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Secrets of A.E.G.I.S.: A Masks Supplement
Publisher: Magpie Games
by Daniel T. [Verified Purchaser]
Date Added: 05/16/2018 14:40:40

The Masks team continue to produce excellent material.

Where the Halcyon City sourcebook was a wide-ranging slice of life in the Masks universe, Secrets of A.E.G.I.S. is more tightly focussed, concentrating as it does on a single organisation.

This has good and bad points. The upside is a thorough, tightly aimed look at the interactions between AEGIS and the game. The books opens with a number of reports on organisations monitored by AEGIS agents and their interactions; each of these provides ample fodder for a campaign in a variety of different styles. They cover plots involving crime bosses, supervillains, local politics and superhero activists - something for every GM to work with. Most of this chapter will be useful material will be useful even if the GM doesn't plan an AEGIS-centred campaign.

A chapter is also devoted to discussing how to centre a campaign on players as AEGIS agents, with some good general rules material for handling organisational agendas.

On the down side, the language is occassionally coded in the style of over-formal or jargon-laded AEGIS internal reports; it lends a bit of extra atmosphere but sometimes lacks the breezily readable tone of the Masks rulebook or Halcyon supplement. This is most notable in the opening chapter, so it took me a little while to get started... but the book rewarded the effort.

The new playbooks are clear and provides interesting variation from the base set, without being over-tightly tied to AEGIS as an organisation - it would be trivial to substitute some other organisation in the Soldier playbook if AEGIS is not a feature of the group's play. They'll be useful in any campaign.

The highlight of the book for me was the "Most Wanted" section, a detailed examination of some existing antagonists. A few well-chosen villains from the deck of villainy are given a great deal of personality and scope with in-depth discussion of their history and objectives. Any of these writeups left me with scenes and campaign ideas in abundance.

Disclosure: I'm a kickstarter backer of Masks, so my copy of this book was paid for in advance. But reading it has made me glad I did. A rewarding read full of usable ideas.



Rating:
[4 of 5 Stars!]
Secrets of A.E.G.I.S.: A Masks Supplement
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Save Game • A World of Adventure for Fate Core
Publisher: Evil Hat Productions, LLC
by Daniel T. [Verified Purchaser]
Date Added: 11/07/2014 15:01:40

Save Game is a clever hack of Fate to pay tribute to the computer games of the 80s. From the ghosts roaming the hospital corridors to the mean streets of Pipe Town, this setting is littered with references both subtle and obvious to great platform games of 8-bit history. Like all the best Fate material, it cries out to be hacked further to suit the gaming nostalgia of your particular group.

Save Game uses subtle but effective changes to rewrite the old Fate standby rules into a beautifully set tribute to 80s gaming. (Special mention to the combo system for earning coins in combat, the simple yet effective rewrite of the stress tracks into hearts, and the "random nonsensical badly-translated equipment" character creation system.)

Anyone who grew up in the arcades of the 80s, anyone who wishes they had, and anyone who loved Wreck-It Ralph should grab this setting immediately.



Rating:
[5 of 5 Stars!]
Save Game • A World of Adventure for Fate Core
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Mind's Eye Theatre: Vampire The Masquerade
Publisher: By Night Studios
by Daniel T. [Verified Purchaser]
Date Added: 12/28/2013 06:00:42

An amazing rewrite of a classic ruleset. Every issue the game has ever had is fixed, neatly and precisely. Character creation is smooth yet involves genuine choices that both assist and limit the character. Game-breaking power combinations have vanished, yet all character concepts remain viable. Everything Vampire should ever have been. Get it.



Rating:
[5 of 5 Stars!]
Mind's Eye Theatre: Vampire The Masquerade
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