Showing posts with label Realms of Cthulhu. Show all posts
Showing posts with label Realms of Cthulhu. Show all posts

Sunday, February 17, 2013

Tommy's Take on Achtung! Cthulhu - Zero Point Pt. 2: Heroes of the Sea


Previously, I reviewed Three Kings, the first Achtung! Cthulhu adventure. Now, it is time to take a look at the second adventure (Heroes of the Sea), in the wake of the new Achtung! Cthulhu Kickstarter, which is hoping to turn Achtung! Cthulhu from a series of adventures into a full-fledged setting. As with the last review, this review focuses exclusively on the Savage Worlds version.

WHAT YOU SHOULD KNOW: While the Achtung! Cthulhu adventures are also available in Call of Cthulhu and PDQ, I’m way more familiar with (and interested in) Savage Worlds, and so I’m focusing on that. The PDF is 63 pages at $14.99, and is meant to be ran after Three Kings, though it can also be ran completely standalone. As with Three Kings, you will want a copy of the Savage Worlds rules and Realms of Cthulhu.

As always, I will try to run light on spoilers, but that does get difficult, so be aware.

After the events of Three Kings, an undercover agent has gone missing shortly after uncovering a secret German project. It is up to the PCs to move in and try to figure out what has happened. If you think this is a cut and dried investigation, however, you clearly are not paying attention.

So now it’s 1940, the Allies are retreating from the Germans so they aren’t driven into the sea, and the PCs are having to find a missing intelligence agent in the embattled Dunkirk region. The opening of the adventure is a chaotic affair filled with all kinds of random encounters, including an encounter chart with options like booby traps, troops on sinking ships, dive bombers, criminal activity and more.

There are five “episodes” to the adventure, but the adventure professes that the “how” and “when” of each encounter is up to the PCs. Realistically, I don’t see a TON of variance in how the first couple of chapters play out, but I could be wrong.

The PCs should find the agent pretty early, though she is quite incapacitated. There are a couple of handy crazed notes that can be passed out to the PCs that ominously warn of things to come.

From there it does get a bit free flowing. There is potential for the PCs to travel into another dimension, where they can force an early encounter with the villain of the adventure, as well as catch a sneak peek at what the Nazis are up to. The grand finale is an epic confrontation in a raging storm while Allied Forces are retreating to boats en masse, only to face the end result of the Nazi plan (and fans of the Mythos probably have some idea what is coming). There are three likely outcomes included, one of which is a colossal failure for the PCs, one of which is a straight up victory, and one of which is very, very poetic.

When the smoke clears, there’s enough questions about what the Nazis are into, leading to the formation of a new branch of British intelligence designed to deal with just these things.

Four pregenerated characters are included, though ranks/XP aren’t listed. The Rules appendix adds a new skill that everyone gets at d4 (Dreaming), as well as a number of new Powers, many of which are utilized by the villains. For instance, Mindblast forces the target to roll a Guts check against the spellcasting roll or take 2d6 Mental Anguish AND suffer temporary insanity. Finally, rules are provided for trying to slip through a full on firefight.

Other appendices include new monsters and relevant vehicle stats for the adventure.

Several printable handouts are included, which can be used to give the scenario that extra punch.

An ad for Zero Point: Code of Honour, set in Constantinople, drops hints at the future of the campaign, as well as an ad plugging Weird War II, which has material that could be useful in a campaign like this.

The adventure does include a pair of alternate openings to the adventure, one of which casts the group as academics (archaelogists) whose explorations lead to them stumbling across the Nazi plot, and a second (very interesting) one, which features the PCs as German agents at odds with the SS!

WHAT WORKS: The adventure really is very flexible after the opening chapter or two, something I always appreciate. The gradual reveal of the Lovecraftian elements in the campaign continues and it’s a good thing. The alternate openings are also nice, if you don’t want to go the British Intelligence route and/or you want to skip Three Kings. The production values generally look fantastic. Nice ending, setting up the next adventure.

WHAT DOESN’T WORK: A lot of material is repeated in the book, especially the handouts, which are included at the relevant parts of the adventure as well as one of the appendices. Organization didn’t feel quite as tight in this book as it did in the last adventure, though I couldn’t tell for sure if that was layout or writing.

CONCLUSION: Another very good entry in the Zero Point series, continuing the theme of Nazi occultism in World War II/Mythos influence while still feeling very different from the previous adventure. I also deeply appreciate that while the author has things that they assume will happen, notes are provided to help the GM along if the PCs go “off script” (like if they successfully take on the Big Bad of the adventure in Episode 3, or even if they completely skip Episode 3 altogether). Some organizational issues hamper the overall product, in my view, but the pros definitely outweigh the cons, with some nice new rules, cool powers and a fairly open adventure for your money.

Thursday, January 3, 2013

Tommy's Take on Achtung! Cthulhu - Zero Point Pt. 1: Three Kings


Achtung! Cthulhu is a new setting for multiple systems, including Savage Worlds, Trail of Cthulhu and Call of Cthulhu. This review, and likely all future reviews, will focus entirely on the Savage Worlds versions. Achtung! Cthulhu is a melding of Mythos and World War II, and Three Kings is the first part of the first campaign for the setting, called Zero Point.

WARNING!

SPOILERS WILL FOLLOW!

WHAT YOU SHOULD KNOW: For maximum effect, you will need Realms of Cthulhu by Reality Blurs and a copy of the Savage Worlds rules. The PDF, by Modiphius, is $9.99 for 42 pages (a print compilation is promised when the campaign is complete), kicking off the wartime campaign. The book is very nice, having a layout that evokes an “old book” feel, with notes attached to the pages and handwritten bits in the margins.

The adventure is set in Czechoslovakia in 1939, and the PCs are assumed to be special operatives being dropped into the region to link up with the leaders of the underground resistance movement known as The Three Kings.

The book is split into Episodes, with the first featuring multiple options for getting the PCs into the region. The first option assumes the British Special Ops backstory and has the team parachuting in. A second option has the team slipping into the country as spies, while yet a third option is presented with the PCs being academics at the University of Prague, hearing rumblings of unnatural things occurring at Castle Karlstein.

Episode 2 provides us with a very nice map of the region, and hinges on the PCs making contact with the resistance. The PCs also gain the opportunity to pick up some rumors that hint at the true nature of the adventure here. Two sidebars are provided here, on regarding the efforts of the resistance agent known as Codename ANGEL, and the second covering the horrifying options if a PC is captured: Suicide by cyanide, or torture at the hands of the Nazis.

Episode 3 gives the PCs the chance to meet up not only with the Three Kings, but also Codename ANGEL, where the PCs can join Codename ANGEL’s rescue mission.

Episode 4 is the assault on Castle Karlstein, and it may shock you to discover that it is NOT a standard Nazi operation at work here. Doktor Von Hammerstein is hard at work on an army of supersoldiers, and he’s using the occult to do it. This is played open-ended, with the layout of the castle and its defenses provided, and the approach and attack up to the PCs. And there’s a stunning twist that can make the whole situation worse…and downright nightmarish.

Episode 5 is the (optional) resolution, with the PCs hopefully extracting themselves from the situation. A sidebar also points out the elements from here that are meant to play a larger role in the Zero Point campaign.

Stat blocks are provided for NPCs (two major NPCs are covered in the adventure itself when they first appear), and rules work was credited to Dave Blewer, meaning they should be in capable hands. Four pregenerated PCs are also provided, along with standardized equipment lists.

A second appendix covers rules for Parachuting, guards being on alert, Half-Track vehicles as well as torture and interrogation.

The book ends with some swell handouts you can print and give to your players, plus a blurb for Heroes of the Sea, the second adventure in the series.

WHAT WORKS: The production values look great. The writing on the adventure is loose enough that if the PCs take an alternate approach to something, you aren’t scrambling to figure out how to make it all fit. Some potentially unnerving twists, especially if your PCs aren’t aware it’s a horror adventure.

WHAT DOESN’T WORK: Realms of Cthulhu plus Savage Worlds plus this volume is a steeper than normal buy in. That said, you can get Realms and Three Kings in a bundle for $15, which is a pretty great deal. Having the new rules material printed within the adventures as well as in an appendix seems a tad wasteful.

CONCLUSION: Very promising start to the campaign. I believe this is their first product for Savage Worlds, but they got a Savage Worlds guy that knows his stuff. I would love to run this for a group that’s not aware we’re doing a horror adventure. Being American, I would have also preferred an opening for American Investigators (military or not), but that’s easy enough to remedy. I’m far from a World War II or Mythos enthusiast, but I know what I like, and this is a really nice addition to the Savage Worlds ranks.

Sunday, January 1, 2012

Tommy's Top Six of 2011 and Birthday Blog Giveaway

Last year's Tommy's Top Six and Birthday Blog Giveaway was a pretty good idea and a pretty big success, so I decided pretty early on to revisit it again this year. I am keeping the same criteria this year for last year's selections, which are as follows: 1) Only one title from each company could be eligible. Spread the love around and all that. This year, it was much easier to do that than last year. 2) I'm not concerned with when the book was released, only when I reviewed it, which had to be between December 17th last year to December 17th this year.

Also, like last year, I have some "runner-ups" or "honorable mentions"...a seperate blog post will detail those.

Oh, hey...and this is my 300th blog post! Yay!


Why You Should Buy It: Ghostories is a really misleading title, as this is pretty much an all-purpose horror game. Using the genreDiversion system, Ghostories has everything you need to play, and is also compatible with other genreDiversion games (like Mean Streets), while including conversion charts for PIG acquisitions like Bloodshadows. That's a LOT of play that you can get out of this one book. As noted, it goes above and beyond just ghost stories, providing demons, liches, shapeshifters and trolls, and then some. In addition to being able to play normal humans, the book opens things up to a number of powers, like Sorcery, Revelations (visions), Binding Lore (binding spirits), Unholy Arts (which summons Phantoms, who are reallly demons, and that's Bad), and much, much more. In addition, the book crams in nine adventures and around twenty plot seeds, so there should be very little question as to what you "do" with it. On top of that, it includes 21 ready made characters. I'm a fan of games that are a little lite while still having crunch, and the cool, atmospheric modifiers for the supernatural powers in this game qualify (like casting spells on Samhain, for instance), and the powers in the game are a fun, unique mix that help characters stand out from each other without making the game about essentially horror superheroes. I had picked up the original version of Ghostories before but really kind of overlooked it, but a side by side comparison of that one and this are wildly different. Ghostories is a meaty, 128 book with a low-powered, horror feel, and I would gladly use it in place of games like, say WitchCraft. In fact, for my next pure horror game (not the ass-kicking, monster-hunting type ala Angel or Rippers), I would look to Ghostories first before I would anything else (even Savage Worlds), and that's about the best compliment I can give. And it is worth noting that Ghostories HAS rules mods that make it a little more cinematic, but there are other games that can do that better. Stick with the low-end, investigative horror and Ghostories should shine.

Buy the PDF at RPGNow or the print version at Amazon.com.


Why You Should Buy It: The idea that Savage Worlds is only good for high-octane, pulp adventure got completely kicked in the teeth by Realms of Cthulhu. Filtering the Cthulhu Mythos through the Savage Worlds lens, Lovecraft's legendary mind-bending tales managed to impose their demented will on the Savage Worlds game system. Now, Realms of Cthulhu doesn't fundamentally alter Savage Worlds...it just provides you additional rules to fundamentally alter Savage Worlds with. For instance, Pulpy and Gritty damage as well as Physical and Mental damage. Setting rules that can make Savage Worlds MUCH harsher than most folks seem to think it is. It does up the complexity level of Savage Worlds, but only a bit, and it grows organically out of existing mechanics. The bestiary is an extensive one that covers most known Lovecraftian beasties, and it's full of random charts with which to generate random entities and corrupted people. It also has conversion notes for Call of Cthulhu by Chaosium, in case you want to use CoC materials with Realms. Magic gets twisted sideways and overhauled to fall in line with the Cthulhu mythos, and the production values are as good as any Savage Worlds book on the market. The options, setting rules and random generators in Realms of Cthulhu make this an amazing addition to any Savage Worlds library.

Buy the PDF at RPGNow or the print version at Amazon.com.


Why You Should Buy It: Obviously, I'm a pretty big fan of Savage Worlds. Like Realms of Cthulhu, Savage Suzerain kind of plays with the way you look at Savage Worlds. Whereas RoC takes it to harder and grittier levels than the core, Savage Suzerain expands it far beyond what most people consider to be the "upper limits" of the system. Savage Suzerain is a world-hoppping Savage Setting that actually encompasses multiple Savage Settings and dials the awesome up to 11 by making the PCs capable of ascending into Demigods, a rank beyond Legendary. The settings thus far have included fantasy warfare (Caladon Falls), Space Empires (Dogs of Hades), cyberpunk vampire apocalypses (Shanghai Vampocalypse), pulpy Depression-era investigation (Noir Knights) and much more to come. Any of the above books (especially Caladon Falls, a thing of beauty and awesome) could have qualified, but I have a One Book Per Company rule, and this is the one that expands those options to begin with and makes the rest of them possible. This is the book that lays the groundwork, providing a slew of new Edges and explaining just how Pulse Paths (which replace Arcane Backgrounds) work. Pulse starts off with basic effects, mimicking the powers from the savage Worlds rules, but eventually scales up to reality-altering (at least temporarily) levels. The Savage Tales and Plot Point campaign in Savage Suzerain is also one of the most effective I've seen at hitting all the thematic bullet points while still leaving the setting wide open at the end. I love Savage Worlds just as it is, but I love those Savage Settings that blow the whole thing wide open, like Realms and Savage Suzerain. Oh, and it has my favorite Hindrance ever: Optimist.

Buy the PDF at RPGNow or the print version at Amazon.com.


Why You Should Buy It: The Companion series is designed to help you expand Savage Worlds in your chosen genre. Similar to the old PDF-only Toolkits, the Companions provide new rules, Edges, Hindrances and so forth. Two of my favorite books from that line were the Horror GM's Toolkit and the Horror Bestiary....both of which did a LOT to inspire the material for this book. Obviously, horror is nothing new to Savage Worlds, what with one of the earliest settings being Rippers, to say nothing of the Deadlands connection. Even Necessary Evil had a bit of a horror element to it. The Horror Companion does a fantastic job of taking the earlier toolkit and bestiary and bringing them in line with Savage Worlds Deluxe edition. There are a number of horror specific tweaks, like Doubting Thomas becoming a Major Hindrance, but my single favorite part is the addition of Monster PCs, from vampires to werewolves to angels to demons. There are also great new powers and Arcane Items. If you're planning on running any sort of horror game for Savage Worlds, you would do well to pick this up...and even if you're not, and you like having monsters around, there are plenty of options to choose from. While I can't quite call it indespensible, I'd say it's pretty close, as a lot of this stuff is pretty easy to adapt to any Savage Worlds campaign that isn't "normal" (Deadlands Blessed totally need Consecrate Ground).

Buy the PDF at RPGNow.


Why You Should Buy It: This unassuming tome is a complete rulebook, drawing from multiple sources for inspiration, including Savage Worlds and FATE. The different pieces make the game feel familiar if you've played some of the games that inspire it, but it's very much it's own game and not just a bolted on mish-mash. The human-centric setting is a bit different for fantasy games, and magic is thematically perfect, inflicting higher penalties for your successes rather than your failures, corrupting you over time. Some of the neater aspects are how character advancement/development are tied directly to the game mechanics: Critical failures allowing you the option of improving Traits or Qualities while Critical Successes allow you to add Stunts tied to your Qualities. The Qualities are all of a "Player Defines Them" variety, which is nothing new, but Sword Noir does a very effective job of guiding the players through creation by tying Qualities to various aspects of character generation. Sword Noir is a very unique game, created from some very familiar parts, that works better than it probably should.

Pick it up in PDF or in a print at RPGNow.


Why You Should Buy It: Easily the oddest selection on the list, Tough Justice is a historical farce RPG designed to emulate a very bloody period of England. Meant to be played as an adversarial RPG, it is one of my favorite approaches to PC vs PC games, because the PCs are on opposing legal teams, rather than actually having to do battle with each other (though that's not completely ruled out). I'm a sucker for courtrooom dramas, and that sort of thing is often abstracted down to a couple of die rolls...here, EVERYTHING impacts the outcome of the case, from pre-trial actions to witness tampering to closing statements to the jury. Most importantly, the game has an extensive list of examples to walk you through every step of the case, from arrest to execution (if applicable). You don't even have to worry about getting stumped with the creation of cases and defendants, as there are large, random charts for that. In fact, it is even possible for PCs to wind up standing trial, if you broke too many laws in their pursuit of justice. Easily the most unique game on this list, Tough Justice isn't just different to be different, it is a well-written game based off a tested system, providing one of the most unique experiences I can think of. You don't want another fantasy heartbreaker or Star Wars clone? Then pick up Tough Justice and support something truly different from the norm. Bonus points if you base characters off of the cast of Boston Legal.

Pick it up in PDF at RPGNow or in print at Lulu.

And with that out of the way, now let's get to what you really came for: Free stuff.

Today marks the second anniversary of The Most Unread Blog on the Internet. Ever...as well as my 300th blog post. Last year, we had a very successful Birthday Blog Giveaway, and this year, we will do the same!

Thanks to the generosity of the above publishers, I am pleased to announce the following prizes:

- A PDF copy of Ghostories Expanded.
- A PDF copy of Realms of Cthulhu.
- A PDF copy of Savage Suzerain.
- A PDF copy of the Savage Worlds Horror Companion.
- One (1) print copy of SWord Noir, and two (2) Complete Sword Noir PDF Bundles, including Sword Noir and two adventures. (Print copy and bundles awarded separately).
- A PDF copy of Tough Justice.

Eight great prizes, including a print copy!

To enter, simply send me an e-mail to tommyb(a)sstelco(dot)com, with the subject (minus the quotes) "Happy Birthday Blog", listing your order of preference for the prize. Once I have closed entries by 11:59 PM Central Time on January 15th, I will use a randomizer to determine the winners...#1 gets their first choice, #2 gets their first available choice (their first choice if it wasn't taken, second if it was, and so on).

Thank you once again for continuing to read the blog. Thank you to the publishers for their generous donations for the Blog's Birthday. As the New Year begins, I have made some tweaks to the blog, placing the Savage Worlds Characters Are All The Same articles linked off the front page, and I have also added an Amazon aStore as one more avenue with which you can support the blog if you so choose.

Up next, I'll discuss a handful of products that almost...but didn't quite...hit the Top Six mark and why.

Thank you, have a Happy New Year, and good luck in the contest!

Tommy

Sunday, October 2, 2011

Tommy's Take on Realms of Cthulhu



Savage Worlds is often, erroneously, cited as only being playable one way: Pulpy, high action games. The Cthulhu mythos is often cited as only being playable one way: Dark, defeatist, investigative horror in which you are almost certainly doomed to insanity or death or both. Realms of Cthulhu has developed a bit of a reputation for proving both theories wrong.

WHAT YOU NEED TO KNOW: Well, the first thing you need to know is that Realms of Cthulhu is on sale right now over at Reality Blurs' website, and you can get it at RPGNow in PDF format or in hardcopy from Beautiful Brains Books & Games (since this review should remain up WELL after the sale ends). This review covers the PDF version, which is 162 pages and layered for printer friendliness. It is not complete in and of itself, requiring a Savage Worlds rulebook in order to play.

The format covers the standard "formula" for Savage Worlds books, and I want to stress that this is not a bad thing. In addition to standard Savage Worlds character creation, characters have a Sanity score (2 + half your Spirit minus your Corruption) as well as Corruption. Characters also have Defining Interests, which can be used to add a bonus to a Common Knowledge roll.

Realms of Cthulhu also includes a number of new Hindrances and Edges, like Glass Jaw (making Soak rolls harder) and Flexible Thinker (allowing characters to get around madness penalties).

The book assumes three different time periods: The 1890s, the 1920s and modern day, with the equipment lists divided up among them (with appropriate costs and availability).

The Setting Rules allow you to twist and turn the dials up and down, with Pulpy and Gritty damage options for both Physical and Mental damage that can be mixed and matched for different play styles, with other options (like losing all of your bennies when you roll snake eyes on a roll, as well as options that tip things in the PCs' favor, like giving them the Common Bond Edge for free if they Rank Up together).

There is an extra level of complexity added with these setting rules, but they are both flavorful and they build off of existing rules. They also add guidelines on team "roles", much like Reality Blurs did with Iron Dynasty.

The Campaign section also adds another optional rule, for those times in which you need to replace a PC (due to death or insanity): They can keep the previous PC's Knowledge (Mythos) skill, but with the the same cumulative, negative effects.

Magic is an important part of the game, but Realms of Cthulhu not only removes Power Points, but also Arcane Backgrounds...meaning that anyone with access to reference books can attempt to cast the spells within...with casting being based off of Knowledge (Mythos)...and yes, there is a Backlash table for it.

In addition to a whole slew of new spells, namely rituals that can be used to find and summon elder entities and the like (as well as a disturbingly easy to cast Resurrection spell), the magic chapter not only includes important tomes (such as five versions of the Necronomicon), but a generator that you can roll on to create your OWN tomes, complete with the spells found within.

There IS also a Mythos Tales Generator, and I love that sort of thing. For instance:

Hook: Supporting Cast (Friend) - So a friend needs help.
Lynchpin: Supporting Cast (Friendly) - They could easily be one and the same. Or the Hook could be the spouse of the Lynchpin, who has gone missing, for instance.
Location: Ruin/Lost City/Temple - Thinking we could see where they went missing at.
Proximity: Regional - Within a day or two's travel.
Plot Type: Escape - Hmmm.
Plot Complication: Shock/Revelation - The gimme on this one seems to be "Old flame calls Investigator up because their spouse has gone missing near the investigators area of operation. The Investigators discover a hidden temple there and find out that the spouse is, in fact, trying to summon some Lovecraftian horror and must now be stopped."

There are also generators provided for rolling up Tainted Humans, Servitor Races and so on. And, unlike some settings, it's okay if you get something just completely off the wall, ya know?

There are no plot points, though there are four Mythos Tales, and a location called Drake Manor, with its own Mythos Tale, NPCs and such.

A number of generic NPC stats are provided, as well as an extensive bestiary, ranging from cultists, ghouls, rat things and such on up to named entities such as Dagon, on to a whole other section on Elder Gods and Great Old Ones, with a paragraph or so detailed them as best as one can describe something like, say, Cthulhu.

Conversion notes are included in the back, for folks who might want to use their Chaosium Call of Cthulhu stuff with Realms of Cthulhu. Special notice must be given to the character sheet, which is one of my favorite character sheet designs I've ever seen.

WHAT WORKS: Savage Worlds can only be played one way? Think again. Sean Preston and Reality Blurs tackled the enormous task of taking a game known for high octane adventure, and making it entirely feasible to run it as a dark, gritty, defeatist setting...or you can keep the dials turned up to 11 and scream back into the face of madness, as befits your group. That's a win right there. The character sheet is a fantastic design, and the PDF is a gorgeous piece of work.

WHAT DOESN'T WORK: We'll go with...I dunno...could have used more Savage Tales. OH. Deity was mispelled Diety in one heading (at least on my copy of the PDF), SO THERE.

Conclusion: I would call this an almost essential buy for a Savage Worlds GM, especially as the options inside go a loooong ways towards helping you adjust your own games to fit the lethality or harshness you may want from it. I'm working through the Complete Works of HP Lovecraft myself right now, and so this review was very timely for me to do right now. Just an amazing product on every level, and a fine example of the potential of Savage Worlds.

Friday, November 26, 2010

Tommy's Black Friday/Cyber Monday RPG Buyer's Guide

I'm not telling you EVERYTHING for sale out there...I'm just telling you about the awesome stuff out there that I think you should take advantage of:

Arc Dream is running a big sale for another week, including Dreadful Secrets of Candlewick Manor and the Monsters and Other Childish Things Pocket Edition, which are collectively only $21 - in print. Dreadful Secrets is an AMAZING book, and if you've been curious about ORE (at least the Monsters version), then jump on this. Dreadful Secrets is high on my "wanna try" queue.

Third Eye Games is offered deep discounts on the PDFs of Wu Xing and Apocalypse Prevention Inc. These are two of the best RPG corebooks I saw this year, and $10 is a steal.

Gun Metal Games is offering a half-off sale, and I urge you to take advantage of this and get Interface Zero for Savage Worlds while this offer is in effect. A tremendous cyberpunk setting and only $8 this weekend.

Reality Blurs has two standout products that I must mention alongside their regular sales items, namely Iron Dynasty and Realms of Cthulhu. You can get their PDFs deeply discounted at RPGnow, through the links I have provided, or you can visit their website and find great print deals as well.

Daring Entertainment, makers of one of the best and most ambitious Savage Worlds products I have had the pleasure of reading, is unleashing a War of the Dead Holiday bundle, featuring Chapters One and Two, plus The Paper Dead. And if you already have one or more of those products, they are all being reduced by the bundle amount for your buying pleasure.

Adamant Entertainment is offering all of their PDFs for only $1, so if you've wanted to check out ICONS, now is the time (and take advantage of the great stuff by Misfit Studios, Radioactive Ape Designs and Vigilance Press as well), plus I DEFINITELY recommend getting Thrilling Tales for Savage Worlds.

Silver Gryphon Games is also running a sale, you should be able to get their Wellstone City setting, a Savage Worlds Sin City-ish set-up, for $1.50 and all of their Wellstone adventures (as well as non-Wellstone adventures like the Pine Ridge Horror) for only $1!

UPDATE: Divine Madness Press has Fight! The Fighting Game RPG on sale for $9 right now, and it is a great treatment of the fighting game genre. Well worth it if you've ever thought about mixing fighting games and RPGs.

Savage Mojo has slashed prices on their awesome Shanghai Vampocalypse, as well as their newest entry in their Suzerain setting, Caladon Falls. I haven't read Caladon Falls, but Vampocalypse is a GREAT high-stakes Savage Worlds setting.

Spectrum Games has also cut Slasher Flick and Cartoon Action Hour Season 2 to $9.99 each, both of which are highly recommended, as Cynthia Celeste Miller is a master of genre emulation.

Also, from now until January 5th, you can get 20% off of the following PDFs:

Weird War II Player's Guide [Pinnacle Entertainment]
Wu Xing: The Ninja Crusade [Third Eye Games]
Martial Cultures: the Daikort Pack [Chaotic Shiney Productions]
Fuzzy Heroes (2nd Edition) [Inner City Games]
Book of Alignment (OGL/Pathfinder) [Emerald Press]

All you have to do is use the coupon code Holiday2010BPCX at checkout.

Enjoy!

Sunday, October 31, 2010

Happy Halloween from The Most Unread Blog on the Internet. Ever!

Just in time for Halloween, we have the free scenario "Jigsaw Puzzle" by Carl Hickman, which was the winner of the Realms of Cthulhu Scenario Contest hosted by this site! The best part is, you actually only NEED the Savage Worlds rules to play!

Happy Halloween, and enjoy!