Showing posts with label Review & Commentary. Show all posts
Showing posts with label Review & Commentary. Show all posts

Thursday, December 11, 2025

Review & Commentary on The Loki-class Q-Ship By Michael Johnson For The Clement Sector Rpg

" A ghost in the fleet!'


"Based on the Thorpe-class Merchant, the Loki-class Q-Ship is a wolf in sheep's clothing. Designed to look like a harmless merchant and placed by the Boone Space Defense Force in locations where pirate activity is high, the Loki tempts the pirates to it and then strikes with no mercy."

"Perfect for use by those involved in fighting pirates or just as a ship for characters to use in their campaigns, the 800-tonne Loki is ideal for adventures."



"Crafted by Independence Games Spaceship Guru Michael Johnson with art by fan favorite artist Ian Stead, this book gives you all the essential details to make the Loki a central part of any Clement Sector campaign and could easily be used in other science fiction settings as well."

 God, I love the new The Loki-class Q-Ship By Michael Johnson! Seriously this little ship is a perfect pirate hunter and adventurer's star ship. This ship is a serious pirate hunter of the highest order! And it's stated right from the get go;"A Q-ship is a type of warship designed to act as a decoy, disguised as an unarmed merchant vessel but secretly armed with powerful weaponry. The concept was first developed during the First World War by the Royal Navy, when German U-boats (Unterseeboots) posed a major threat to Allied shipping in the English Channel and the far larger Atlantic Ocean. Thought to be so named due to their links with Queenstown harbor (located in County Cork in Ireland) Q-ships masqueraded as easy prey, luring submarines to surface and attack with their deck guns at which point the seemingly harmless vessel would reveal its hidden armaments, often concealed behind false structures or collapsible panels, and engage the attacker. This tactic aimed to exploit the U-boats reliance on conserving torpedoes by using surface attacks against lightly defended merchantmen."
The Loki class Q star ship looks like  Thorpe-class Merchant, but under the hood it's anything but! This hunter packs a punch or two! The weapons and attitude of this ship is exactly what the Frontier of the Clement sector needs!



This is a great adventurer's ship with a crew of forty eight and the pdf of The Loki-class Q-Ship lays everything out for integrating this little demon & pirate hunter right into the Frontier of the Clement sector. The Boone Space Defense Force knows what it's doing with this ship deploying it in areas with lots and lots pirate activity. Michael Johnson's writing is on point in this little forty eight page supplement for the Clement Sector setting. It was Ian Stead's artwork that drew me into the Clement Sector rpg & for The Loki-class Q-Ship By Michael Johnson it's on point. 

The Loki-class Q-Ship By Michael Johnson is for me an essential star ship for the Clement Sector rpg. This is a perfectly aligned pirate hunter and adventurer's star ship because it allows the PC's to bloody the nose's of pirates and marauder's star craft. This includes some of the variations of the Loki Q which can and will find their ways into local systems and adventurer's hands. 
This puts the fire power of the Loki class into the hands of those on the Frontier who need them. 


The trade lanes of the frontier of the Clement system needs the Loki Q class for anti marauder and pirate activities in spades. The whole of the Loki Q supplement is a great supplement for the Clement sector rpg on many fronts. Grab this one! 










Thursday, June 5, 2025

Review & Commentary On The Type E Pursuit Ship By Michael Johnson For The Clement Sector Rpg or 2d6 Cepheus Engine rpg

 "Hot pursuit!


"The Type E Pursuit Ship is designed to pursue enemy or pirate vessels within the Cascadia system, within potential Cascadian colony systems, or even through the Zimm Point to continue the pursuit.  The Cascadia Naval Service use them as patrol vessels and as an escorts for Cascadia Colonization Authority (CCA) scout ships."


'Always seen in their triple formation, the Type E is a formidable enemy for small naval vessels, pirates, and possibly your characters!"

The Type E Pursuit Ship is a warship and anti pirate ship with little in the way of tactics & variation. Or so it would seem, while this vessel has a role as an  pursue enemy or pirate star ships there's a lot more going on here. The Type E is a ship type with a valiant history and deep roles within the Cascadia system & colonies. These ships are a part of the Cascadian identity. 
Ian Stead and the artists here give a excellent series of pieces of artwork which show off the roles and profile that these ships have. This is highlighted by the excellent writing of Michael Johnson showcasing the role of colony escort and patrol ship. Crews of 22 man these incredible starships out in the blackness and void of space. And while not a main line ship the
 
Type E Pursuit Ship is a nasty customer to come up against. These ships can pursue a ship with powerful drive systems & dive right after the Zim point. 




The Type E Pursuit Ship is the perfect ship for anti piracy actions within the huge unexplored regions of  interstellar space. Because these space craft are crewed by whole cloth crews that can operate entirely on their own. The Type E are the cavalry for the colonies under their patrol. These are perfect  star ships to add to your Clement sector rpg campaign. 

Monday, April 7, 2025

Review & Commentary The Freedom-class Merchant Vessel Written by Independence Games starship guru, Michael Johnson For The Clement Sector Rpg

 "The Freedom-class Merchant Vessel is a starship from the days before grav drives and grav plates changed everything. A 400-tonne ship built in 2204 and squarely marketed to those enterprising enough to brave the frontier and head out to the new colonies in Earth Sector and Clement Sector, the ship was state of the art in its time. Now, over a hundred years later, the ship could be considered a bit of a dinosaur yet many continue to swear by this stalwart, especially the waldlaufers in Ariel Sector who value nothing more than their independence and their Freedoms."


"Written by Independence Games starship guru, Michael Johnson, inside this book you'll find a detailed breakdown of the Freedom-class, including its history, specifications, deck plans, and multiple variants”plus financing options, cargo configurations, and planetary landing procedures. Alongside these essential details, dive into A Visit to Miss Kitty's, a short story by John Watts that gives insight into the life of a waldlaufer making his way in a dangerous universe."

The Freedom-class Merchant Vessel  written by Independence Games starship guru, Michael Johnson is one of those trader starships is perfect for the adventuring party within Clement sector. Why?! Because star ships such as the Freedom class Merchant vessels are the heart and soul of the colonies in the Clement sector rpg campaign setting. 
There are a couple of other details about this starship that make it perfect for an adventurer's star craft. One is the fact that this ship has a low crew compliment, lots of great details & this ship can take a high value and low value cargoes.  The Freedom class is
 400-tonne ship built in 2204 and squarely marketed to those enterprising enough to brave the frontier. This means that the Freedom is perfect for an experienced group of adventurers and traders. Since the Clement sector is an Old West analogy the Freedom is the perfect bridge gap between the 'Black' and the deep  colonies of the Clement sectors. 
The Freedom-class Merchant Vessel is well written and the artists do a fantastic job of bringing the Freedom to life. The layout for this book is well done, the font is easy on the eyes, and this book is up to Independence Games usual standards. 



The Freedom-class Merchant Vessel  is a fantastic starship for adventurers because is creates an opportunity for adventure and trade among the stars of the Clement sector. As a side hustle for adventurers the Freedom merchant class presents a classic star craft in the tradition of 2d6 classic Science Fiction rpg. The year is 2342.  Adventure awaits in the crew quarters of the Freedom class merchant vessel.. 


Saturday, March 29, 2025

Review & Commentary On The Hostile Situation Report #017 For The Hostile rpg

HOSTILE Situation Reports - Free one-page NPCs or adventure situations for the gritty HOSTILE setting."

CONAM 17




"A waystation, off the traffic routes, with unused areas powered down, shuttered and off-limits. A skeleton crew keeping things running, and a manager who is agitated and desperate to leave. And she has a job for you .."

  If your looking for a good beginning and mid level encounter/adventure to kick off your Hostile rpg campaign this is a good one! The Hostile Situation Report #017 for the Hostile Rpg  combines the mission & deadly encounter out in the blackness of space. This bases is off the usual trade routes and the manager has an agenda of their own and the PC's are at the center of this. 
Hostile Situation Report #017 has everything that a DM needs to bring a touchstone or as a jump point for a Hostile rpg campaign; "ConAm 17 is a corporate waystation, out on the Frontier. Once a thriving hub for corporate and industrial traffic, new colonies have since opened up alternate trade routes. ConAm 17 is now a shadow of what it once was." This allows the situation of open corporate corruption for PC's to get involved. Or at least that's what it looks like from the outside.  Maya Donaldson runs the station, but is a manager at wits end.  
And here's where the PC's get involved & this Hostile Situation Report goes deeply into a full on investigation mode. The PC's are going to become fully familiar with Com AM 17 station. This is an awesome encounter that runs deeply into the Hostile rpg turf. 
























The Hostile Situation Report #017  for the Hostile Rpg takes full advantage of the Hostile rpg rules from the ground up especially the setting campaign material and the Hostile rules. There's room for Hostile rpg DM to inject their own scares and terror within this adventure encounters.  And this is a solid adventure encounter that delivers the full on goods if used correctly. 

Sunday, February 9, 2025

Review & Commentary On Together, To The Beyond By Mathew Tomas for The Wretched Rpg

 "This supplement is a quick-start toolkit for running an alien invasion game using the Wretchedverse offerings from The Red Room. To play, you’ll need The Wretched RPG and Agents of W.R.E.T.C.H. Inspired by the 1980s television series V (and its short-lived 2009 reboot), the film They Live, and the cosmic horror of H.P. Lovecraft, this adventure introduces the Beyonders— a twisted alien race mutated by their exposure to The Beyond. Because of their exposure, they have become an insatiable, all-consuming threat to humanity. Only a band of wretched bastards and scoundrels can stand in the way of their sinister machinations (18 pages)."

  


 Together, To The Beyond By  Mathew Tomas For The Wretched Rpg is an adventure supplement with deep Eighties roots. This supplement is a  homage to the Eighties cultclassic TV movie and mini series 'V' about alien invasion. Mathew Tomas goes a great job of weaving the Wretched rpg's Beyond and the thematic undercurrents of the infamous miniseries together into a campaign add on. The Beyonders are an alien race from an interstellar Hell. All of this is given in an eighteen pages with a nice font, layout, and solid take on the subject. 
Together, to The Beyond presents an essential tool kit to add to your own Wretched rpg's. The author suggests using the Beyonders in Agents of  W.R.E.T.C.H.but this supplement also works Wretched Darkness or second edition Wretched New Flesh as well. 

Together to the Beyond's Beyonders might be well known to the supernatural races. These aliens could have well have created the wastelands of Wretched Apocalypse . The Beyonders are alien locaust that move from world to world plundering the planetary resources. 
These aliens are incredibly deadly especially with the Lovecraftian twist! The Beyonders are incredibly evil. There's no redeeming them except for the occasional exception. 
These aliens are highly deranged and they are out promoting thier agenda for the Earth. This may not be main Wretched Earth but an alternative timeline. 
These alternative timelines intersect occasionally the Wretched Earth. These are the UFOs's of the Wretched Earth and occasionally take a 'sample' or two of the Earthlings. 
These Beyonders are perfect menaces for an Agents of Wretch, Wretched Darkness, and Wretched New Flesh. 






Tuesday, February 4, 2025

Ending The Night Life (MLA3) Adventure By Anthony Herring For The Marvel Super Heroes Advanced & Session Report

 


"You've been through more in the last few weeks than most normal folks go through in a lifetime. From stolen artifacts to synthetic chemicals, from the Metropolitan Museum of Art to Chinatown, from firelights to fireworks: you've seen it all.
"Well... you thought you had."


"A boy-genius has been reported missing, and clues are few. On top of this, the gang wars are still blazing, and the Imperial Dawn is about to break. Bi|t, there are those UFO's in Central Park... and that problem in Coney Island to deal with.., and naturally, you're the only ones for the job!
NIGHT LIFE is playable as a stand-alone adventure, or as the final part of the GANG WARS trilogy. Alternate starting points are provided for characters who have not gone through the first two sections of this storyline."

 During tonight's Marvel Superheroes Advanced rpg we wrapped up The Night Life (MLA3) Adventure By Anthony Herring. Coney Island was in flames as we broke no only the back of the Si Fan but the Hand as well. At least the two cells of these organizations that had brought Fu Manchu back from beyond the grave. This part takes place from here on the blog. 
We recovered two of the spirit bombs from last session and then began plowing through an assassins or ninja that we came across. We wound up back at the museum and met up with several agents of S.H.I.E.L.D. & got at lead on the Si Fan agents in Central Park. 

At Central Park we displaced & teleported away several Fixer's devices that were centered around amplifying Fu Manchu's magicks. We also had a run in with the Faces of Fear and almost got our clocks cleaned by the Blizzard. Then it was a mixed encounter with gang members, thugs, and assassins. Actually the whole gang were Si Fan assassins disguised as gang members. We also went toe to toe with the Sons of the Tiger who were working with S.H.I.E.L.D. & in the past had run ins with Fu Manchu's minions as the super hero White Tiger. 
We finally caught up with Fu Manchu & his forces and began dismantling his forces along with S.H.I.E.L.D's agents. Our party finally sent Fu Manchu packing back to Hell. The fall out of the Gang Wars adventure is a drastic scattering of New York City's criminal elements especially of the Si Fan & the Hand's cells. 

Wednesday, January 29, 2025

Review & Commentary On Knuckles of Steel By The Red Room Crew For The Wretched or Red Rpg

 "A role-playing game module set in the fictional city of Hammettville during the 1970s. The scenario is inspired by blaxploitation movies and revolves around Lois St. John, a Black model and aspiring actress whose sister Jacqueline has been kidnapped by Heung Wei, a Chinese triad boss and Lois’s former boyfriend. Wei is using the kidnapping to force Lois into marriage. Knuckles of Steel includes many adventure seeds and an adventure generator that can expand the basic rescue mission into a larger plot. It provides statistics to both Wretched and Red (56 pages)."

Knuckles of Steel By The Red Room Crew is an adventure for the Red or Wretched Rpg. Lois St. John a model is kidnapped by her former boyfriend Heung Wei,  the top  Chinese triad boss in the city of Hammettville Texas. This adventure comes straight outta of the Exploitation films of the Sevenities. 
The PC's are called in to save Lois St John from a forced marriage and kidnapping. There's also a ton of subplots to Knuckles of Steel. 
This is an adventure that can be used as an action packed spring board into a Red & Wretched rpg campaign! 
The cast of NPC's is fully fleshed out with lots of hooks to get the PC's involved including crime, drugs, turf, Nazi and worse. 

Knuckles of Steel is made to emulate the late Sixties and Seventies exploitative films from Blacksploitation to full on horror. Everything here in Hammetville is over the top and well done. There's enough to do a classic Warriors film style campaign as well. Knuckles of Steel really taps into the Blackspoiltation film vein. However this adventure takes place in the world of Sexual Holocaust. This means that it's easy to do a horror campaign along with an exploitation adventure element. 

Hammetville is a happening place and 'Crime City' section is point where there's tons of stuff happening. This plugs into the random adventure generators that are great for continuing the Knuckles of Steel campaign vibe. This is neccessary to keep the players interested in continuing to play. 
This utility aspect of Knuckles of Steel is one of the best options available within the Red Room's games and adventures. 
Knuckles of Steel is a fifty seven page solid adventure that takes full advantage of it's roots, elements, and feel. This is a great adventure with well done fonts, layout and easy to read layout. 
Knuckles of Steel is moderately priced and easy to incorporate into your existing Red or Wretched Rpg campaigns. 


Review & Commentary On Castles & Crusades Adventurers Backpack For The Castles & Crusades rpg

 "Adventurers Backpack is a book designed for the player, introducing a wealth of content to expand your player experience, but also your character’s survivability! Within you’ll find:

  • 13 new classes
  • mountains of spells for all classes
  • counter spells and spell duels
  • bandages and healing
  • a fresh easy-to-use approach to unarmed combat
  • war mounts
  • rune magic
  • a new look at pole arms."


"Backpacks for Every Campaign

But more than that, Adventurers Backpack delivers a new, innovative approach to equipment and equipping your character. There are 34 unique backpacks complete with all the equipment your character will need! Each backpack comes with cost, weight and encumbrance value. The backpacks cover it all. There are class-based backpacks for all character classes, general purpose backpacks for dungeons and overland, and special purpose packs such as the medic or dungeon mappers pack. Equipping your character was never so easy."

Castles & Crusades Adventurers Backpack is one of those C&C rpg titles that I've been hemming & hawing about for years. Do I need another supplement with tons of player PC options. Do I need another equipment book and another book with the planes in it plus new spell and magic items. The Adventurer's Backpack covers this all and a bit more. 
The first part of the Adventurer's Backpack is the 13 new character classes which have been featured elsewhere in the past. What this supplement does is update them and put them into one place. We get an overview and placement of these classes. Easy to use or discard depending upon the needs of your players or your campaign. 

From here we slide into the equipment & backpack section which is customized for backpacks and equipment for every character & campaign types. This allows a DM or a play to drop equipped characters into a campaign right away! 


There's a literaly ton of spells and counter spells for many of the spell using PC classes. These are all optional and that should be used with care for your campaign. Then we dive into pole arms and thier uses. This is an article that hits all of the right Gary Gygax buttons. Then there's tools for DM's to customize thier own campaign from planar travels and adventuring. On the whole Castles & Crusades Adventurers Backpack is a highly optional but highly useful supplement. While the rules & articles that appear within this supplement have appeared elsewhere. The Castles & Crusades Adventurers Backpack brings everything into one useful tool box for both dungeon master and players. 

Thursday, January 23, 2025

Review & Commentary On The Castles & Crusades: Winters Bite By Stephen Chenault For The Castles & Crusades rpg

 "Something haunts the river folk…

It steals into homes and snatches the unwary, the weak, and the gentile. For those whom the horror does not abduct, death comes swiftly. Those slain by the monster are found strangely maimed, with bloody gums, devoid of teeth."

"An apparition? Some fiend of the old world? A black hearted fey? Few can tell for few have seen it, and those who have speak only of its pock-marked skin and crown of teeth."



























"The river people hide now. They seal their doors with wax every night, stamped with magical runes, in hope of keeping the haunt at bay. The long winter is made longer still, and more evil given over to the Winter’s Bite."

 The Castles & Crusades: Winters Bite By Stephen Chenault  is an adventure designed for 3-5, 3rd level characters. This is a great adventure that hits the PC's right in the middle of mid stride for an adventuring party. This is an excellent joining adventure that can be dropped into a existing Castles & Crusades rpg campaign. The artwork is a very well done adventure and it only comes into twenty pages. The editing and fonts are easily readable and Winter's Bite hits the high notes for bringing a Winter adventure for the player's PC's.

As an OSR adventure the texture of this adventure feels like a small scale and highly dangerous adventure. This is not a stepping stone adventure. Instead this is an adventure that acts as a bridge adventure across a campaign.

This Castles & Crusades adventure fits the feel of the game. There's nothing however stopping a DM from dropping Winter's Bite into thier own campaign. The writing on this adventure is tight. 
Winter's Bite is very much at a minimum for PC's of third level and that's no lie. There's some dangerous stuff happening within this adventure.  Winter's Bite has all of this going on and takes full advantage of the Castles & Crusades rpg system in spades. 
Winter's Bite could very easily be set within Greyhawk or your own old school rpg campaign. This adventure easily fits a wide variety of campaign styles. But it is  a highly dangerous adventure consider yourselves warned. 

Saturday, January 18, 2025

Review & Commentary On Double Feature This Old House & Sweet Sernade For The Wretched Rpg or The Red Rpg

 "This Double Feature includes two horror adventures easily used without any preparation if you mean to run them in Wretched Darkness, Darker RPG or any other contemporary horror game. With some adaptation you can run them in Wretched Époque, Gothic or other games set in the not-so-distant past (49 pages)"

Double Feature is a very exploitable beast of a set of horror adventures! What the Hell I'm I talking about here?! Well right out of the gate 'The Old House' is both an adventure and a tool kit for creating haunted house horror adventures. The adventure begs player's PC's to explore this haunted manor or mansion. Why? Because you're trapped there. 
There's got to be a way out right?! Yes and no, right out of the gate this adventure is more and less then it seems because through a series of random tables, encounters, etc. the DM builts a random haunted location. And this place wants to eat the PC's souls if it can! There are tons of tools to get the players on board. 
And it goes down hill from there. For the PC's of a Wretched rpg or Darker this isn't anything new because your folks are anti heroes at the best of times. Add in a family treasure or rumor of treasure and your ready to go! 
The Old House is well written and provides a good solid layout, easy to read fonts, and serveral keyed in adventure locations with 'The Old House'. This bleeds into the next adventure 'A Sweet Sernade' is a full on vampire centric adventure. According to the introduction; "This scenario plunges player characters into a blood-drinking, mystery, and intrigue set against the backdrop of a modern metropolis. While vampiric society plays a central role, the material adapts easily to any modern horror setting or system." A Sweet Sernade is begging for an intrigue and mystery element which then shifts into a full blown action adventure. The gang aspect and factional elements within this adventure are fully embraced for OSR play. 
And these two adventures are exploitative for two reasons, one they both pull the PC's into them. And these adventure can turn on a dime on the player's PC's. If the player's are stupid then they die end of story. 
Here's the skinny, Double Feature This Old House & Sweet Sernade are perfectly suited for modern OSR campaign play especially for The Wretched Darkness second edition setting. 
These two adventures plug deeply into themes that the Wretched Darkness second edition campaign setting established. Could Double Feature work for the Darker rpg?! Absolutely it could with little modification. 
These adventures scream Wretched Darkness second edition to me in spades. They plug into the Beyond easily and hit the factional high notes established within the vampiric world of the Wretched rpg. 
Could Double Feature work for the Gothic rpg?! Yes easily and then some because these two rpg adventure plug into the undercoat of the Gothic rpg games themes. 
And they could easily plug into 
 Wretched Époque but it might take some modification on the DM's part. 
The first thing I would do is get rid of the cell phone and internet capabilities of the modern era. Drop in the fact that the party is in for a rough ride with Double Feature and then exploit the Hell outta of the player's PC's. Double Feature is a well done set of book ends of an experienced or novice group of  Red Room players. 

Saturday, December 28, 2024

OSR Commentary On The Night Life (MLA3) Adventure By Anthony Herring For The Marvel Super Heroes Advanced & Session Report

 


"You've been through more in the last few weeks than most normal folks go through in a lifetime. From stolen artifacts to synthetic chemicals, from the Metropolitan Museum of Art to Chinatown, from firelights to fireworks: you've seen it all.
"Well... you thought you had."


"A boy-genius has been reported missing, and clues are few. On top of this, the gang wars are still blazing, and the Imperial Dawn is about to break. Bi|t, there are those UFO's in Central Park... and that problem in Coney Island to deal with.., and naturally, you're the only ones for the job!
NIGHT LIFE is playable as a stand-alone adventure, or as the final part of the GANG WARS trilogy. Alternate starting points are provided for characters who have not gone through the first two sections of this storyline."

Fu Manchu lives! With information obtained from Cloak & Dagger, our party intercepted communications from the Maggia and weapons deliveries. Along with equipment and weapon drops to the Si Fan.  This session picks up from here & here on the blog. 
All of this came down as we dealt with the Faces of Fear gang members. Things were almost over then and there. However we did come out on top after a rough and tumble encounter with several gang bangers. This was to delay us from preventing the kidnapping of a 15-year-old genius.A 15-year-old genius named Cameron Seaver was kidnapped by Fu Fanchu, who forced the boy to help him build five of these powerful devices called the Spirit bombs. 
We had help in the form of Shang Chi aka The Deadly Hands of Kung Fu. Who was working with S.H.I.E.L.D. at the time. 
All of this came off at the same time as a break in at the Manhatten Museum of Antiquities! Gangers also broke into the Metropolian Museum of Art at the same time. 
This our party felt was a distraction from something bigger going on. 
All of these events seem to come to head when we got to the museum.
Our investigation turned up several clues about the thieves including the fact that the Fixer's technologies were involved. We decided to dig in deeper on the museum heist. 
We turned up a body belonging to a security guard at the scene. There were Si Fan methods used on the body. And then the lights went out!
A couple of things about  The Night Life (MLA3) Adventure  By Anthony Herring. The fact is that the resurrection of Fu Manchu has thrown crime in New York City well out of wack. The resurrection has sent shock waves through the underworld. Our own DM has placed several criminal elements and encounters in the game to keep us players on our toes! 

Saturday, December 14, 2024

Review & Commentary On Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis For Your OSR campaigns

 "Unformed, omnipotent, oscillating, undulating, chromatic, prismatic, and ultra-telluric.  Primordial Chaos is the throbbing gristle of our hobby, the pale underbelly of a sandworm coughing up a hairball akin to the dark messiah who shall change the unchangeable.  Neon fuchsia reflected on the chartreuse palm of an all-seeing eye.  It is the prophecy!"



"Gonzo is awesome in and of itself, but gonzo can also be used to enhance the roleplaying experience in a variety of ways.  The problem is that, for many gamers, gonzo is inaccessible, hard to understand, and difficult to implement successfully."

Venger Satanis and I go wayback in time & he sent me a ton of titles to review as well as play. And that brings me to his magnus opus on gaming advice on bringing on the gonzo Primordial Chaos: Gonzo Like A Fucking Boss! So what is in this hundred and ten suppliment?! Well,this is a whole ton of articles that you can actually use to bring in the gonzo into your old school campaign such as bringing in the guest spot, the expect the unexpected table, nuturing your inner 14 old (to make the campaign more gonzo, Gonzo but not stupid, and much, much, more. Because this is a book end to his series of books such as 'How To Game Master Like a Fucking Boss'.   Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis has all of the editing, solid artwork, and good layout with a nice selection of cartography thrown in. 

Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis brings the gonzo chaos because it's Venger's advice & ethos on OSR gaming from the bottom up. He adds in his ubiquitous random tables. These really bring this book into the realm of  usable and as a tool for the DM this is something we see time and again with Venger's gaming books. Primordial Chaos hits that vibe with a wet tenticled gusto and keeps going. This is a hundred and ten page book that hits the OSR rpg tool box approach right out of the gate. This is something we see time and again here. Is there a ton of sleazy and sexual material here?! Naw, not really instead there's tables like 'Find your PC's Doppleganger' and more. But is Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis actually useful?! In a word, oh yes! This supplement distills down a good deal of Venger's experiences and advice to both experienced dungeon masters and newbie players for a gonzo experience.  Venger's written more then three Cha'alt mega dungeons that have sold & continue to have solid sales. 
So he knows a thing or two about gonzo dungeons, ruins, and adventures. This book distills that down and brings home the gonzo. And it shows with his latest adventure included in this supplement, 'Sent by The Gods'. 
'Sent by The Gods' is a solid old fashioned dungeon crawl with Venger's usual flare thrown in.. The adventure does a good job of adding in and demonstrating Venger's ethos without overstaying it's welcome. And 'Sent By The Gods' can easily be added into the Cha'alt trilogy without creating a ripple at all in your campaign!  And that can also be said for Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis which I think is a fine addition to the Kortthalis Publishing family of books. Grab  Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis when it hits the shelves on Drivethrurpg.


Wednesday, November 27, 2024

OSR Commentary On The MLA2 Night Moves By Anthony Herring For The Marvel Super Heroes Advanced & Session Report

 "The theft of an obscure diary from the Metropolitan Museum of Art. A series of unsolved disappearances in Chinatown. A ghostly apparition in a Chinese restaurant. Are these unrelated incidents, or are they segments of a greater whole?



"Attacks by the Silver Samurai and Si Fan assassins provide some clues to the heroes, who are drawn into the maelstrom of gang activity spreading through Chinatown in New York City. The exotic backdrop of Chinese culture sets the stage for a whirlwind introduction to the underground populated by tongs and ganglords. A search for the Celestial One becomes a matter of life and death for the heroes, who well may not live to see the Imperial Dawn..."

Tonight the PC  flew to San Franciso & the elecalation of the gang wars that started in New York City. MLA2 Night Moves By Anthony Herring picks right up from our last session on the blog here. The Si Fan looks to bring the heat down on the Nightshift and this module brings in Cloak & Dagger. The encounters here are kinda of a bit on the weak side but our DM expanded them with more tong operatives. 

We had the Si Fan playing for keeps and we were engaged by the Maggia. The other powers from (MLA1) After Midnight By Anthony Herring are still running around. These are not above using lethal force on the PC's as we've found out tonight! Add into this the tongs and the other gangs who are already trigger happy. We destroyed gangs, criminals, and others drugs, contraband, and more tonight! 
What's MLA1's adventure plot? Well according to the MLA2 Night Moves wiki entry;"The adventurers see a ghost that sends them by boat to investigate the theft of a crate of statues. The adventurers must also protect Chinatown from gangs, especially the Si Fan assassins and their henchman, the Constrictor, the Beetle and the Blizzard. While shutting down a network of drug dealers, the heroes also have a chance to run into the Silver Samurai." Tonight was one of those nights where we moved the adventure forward 
We ran into henchmen tonight &  it went into a bit of a stalmate tonight. We went into a bit of overtime tonight after dealing with a ton of Si Fan minions tonight. The  MLA2 Night Moves   adventure is an adventure that suffers from sequel syndrome & is not quite as strong as the first one. This adventure concentrates on moving the PC's deeper down into the rabbit hole of the gang war and that's fine. 


Monday, November 25, 2024

Review & Commentary On The (MLA1) After Midnight By Anthony Herring For The Marvel Super Heroes Rpg Advanced

 "In the best of times, the streets and structures of New York City are full of a mixture of people — some very good, some very bad, most somewhere in between."


"These are not the best of times." 
Gang activity is on the increase; it looks like some kind of war is going on. If that was all that was happening, the super-powered heroes In the Big Apple would have no problem restoring law and order. But when villains such as the Werewolf and the Brothers Grimm — to name only three out of a dastardly couple of dozen — start appearing out of nowhere, the heroes' problem becomes much more complicated than just relieving some punks of their switchblades and baseball bats.
To solve the mystery and defeat their foes in After Midnight, the player characters will have to use their minds as well as their muscles. They'll be tested by forces unlike anything they have ever encountered before. But hey -- that's what being a hero is all about, right?

Right..."
  (MLA1) After Midnight By Anthony Herring is an adventure for the Marvel Super Heroes Rpg Advanced. The MLA1 wiki entry has a break down of the plot;"The player character super heroes are called to the Metropolitan Museum of Art, where a tome titled A Mdman's Mutterings has been stolen. While the super heroes' investigation leads to confrontations with supernatural monsters, manifestations such as animated skeletons attack the city at night." This adventure is a combination gang war/supernatural adventure that hits the high notes for an investigative affair. The PC's find a pair of mutants who later on crop up in X-Forces: The Mutant Update.Felicia Bifrost and her brother Johnny,are part of an encounter with the PC's. 
We played  (MLA1) After Midnight as a part of the New York City underworld adventures & as a gateway into the supernatural with the PC's a part  of the Shroud's Nightshaft

  The Nightshift are villains who work on the side of the angels in the shadow. They predate DC's Suicide Squad by some years. Working along side the Shroud our heroes get in way over thier heads. The gangs were vicious and our DM really played up (MLA1) After Midnight's crime aspects. 
This module was  a part of a trilogy of adventures that we're just starting out with. The Nightshift seems to really draw down some heat on our heroes! 

 


Sunday, November 24, 2024

OSR Commentary On The FTL Supplement #3: Mecha By Josh Peters For The Faster Than Light Nomad Rpg

 "Massive multi-storey mecha blasting each other with high-energy particle beams, missiles, beam swords, and battle fists, amidst the ruins of a once great civilization, their fusion engines get ever hotter and hotter. Plucky pilots in giant robots defeating horrible Kaiju attacks."'


 Let's pick this up from the review on the blog here. The FTL Supplement #3: Mecha By Josh Peters is a supplement for The Faster Then Light Nomad rpg. These mecha rules are well done and actually feature several mecha heavy settings. This includes a World War II setting where both the Allies and Nazi powers have developed mecha. Then we have a forgotten colony world that's FTL civilizaion has developed mecha. Feudal Mecha Knight is another mecha setting with the mecha and knight genre baked right in;"You are a Mecha Knight, the feudal warriors of a powerful noble to whom you have sworn fealty. Your mecha is a prized family heirloom, passed down through the generations, and the source of your social stature and income." The next setting we have is Mecha racing and sports surrounding these machines. 
We start getting into the deep end with Dynamo Force Epislon which has mecha defending the solar system; "UN ships patrol the space lanes, and when there is trouble, they launch highly maneuverable transformable mecha: Dynamos." 
The final mecha heavy  setting is the 'Armored Infantry Space Troopers'& it hits the high marks for the AIST; " The Armored Infantry want you! Join the military, survive grueling basic training, and then get shoved into cryo-storage as your ship heads to the front." Would like to know more?! 
Faster Than Light: Nomad (FTL: Nomad) is as good as it gets for 2d6 lite Science Fiction rpg's. There's plenty of room for mecha in 2d6 campaign settings. For my own campaign the 'The FTL Supplement #3: Mecha By Josh Peters'  fits the feel of our campaign. 


 FTL is excellent for a beer & pretezel pick up campaign especially with mecha added into the back end. For our own campaign the mecha is a huge part of the whole affair. For our own campaigns the mecha for the PC's are going to be central and we've got other players who wanna be support staff, starship crew, etc.