Thursday, March 23, 2023

Review & Commentary On GEAR: General Equipment Adventurers Require By John Watts, Wendy Watts, Michael Johnson, and "Big" Dan Callahan From Independence Games For The Earth & Clement Sector Rpg's

 "The stuff you need!

"GEAR: General Equipment Adventurers Require brings you a wide assortment of gear for you to personalize your Clement Sector or Earth Sector character.  If your character is shopping in a Tudo's, a Lucky's, or any department store in Clement Sector or Earth Sector, this is the sort of thing you will find!"

"Do you need survival gear?  It's here!  Do you need armor?  It's here!  Need a new vacc suit?  We've got it!  Need a better rifle? We've got it!  Need a tarpaulin?  We've got you covered!"

"While this book may not have EVERYTHING, it's got quite a bit. We've got everything from a MedBed to toothpicks, from a rapier to detcord, from laser drills to sporting gear."

"GEAR!  You need it! "

Several days ago I knew that "GEAR: General Equipment Adventurers Require"  was coming out & it was going to be in my que anyway. Yeah that's right this book has been on my 'to buy' list for awhile now. Why?! Well this gets to the heart of the Earth sector & Clement sector rpg's. And this is the fact that both of these interstellar locations are full on interstellar frontiers. There are times when I really don't think that players actually understand the interstellar distances involved in the blackness of these to independence games. This is your party in a tin can in the middle of a vast ocean of blackness & nothingness in the middle of space. The only thing you have to rely on is something manufactured back home by folks that you've never met. And "GEAR: General Equipment Adventurers Require"  almost everything that adventurers are going to need to survive in the blackness.  
And this is a part of that reality. The stars may be the new frontier but mankind has not changed. The vast blackness of the Earth sector & the Clement sector reminds me of the pre & post American Civil War period back on Earth. A powder keg of explosive situtations & unexplored vastness on an unimaginable scale.

What does this have to do with GEAR: General Equipment Adventurers Require"  ?! A bit of everything as the players have to rely on the equipment & gear that this book provides. GEAR provides everything from general equipment to new survival equipment. And GEAR does it in style for the adventurer. Here you can find new & highly dangerous tools, and equipment all perfectly suited to out fit your soldiers, adventuters, travellers, etc. And it's all at your finger tips in an easy to use one hundred & twenty eight page book. GEAR has been set up to be user friendly. 
And it does so with both the Clement sector & Earth sector rpg's in mind. what I mean by this is that Gear is specifically set up for the explorer, pioneer, or spacer in mind whose out on the edges of the map. This is a very common theme in the Earth & Clement sector. Can Gear be used with other 2d6 games?! Absolutely it can & should be. 

 "GEAR: General Equipment Adventurers Require" is lightweight and easy to use book with just thr right amount of equipment & weaponry that won't overwhelm to DM with useless information. Instead in GEAR we get a concise package that is easy to digest & process within both the Clement & Earth sector games easily. GEAR's usefulness is solid for other 2d6 old school Science Fiction games & Cepheus Engine products as well. GEAR provides just the right amount of adjustment for those wishing to really get down to brass tacks when it comes to equipment. GEAR is a solid addition to both the Clement & Earth Sector lines. GEAR is a great book for both the DM & the player alike providing new & interesting equipment,weapons, gear, and more. 

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