Venger; "This is a bit of an afterthought, but I wanted to include a series of random tables for determining the nature of certain territories - planets, planetoids, moons, asteroids, space islands, and even entire systems." Well here's the thing these land rush tables slide right into the domain rules for Alpha Blue. They add a nice little bit of useful DM material to Alpha Blue and another dimension to the game.  Finally we get maps and diagrams by Glynn Seal of Monkey Blood Designs of the UX Star Bird, The Milk Shake class star ship( great PC ship btw), and Grabba's Palace.




Universal Exploits is an essential book about as essential to the Alpha Blue rpg system as the Girls Gone Rogue book perhaps more so. This is a very busy rpg book that crams lots and lots options into itself. This book is part rules option book for Alpha Blue, adventure resource book, random table book, finally adventure book with several optional adventure locations, and the added resource of domain level play. The fact is that a professional editor could have paired this book in places & took a far more steady hand with it. Universal Exploits is perhaps one of the best books I've seen the Alpha Blue but it could have been even more fantastic. The problem is that the book is too busy & it tries to cover far too much material in the Alpha Blue Rpg system. Even with that said I'd say I think that Venger Satanis gives his buyers, audience & backers their money's worth! Universal Exploits has tons of material to work with for adventure construction for Alpha Blue and actual on the table play. There's enough material in 'Universal Exploits' that could easily be ported over into any OSR style science fiction game for even more sci fi fantasy awesomeness. Four out of five stars for the Universal Exploits book! Grab this one when it comes out!


Thursday, January 22, 2015

Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V From Skirmisher Publishing For Your Old School Post Apocalyptic and Old School Campaigns



Here's a powerful set of super science artifacts and relics of high weirdness for your campaign's  the post apocalyptic wastelands. This issue goes into a whole host of incredible relics that can change the pace and ramp up the amount of trouble that comes a party of adventurer's way.

Wisdom from the Wastelands Issue #49: Unique Superscience 
Artifacts V

Grab It Right
HERE

There are eight major artifacts here that cover an entire range of subjects with mini backgrounds and setting notes for each relic. These artifacts could be mini campaign events into themselves and the Skirmisher crew knows how to create a whole range of weirdness for your wasteland with story and adventure elements for an entire campaign's worth of adventures. The writing here is solid and well done, the ideas original and well thought out. The opportunities and adventure hooks abound if you know where to look and there's plenty of them if you know where to look in the entries.
According to the Skirmisher blurb: 
It contains eight potent items suitable for use in many different sorts of modern, sci-fi, and post-apocalyptic games, including the Ice Fountain, Master Remote, Bear Mask, Big Al's Horn, Cat Mask, Chef Cube, Crown of Ultimate Power, and Dome of Fire — and all for just $0.99!?And their not kidding. Use these artifacts in your post apocalyptic campaign very carefully.
These are artifacts of power that can shift the entire balance of a campaign or mutant kingdom. These things can move entire communities and populations. The artifacts mark the Ancients as gods and madmen who were toying with power beyond the pale of convention. These things can and will mark a PC with their use and passing. Make no mistake the power here is frightening on a number of levels for communities no better off in some cases then cavemen.
The artifacts are a diverse lot as well. There's no Mark twenty four blasters here, instead we get a full range of artifacts from the interesting to the subtle all in one nice bite sized little nugget of high octane post apocalyptic bit of Skirmisher publisher goodness. Grab this one and roll in into the back drop of your Mutant Future or old school post apocalyptic campaigns. 

Thursday, December 18, 2014

Wisdom from the Wastelands Issue #48: Unique Superscience Artifacts IV From Skirmisher Publishing For Your Old School Post Apocalyptic and Old School Campaigns





Grab It Right
HERE
There are times when a DM really needs a high level and sophiscated relic or artifact. This issue of the Wisdom From The Wastelands provides the DM with exactly those types of high level tools and gives even more options for a unique wasteland relic encounter during an adventure but there's more to it then that.
Many of the items in here were partially derived and created with material the appears in Goblinoid Games Advanced Companion as per earlier issues of Wisdom From the Wasteland in this series. It also means that much of this material is cross compatible with other retroclone and original systems of the world's most popular fantasy role playing game. Even though its meant to be used in a Science Fantasy setting. The Skirmisher crew does a nice job of providing items that can be dropped into a science fictional, fantasy, science fantasy, or post apocalyptic backdrop without upsetting the apple cart of a campaign.
The Drivethrurpg Blurb:
The unique items in this issue of Wisdom from the Wastelands are so advanced they appear magical to post-apocalyptic peoples. Although intended for use with Mutant Future, these items could easily be used in other science-fiction or fantasy games. Each has a history that will hopefully enrich, inspire, and possibly drive your own gaming story and, if desired, could become a central plot point or continuing idea for a whole gaming session or even an entire campaign. 


This issue of Wisdom From The Wasteland continues the previous series of 'Super Science' building guidelines and example for relics and artifacts that are very highly advanced. This issue places a selection of artifacts right in the DM's hands for your old school post apocalyptic campaigns. And the guys a Skirmisher do a very nice job of balancing these items out. But this relics should be very carefully used. Seriously these are high level relics and might easily find their way into a post colony science fictional space based game as well. 

This is one of my favorite of this particular series of WoW issues and its done with wit as well as style. There are seven high level artifacts and relics that can make your wasteland encounters particularly deadly. These range from the Area to the Splatter Gun and are easily slipped into the background setting of an adventure as mini encounters unto themselves. I can see these items appearing in a multiplicity of post apocalyptic games from a Metamorphosis Alpha style game of post colony generation ship hi jinks to a full blown Stars Without Number style campaign. 
The items are high level, interesting, and very well done. That being said I can also see these items being campaign wreckers or starters depending upon how they are used and where they are placed within an adventure.
The last bit in this issue is a mutation that goes right along with the vibe of the super science artifacts of this issue, Environmental Adaptation is perfect for those inter system or interstellar colony mutants. A great way to get a 'Logan's Run' Style Dome city colony upon the Exo planet of your choosing. A nice addition to a great issue of WoW, are the other issues necessary to have? No but this article will make far more sense if you do have it. This issue presents a nice set up of 'super science' relic options on the table for memorable adventure construction in the post apocalyptic world of your choice. 

Using Wisdom From The Wastelands
Issue #48
For Your Old School Campaigns

As I said above these items should be used with some caution but that goes without saying this is a great set of relics. Many of these should have limited usage to PC's as at least two I'm going to be using for set dressing and background flavor for two up coming adventures.
Placement of these items might even set the stage for the type of post apocalyptic encounter that the DM is trying to do. From a downed space craft to a post apocalyptic government facility ruin that doesn't have to be as wrecked as it might first appear. These relics have the potential to certainly challenge a party to think rather then act especially if some of these are pointed in their direction.
The skin shifter and arena have the potential to change PC's in fundamental ways and should be carefully placed in the wastes. All in all this issue puts some very high level tools right into the DM's lap and all of this for the price of a dollar menu hamburger. The fact is that this isn't dollar menu quality material from Skirmisher. 

Sunday, August 25, 2013

Review and Commentary On The 'Free' Theorems & Thaumaturgy (PDF) By Gavin Norman For Your Old School OSR Campaign

Theorems & Thaumaturgy
Get it right over HERE but your better off buying a copy. 
Just saying. 

 If you haven't seen Theorems and Thamaturgy this is a must have. There is a bus load of OSR material that just screams to work its way into your games. Here's what you get. 

Theorems & Thaumaturgy

Advanced arcana for the discerning magic-user. 
  • Nearly 250 new spells for Labyrinth Lord campaigns...(and other old-school adventure games) 
  • Three new magic-user classes with complete spell lists...the Necromancer, Elementalist and Vivimancer 
  • Fey themed Elf class and race... to add some otherworldy atmosphere 
  • Expanded Illusionist spell list... with spells all the way up to 9th level 
  • Nine arcane tomes... ready to be placed as treasure in a campaign 
  • New elementals, dimensional horrors and other monsters... and the spells to summon them 
  • New magic items... including items of necromantic power
  • Illustrated by Cadanse D and Kelvin Green 
  • 100% Open Game Content!

    Theorems & Thaumaturgy (PDF) 
    By Gavin Norman is a solid sixty six pages of sheer old school awesomeness. The author charts out some of the best scorcery and magic to grace the pages of an OSR product. This book is richly illustrated and well thought out. The author does an excellent job of filling in some of the gaps that are seen in the Vancian magic of may of the retroclones currently on the market. This is a quick, easy, and well laid out product. The type of book that you can grab and go. This book is geared toward both the player and the dungeon master. 


    The book takes its audience back to a time when Dragon magazine filled in the gaps and a sense of fun was to be had. Those days are now and this book makes an excellent DYI magic book to help you out.
    The ideas here allow the usual tropes to be used in a way more in line with fairy tale and myth then Tolkein. That's right up my alley. The necomancer is especially well done in this book and makes a great addition to a campaign.
    With frightening easy this a book that can slide into a OSR game and greatly expands the options for both long term campaign play and a magic intensive game.
    The ideas here are very well thought out and Gavin Norman continues to play the OSR game design like a pro.
     This book is no exception. I opted for the soft cover version of the book and enjoyed this book 
    immensely.

    The Space Fantasy Option
    Theorems & Thaumaturgy (PDF)
    Many of the options presented in this book could easily be adapted into a Mutant Future game with little issue. The Elementalist and Vivimancer both quickly come to mind as useful for rebuilding  & terraforming a post apocalyptic world. 
     The dimensional horrors and other monsters would be right at home upon Carcosa or the like. 
    The book expands some of the options for inter dimensional traveling and magic intensive campaigns where the options of necomatic magic could have world shattering effects. 


    Along the same lines you might want to download the author's Cosmic Sacrifice Table which I found immensely useful in game play lately. 
    • Cosmic Sacrifices Table


      • All in all the feel of the Fey Elves and many of the other classes had a weird fairy tale or other worldly quality making this a very easy old school book to enjoy. As always your miliage may vary. 

You can find a boatload of other useful tables, charts, and OSR materials at Gavin Norman's blog right over
HERE

Wednesday, May 1, 2013

Review Expectations Without Number - A Stars Without Number - Free One Page Campaign

Expectations Without Number is a hip quick one shot campaign idea from the mind of Professor Jack Shear. Whose either a mad genius or a psychopathic writer. He's managed in one page to cram two great game ideas along with their sources into an actual working Gothic space campaign! This small little one shot is quick and interesting but most of all its sustainable over the long haul. I'm very jealous of the sheer outrageous of his ideas in this one.
 Stars Without Number combined with Great Expectations via the mind of Lord Byron combined with Dune. I think its a little piece of OSR flimflam that is right in front of a writer the whole time.


Using Great Expectations Without Number 
The basic idea behind this little campaign is that the characters are the grown up children of orphans sent out into the cruel void of space as an interplanetary dandy. Adventurers on a galactic scale raised with hearts full of napalm and groups of like minded black hearts.
 This idea can be applied to a wide variety of space based games and the weird thing is that this concept will work in Xplorers, Stars Without Numbers, and even Star Ships and Space Men with little to no problems.
The background is solid, the goals clearly out lined , and the universe is waiting for the players to assemble.
You can down load it from Here
Be sure to visit the Tales of The Grotesque And Dungeonque blog right HERE
 Possibly a three and a half out of five.