Blue Planet 2E: Players Handbook
RUN, dont walk, to your nearest game store and pick up this book. Nearly every flaw from the first edition has been fixed. You dont need theModerators Guide to play, and the new Synergy system is a breeze to use and…
ConQuest Report
I visited as much as I could, but I'm a role-player at the core, so large blocks of time were spent experiencing new (to me) RPGs. I make no excuses for not spending time on what might have interested other people,…
Review: Blue Planet--1st Edition
The Blue Planet RPG is obviously a labor of love, a stunning backdrop of fact-founded, logically constructed, futuristic cyberpunk shaken up with the fictional American West and a dash of noir mystery, marred only by a…
Review: Compact Sorcerer
A few pleasant surprises await the gamer who picks up this supplement expecting to see something on the same level as Compact Warrior. Although the general quality of the book isnt that much better than the prime…
Review: Compact Warrior
For a ruleboook of only 26 pages, this is a surprising complicated game. Also, although the writing is generally clear, the system, game layout, and presentation are not cohesive. My advice: wait for this game to…
Review: GURPS Grimoire
The Grimoire brings the spell tally for the GURPS system to well over 800 spells. If you're looking for a catalog of spells or a catalog of ideas, this supplement will deliver. It isn't that you couldn't create this…
Review: GURPS Magic, 2E
Over 400 spells, with approximately 100 from the 3rd edition basic set, 200 from Fantasy, and 100 new entries. Add to that details on the Plant spell college, an improvisational spellcasting method, and magical campaign…
