As part of the Cortex Prime kickstarter going on now, I got access to an early draft of the System Reference Document that is part of what is getting produced. Now while it is both only a draft and a System Reference Document instead of the full base RPG rule set there are enough things that I did not fully understand, but there are also a couple of things that I found really fascinating.
I backed the currently running Eclipse Phase Second Edition and Cortex Prime kickstarters. I backed each of them for different reasons, and I am expecting different things from each of them. Continue reading “Cortex Prime and Eclipse Phase Second Edition”
So in response to the Double Shot Kickstarter Classic and Good Intentions that is going on now, I decided that my next couple of books that I was going to re-read were the Deadlands Reloaded Player’s Guide and Marshal’s Guide. You can find my thoughts on this read through of the player’s guide here. This post will cover the Marshal’s Guide which I just finished reading as well.
So based on my thoughts from the post on Threat Motivation and Moves with City Creation and my post on Working with Mad Scientists and starting bases or Deadlands town creations, I started putting together this location for a starting Deadlands location. The main reason for this particular location is that it is semi-central and can be easily plugged into any of the plot point campaigns as a prelude before moving on to the central story after the posse has built up some experience.
One of the things that I have been thinking about for Deadlands is to not use the standard practice of having the posse roam from town to town getting into trouble and solving problems, but instead having them start off with base of operations in a town somewhere and having to deal with the issues in that town. This is to help any starting Mad Scientist characters acquire the resources needed to put together a traveling workshop for later in their career as they go out more looking for trouble. Continue reading “Working with Mad Scientists and starting bases or Deadlands town creations”
So I finished reading this the other day, and I wanted to get some thoughts down about this. Going in, I didn’t have much of an idea of what this book was going to cover. Based on the cover and title, I thought it was going to be some rules for cybernetics in World War 2, and what it turned into is oh so much more.
The book is broken down in two parts. The first part starts with a number of chapters of background information in a similar format to the in character background information dumps from Interface Zero 2.0. Continue reading “Achtung Cthulhu Interface 19.40”
This is the last of the front guides in this series, and it is the one that I am most conflicted about. There are a lot of details to the war in the Pacific that school didn’t cover that this book points out and makes a hell of a lot of sense. I knew in the abstract about the campaign moving from island to island across the Pacific until the war ended, but I did not know about the battles in Burma and through South East Asia. In the abstract, a jungle war sounds like it would Continue reading “Achtung Cthulhu Guide to the Pacific Front”