Showing posts with label Triple Ace Games. Show all posts
Showing posts with label Triple Ace Games. Show all posts

Wednesday, June 20, 2018

TAG @ Ten Sales

In case you hadn't heard, Triple Ace Games turned 10 years old, and they are celebrating with a pair of "Greatest Hits" style bundles for Savage Worlds and Ubiquity.


SAVAGE WORLDS BUNDLE

This includes all four main Hellfrost books (Player's Guide, Bestiary, Gazetteer and Land of Fire core rules), the Arcane Lore and Atlas supplements, Necropolis 2350 and Incinerator's Handbook, All For One Savage Worlds version and Sundered Skies. And this is all for $30.

There's some great stuff here. Hellfrost is especially brilliant, as I opined in my reviews, and I'm actually using a lot of Hellfrost stuff in my current Savage Pendragon campaign.

Hellfrost Player's Guide




UBIQUITY BUNDLE


The Ubiquity Bundle is also $30 and includes some great stuff, like Leagues of Adventure (plus Plateau of the Ape Men and the Weird Science Compendium), Leagues of Gothic Horror (plus the Ministry of Unusual Affairs, the Guide to Apparitions and the Guide to Mordavia), Leagues of Cthulhu and the Ubiquity version of All For One: RĂ©gime Diabolique and Adventure Companion 1.

This may surprise you, but I own more books in the Ubiquity Bundle than I do the Savage Worlds bundle.

I previously reviewed All For One.

The upside is, these bundles are a GREAT deal for the price. The downside is, they are not set up like traditional RPGNow bundles, meaning you don't get a discount for the books you already own, which is an unfortunate decision.

Still a great celebration of a great publisher.

DISCLAIMER: The links in this article contain my affiliate link. Purchases made via that link may provide me with a percentage of the sale in store credit.

Friday, April 7, 2017

A Pair of Kickstarters From a Pair of My Favorite Writers

Two of my favorite writers have Kickstarters running right now, so I thought I'd bring them to your attention.

Arthur Lives! 2nd Edition



Powered by Fate Core, Arthur Lives! 2nd Edition is an urban fantasy RPG by Jason "Doctor Comics" Tondro. Jason, who was actually my first (technically only) D&D 5th Edition DM, is a big Arthurian nut, and wrote Arthur Lives! for the True20 system.

Arthur Lives! is an RPG about aspects of the Arthurian legends returning to life via reincarnation in modern times. The interesting hook is that it is only aspects that are reincarnating, meaning that there are multiple "Arthurs", multiple "Lancelots" and so on kicking around.

I read the old first edition years ago, but haven't had a chance to read the Fate Core version yet. You can - sans art and layout, by backing at the $5 level (the full eventual PDF release requires a pledge of $20 or more).

The Kickstarter is a little over 50% funded with 24 days to go.

Leagues of Gothic Horror: Ministry & Mordavia Books and Dice



Paul "Wiggy" Wade-Williams - whose impressive resume includes Hellfrost, All for One: Regime Diabolique and Leagues of Adventure - is expanding the Leagues of Gothic Horror line with the Guide to the Ministry of Unusual Affairs and the Guide to Mordavia: Land of Horror books.

Leagues of Adventure is a pulpy, globetrotting game, powered by the Ubiquity system. The Leagues of Gothic Horror line expands that pulpy adventure into darker, more horrific places, and is already supported by guides to Apparitions, Mummies, Black Magic, Vampires and Shapeshifters. This Kickstarter will shed light on the Ministry of Unusual Affairs, the Crown's response to the horrible things in the world, and the land of Mordavia. The Mordavia book promises flexibility, as each major character will have two backstories, and you pick the one that applies in your campaign.

The campaign is just over $1000 away from reaching its goal, and has 11 days to get there. A stretch goal is out there to unlock a Guide to the Walking Dead as well.

Wednesday, August 5, 2015

#RPGaDay Day 5: Most Recent RPG Purchase

You would think this would be less complicated than it is, but here we are...

The Kickstarter for Leagues of Gothic Horror by Triple Ace Games just funded, so they were the last ones to get my money...

But the last product that I spent money on, and actually own in some capacity (PDF format), is Shadowfell: Gloomwrought  and Beyond, which may be the only 4th Edition book I have bought...and it's getting dropped right into the middle of 5th Edition.

Now, they got the money for this a while back, but the most recent physical product that I purchased and received (and which looks damn cool) is Feng Shui 2 by Atlas Games. I had no real prior experience with the original, but this looks like a ton of fun.

No. I have no idea why I can't just answer a simple question.



Friday, November 23, 2012

Camp Myth, Land of Fire and War of the Dead Kickstarters

It's holiday crunch time, and I'm dealing with electronics failures around the house, as well as missing work due to holidays, plus my kid's birthday just passing and Christmas around the corner, so I'm having to back off of supporting any Kickstarters financially for the time being, much as I'd like to.

That said, I can sure point them out to you, so here's a trifecta of Kickstarters I feel deserve your support:

Camp Myth by Third Eye Games

Using the same system found in Mermaid Adventures, Camp Myth seems to be a good alternate for those guys who were looking for an RPG for their kids, but found Mermaid Adventures to be a hard sell. In Camp Myth, you play a mythical creature attempting to score merit badges by doing things like Kraken Fishing, Golem Building and Unicorn Taming. Honestly, it sounds really cool. With 9 days left to go, it still needs nearly $2,000, however.

$15 gets you the book in PDF, along with the Phoenix Watching e-book, while $35 gets you the print version.

Hellfrost: Land of Fire by Triple Ace Games

Honestly, I'm hard pressed to find a better example of a small press publisher with a track record for both content and quality than Paul Wade-Williams (better known as Wiggy), but Land of Fire, the Arabian Nights expansion for the amazing Savage Worlds setting Hellfrost, is still about 4,000 lbs pounds shy of its goal with 14 days left. Hellfrost, like most of Triple Ace Games' material, is pretty amazing and I have little doubt that Wiggy would work his magic again with Arabian Nights.

7 pounds (about $11, I think) will get you the PDF, while you can get the PDF and an adventure for 16 pounds or the print version for 38 pounds.

World of the Dead by Daring Entertainment

Okay, I want to see this come to fruition for a few reasons...1) I think it'll be great and 2) there's a fair chance I'll be working on the book (I AM listed on the Kickstarter team). World of the Dead is the full blown setting book and Plot Point Campaign follow up to War of the Dead, the expansive, 52 week zombie apocalypse adventure saga. World of the Dead is over halfway funded with 27 days left to go.

$12 scores you World of the Dead in PDF, $25 gets you that and an exclusive adventure, $40 gets you the hardcover and an alternate adventure opening and $50 is the extravaganza, getting you World of the Dead, War of the Dead and The Paper Dead...and if you go to $60, you can complete a trilogy with that exclusive adventure from the $25 level. It's pretty much the perfect page to feed your Walking Dead obsession.

Monday, July 2, 2012

The Michael Rohan Memorial Bundle



From Fabled Environments:


Fabled Environments is proud to announce a Charity Bundle to benefit the Michael Rohan Memorial Fund. This bundle, slated to be released July 2nd through OneBookshelf (DrivethruRPG/RPGNow.com) contains great submissions from Pinnacle Entertainment Group(the folks that brought us Savage Worlds), Fat Goblin Games, Reality Blurs and others. There is even amazing original artwork from Aaron Acevedo.

The Michael Rohan Memorial Fund

On June 10th of this year, the Creative Director of Silver Gryphon Games, Kevin Rohan, lost his 6-year-old son in the aftermath of a tragic accident while swimming at a local water park. This loss has deeply affected the Rohan family as well as the friends of the Rohans and hundreds of families that they are close to and through out the community.

Seeking to turn this tragedy into community outreach, the Rohan family has decided to start the Michael Rohan Memorial Fund which will be used to help pay for swimming lessons for local families, assistance for CPR and lifeguard training, as well as help with grief counseling in the wake of a tragic loss. There are plans for more and bigger things as well, and with the appropriate funding we will be able to achieve some great things and extend our assistance beyond just our local communities. 100% of the money raised through this bundle will go to the fund and will allow us to begin helping other families almost immediately.

My thoughts:

The Rohans have been truly inspirational with how they have worked to make a horrible tragedy into a positive for the world. Support this bundle, please...not because it's $176 worth of amazing products for only $12, but because it's a good thing to do...the rest is just icing on the cake.

Thursday, January 5, 2012

The Honorable Mentions

After compiling Tommy's Top Six, I did have a few other books that I felt needed special mention, so I'm going to do that here.

In alphabetical order:

Agents of Oblivion by Reality Blurs: This horror-espionage mash-up gives you the tools to run almost anything from James Bond to the X-Files to Men in Black. You can even amp it up further, making the PCs mutant super agents. It even meshes easily with Realms of Cthulhu for as much, or as little, crossover as you like.

WHY IT DIDN'T MAKE THE TOP SIX: Timing. If I had reviewed this in a separate year than Realms of Cthulhu, this would almost certainly have made it into the Top Six, but I have a "one book per publisher" limit that I impose on the Top Six, and at the end of the day, I feel Realms just brings more to the table.


Caladon Falls by Savage Mojo: Caladon Falls is a fantasy setting/campaign for Suzerain, taking a grittier and more warlike approach than you typically see from fantasy games. In fact, it is largely Band of Brothers meets Lord of the Rings, and it's a very impressive campaign that takes full advantage of the Savage Worlds strengths, namely the ease in PCs commanding NPCs and the Mass Combat rules.

WHY IT DIDN'T MAKE THE TOP SIX: Timing. Fact is, I had to choose between this and Savage Suzerain and as great as THIS book is, THAT book lays all the framework for the awesome twist on Savage Worlds that is Suzerain.



Hellfrost by Triple Ace Games: One of the coolest (no pun intended) fantasy settings that I was very much "late to the party" for, Hellfrost is a dark fantasy setting for Savage Worlds in a world that is freezing quickly. With some great setting rules and a gorgeous bestiary, Hellfrost won me over nearly as soon as I sprang for my copies.

WHY IT DIDN'T MAKE THE TOP SIX: Notice that I said "Hellfrost", which isn't a single book, but three books: The Hellfrost Player's Guide, The Hellfrost Gazetteer and the Hellfrost Bestiary. Honestly, I came very close to nominating both the Player's Guide (because the bulk of the setting is right there) and the Bestiary (because I love monster books, and this is a very well done monster book), but I ultimately split the difference and went with the Top Six that you saw on January 1st.

Horror Show by Bedrock Games: Bedrock Games impressed me with Terror Network and Crime Network, their anti-terrorism and mafia RPGs, neither being subject matter I'm particularly enthusiastic about. In 2011 they took their skill based system and applied it to cinematic horror, in a combination that probably shouldn't have worked as well as it did. In fact, Horror Show wound up being a very pleasant surprise for me, a well-researched horror RPG with a tested system and a lot of love behind it.

WHY IT DIDN'T MAKE THE TOP SIX: The biggest reason is that it is essentially a horror toolkit, and there are horror toolkits out there. It came THISCLOSE to making the Top Six, but I ultimately decided that Ghostories had the more unique hook that would sway someone into trying it even if they already had a go-to horror game, whereas Horror Show seems less likely to sway someone who is already pleased with their horror options.

Part-Time Gods by Third Eye Games: The third corebook by Third Eye Games covers all new territory for the small, but impressive, company: Playing Gods. Sure, this isn't unheard of in RPGs, at all. Where this one is unique from those is that the Gods are still bound to their mortal lives, and have to strike a balance between being Gods and being humans. Utilizing a simplified version of the Dynamic Gaming System to bring the over the top powers of the Gods to life, Part-Time Gods is a worthy addition to the Apocalypse Prevention Inc. and Wu Xing line-ups.

WHY IT DIDN'T MAKE THE TOP SIX: Part-Time Gods was a HUGE success on Kickstarter, which led to a few top tier donors making it into the back of the book as characters. The "vanity buy-ins" just kind of annoy me. I'd prefer the page count being used for things I'll actually use...but I did only pay cover for the book, while they shelled out more. The other thing was that, for maybe the first time, I read an RPG that has multiple PC "factions" (Theologies in this game) and not one of them really GRABBED me. I can usually find a clan, tribe, group, whatever that "speaks" to me, but not this time. Kinda left me feeling like the White Wolf-esque clan approach worked against the game instead of for it this time.

Smallville High School Yearbook by Margaret Weis Productions: A fantastic resource for not only refocusing your Smallville games for a high school setting, but a great snapshot of "TV American High School". In fact, if you have the extra money and are running any kind of game set in modern American high school and need a refresher on things, I'd recommend picking it up.

WHY IT DIDN'T MAKE THE TOP SIX: In this case, I think the focus was specialized enough that if it were a complete game (like Tough Justice), I would have given it a nod. I couldn't quite do that given that it's a very specific (though well written) sourcebook for another game. Fantastic book, limited in scope, but incredibly useful for that scope.

Sunday, September 25, 2011

Hurricane Irene Flood Relief Bundle


Hey folks...

I'll try to get back to regular reviews and such in the coming week, but I wanted to toss a shout-out regarding this Hurricane Irene Flood Relief bundle, meant to help out the Schoharie County Community Action Program in New York.

There's some great stuff in here from several companies, but I'll say that Killer Thriller, Little Fears Nightmare Edition, Savage Suzerain and Zeeks alone make it WELL worth your $25.

Thursday, August 18, 2011

Tommy's Take on All For One: Regime Diabolique

And now for a non-Savage Worlds review, and my first meeting with the Ubiquity system: All-For-One: Regime Diabolique by (you guessed it) Triple Ace Games and written by (you guessed it) Paul "Wiggy" Wade-Williams...which I ordered from Beautiful Brains Books & Games. See, there was a theme to this week. Now show up for the chat tonight and talk to Wiggy, as well as Clint and Jodi Black.

WHAT YOU SHOULD KNOW: All-For-One is an alternate history/supernatural action game set in 1636 France and revolving around crazy musketeer fun. So, when the new Three Musketeers movie comes out in a few months and people are going "but how do I PLAY that?", this might be the place to look. While there is a TON of support for it, the corebook is standalone, with all the rules needed to play already present. Retail price is $34.99, with the PDF selling for $24.99.

The Ubiquity system is very interesting because it uses whatever dice you have available...and rolling a smaller die isn't any better or worse than rolling a larger die. Essentially, evens on the dice you roll are successes, odds are failures. Odds are the same if you're rolling d4s or d12s, since you're rolling dice pools. There are Ubiquity Device availible for purchase, but I don't know much about them other than they are available for purchase.

The premise is that it is 1636 and France is being horribly corrupted, by demons, witches and sometimes just very crappy people. The PCs are all Musketeers, fighting to save France from the darkness that threatens to envelope it, from the top down.

Character generation is a point buy, beginning with selecting an archetype. It is worth noting that the game does NOT put forth "musketeer" as a limited character type, providing a number of archetypes to choose from, like occultists, doctors or even criminals. Then you have to select a motivation (like Duty, Justice, Greed or Revenge), which allow you to use Style Points when in pursuit of said motivation.

Attributes are rated from 0 to 5, with extreme examples going above that, with dice pools derived from Primary attributes, by doubling the Primary. For instance, Body doubles into your Resistance pool, Dexterity into Balance, Strength into Feats of Strength, Charisma into Influence, Intelligence into Reason and Willpower into Courage.

Secondary attributes are rated from 1 to 10, and include Size, Move, Perception, Initiative, Defense, Stun and Health.

Skills also typically rate from 0 to 10, and include everything from Archery to Con to Fencing to Gunnery to Magick to Warfare. Each skill is linked to an attribute and has specializations (like Streetwise specializing into Haggling).

Talents are not unlike Edges in Savage Worlds parlance, covering a wide range of combat and non-combat aspects, such as Attractive, Calculated Attack (allowing you to use Intelligence as your base attribute for a certain type of attack), Danger Sense, Jack of All Trades (removing unskilled penalties for any general skill), Ricochet Shot and more.

Characters also gain Resources, rated from 0 to 5, and include allies, followers, a refuge and even a membership in a fencing school.

You can also take a single Flaw in order to gain an extra Style point, as well as another point whenever your Flaw comes up in play. They include Physical Flaws (Blind, Glass Jaw), Mental Flaws (Addiction, Overconfident), Social Flaws (Pacifist, Vain) and Miscellaneous Flaws (Danger Magnet, Primitive).

Finally, every character gets a Lackey, which can be most any non-Musketeer, though some samples are provided (as well as a slew of sample characters, like the Aspiring Noble, Man of Faith, Hero in Training and Spy.

Interestingly, the game advocates "taking the average" whenever a task comes up...comparing the difficulty with the average number of successes you are likely to roll (half the dice in the pool) and, if that is enough to succeed, you are assumed to have done so with the "normal" amount of effort. You can use Style Points to gain bonus dice, reduce damage and boost talents, and Style Points are lost at the end of the adventure, so you are expected to use them, not hoard them...and you gain them by doing cool stuff in addition to whenever your Flaws come into play.

The list of combat tactics is remarkably like Savage Worlds, and very fitting for swashbuckler like play, covering such gems as Trips and Disarms, as well as Tricks (like hurling your beer in the opponent's face).

In combat, your Defense rating is a mixture of Size, Body, Dexterity and Armor, and makes up the dice pool that you roll when attacked. Every success that the attack gets over the defense equals a point of damage and can stun you, knock you down or even kill you outright (though that last one is pretty rare).

In addition to the combat rules, there are also Social Dueling rules, which are basically insult contests in which the combatants put their reputations at stake.

Magick (requiring the Magickal Aptitude Talent) is divided into Traditions (Ceremonial, Natural and Theurgy) and Arts (which run the range from Aeromancy to Necromancy to Hydromancy to Pyromancy...fourteen of them in all). Oh, and Alchemy, which is both a Tradition and an Art. If you know more than one Art, you can combine the effects. Magick doesn't have a set spell list...rather, it has a list of modifiers that you use to make your spells, like Range, Duration, Area of Effect and Effects. Eight sample spells are provided so you don't go into spell creation blind. Reminds me of the Cinematic Unisystem magic system, which I was a huge fan of, but somehow looser than that was, if that's possible.

The GM section focuses heavily on both the life of a Musketeer as well as tackling Swashbuckling in general. There is advice for scaling the Action Level up and down, from Gritty Realism (No Style Points), Low Adventure (Style Points are there, just harder to gain and more expensive to use), Swashbuckling Adventure (default), High Adventure (honestly, I couldn't see what was actually supposed to differentiate this from Swashbuckling Adventure) and Legendary (Style Points are way more valuable). You can also alter the Supernatural level, and it does not have to be in relation to the Action Level. This ranges from None to Low (default) to High (which the book notes puts it closer to Buffy territory).

Really, a lot of the setting information in the book is found in the discussion of various organizations, such as the King's Musketeers, the Daughters of Medea (an organization of female assassins) and the Rosicrucians (who have popped up in a few RPGs, most notable to me being Witchcraft). Important NPCs in each group are given stat blocks, as well as generic members. In addition, each has an appropriate Resource listing for your PCs to use (like a Musketeer being a rank 1 Ally or the Vicomte Charolles of the True Knights of Saint Michael is a Patron 3.

A good selection of monsters are provided, such as animated corpses, evil spirits, Incubi and Succubi, vampires and witches. The section even includes a sidebar on using things like crosses and holy water to fend off evil. More mundane stat blocks are provided as well, for thugs, soldiers, peasants and animals. None of the stat blocks are hard to read, and it seems pretty simple to use the ones provided in order to construct your own.

WHAT WORKS: I dig the magick system, as I already have a fondness for that type of "construct your spell" system, and a very good amount of game information is provided. I had no prior experience with Ubiquity, but it feels familiar enough to systems I have had experience with that it doesn't seem like it would be hard to pick up at all. As with Hellfrost, Triple Ace Games has a TON of support for the setting in the form of adventures and microsupplements. The concept is just cool...I like fighting monsters in more than just a "kill 'em all and take their stuff" capacity, and the whole "Everyone's a Musketeer" thing helps you bypass that "why are your characters on the same side, again?" thing that comes up in some games.

WHAT DOESN'T WORK: Given the setting, as I'm not even a remedial student of French history, a closer look at the setting would have been great. I mean, there's enough there to run with, but it's kinda spread around from the beginning of the book to the end. Also, you can never go wrong with including an adventure generator...just saying.

CONCLUSION: I'm way more enthusiastic about Savage Worlds stuff, so if I had to pick a Triple Ace franchise and run with it, it would certainly be Hellfrost. That said, Ubiquity seems like a really easy system to pick up, which is always a plus. I actually like the Magick system better than I do Savage Worlds powers. It wouldn't take much encouragement to get me digging into the microsupplements, especially stuff like Guide to Expanded Characters and Creatures of Sin. If you don't mind learning a new system and the idea of Three Musketeers vs Demons, Vampires and Witches appeals to you, then I heartily give this a strong recommendation.

Tuesday, August 16, 2011

Tommy's Take on Hellfrost Bestiary

REMINDER: Hellfrost author Paul "Wiggy" Wade-Williams will be in the Beautiful Brains chatroom Thursday, 8pm Central time.

I'm one of "those" guys: Monster books are a pretty easy sell for me. I still have my AD&D2e monster books and several d20 era books for the express purpose of inspiration and re-statting...even picked up a couple of Pathfinder books for this reason. So...Hellfrost Bestiary? Let's do it.

WHAT YOU NEED TO KNOW: The Hellfrost Bestiary assumes that you'll at least be using the Hellfrost Player's Guide and the Savage Worlds rulebook. The PDF (which is what I will be reviewing) is normally priced at $19.99, and the print version is $34.99. Again, a little more than I prefer to pay for PDFs, but still well within reason for print.

The PDF is 132 pages and layered for easy printing. Much like the Player's Guide, it is a gorgeous book. The Bestiary introduces four new Monstrous Abilities (Demon, Plant, Susceptibility and Resistance) and also includes rules for generating Relics, which are the Hellfrost equivalent of magic items...and when I mean magic items, I mean "+1 daggers" not "Hand of Vecna"...so, low magic setting, definitely.

The bestiary covers pretty much the gamut of what you should need for most of your Hellfrost games, from basic animals (bears, wolves, etc...including how to hunt for them and the "food" value of them) and a slew of archetypes (like the Road Wardens, or several varieties of elves).

The entries are arranged alphabetically, with larger headings featuring sub-headings (like the Assassin heading featuring a regular assassin and a master assassin and so on).

Obviously, given the setting, there is a lot of focus on ice/snow/frost-based monsters, like the cryosphinx, but the bestiary is far from a one-trick pony: There are creepy, psionic Puppeteers and their spider-like Dominators, the Red Mist that drives people to violence, six different types of dragons (Forest, Hellfrost, Marsh, Storm, Sun and Undead), each with their own age chart reminiscent of D&D's take on dragons.

Black Knights remind me a little bit of Death Knights, and the mysterious Grey Riders (which appeared around the time the Siphoning began) are reminiscent of Ring Wraiths. Orcs alone have 13 templates to draw from, from Chieftains to Berserks to Engineers and so on...PLUS there are nine sample tribes, each with slight mechanical differences, to further modify them.

It's not all just monsters, animals and templates...traps and hazards are included as well (like the mechanical effects of cold snaps, quicksand, freezing rain and even creepier stuff like leech snow, which sucks the heat out of travelers that cross over it, and brings them back as Hellfrost Vampires if they die).

WHAT WORKS: As good of a setting bestiary as I have ever seen. The art is a mix of great color pieces and well-done pencil sketches, a combination that probably works better than it should. Some of the entries, like Assassins, have unique abilities that serve as a helpful reminder that not all adversaries need to come off a shopping list of powers and abilities. If you don't mind the over abundance cold-related enemies, many of these entries can be used in any Savage Worlds fantasy game with a little re-skinning.

WHAT DOESN'T WORK: Really just an odd bit or two...for instance, there's an agile, undead creature that can only be killed by being grappled...but there's never a reason given as to WHY a grapple does automatic damage to it. There's still that whole "three book buy-in", but looking at the sheer amount of information crammed into the first two thus far, I'm starting to see why it had to happen that way.

CONCLUSION: You might be happy with the Orc entry from the Savage Worlds rulebook. I love "Orc" being divided into 13 specialized archetypes, then further modified by the nine different tribes. It's just how I'm wired. The Hellfrost Bestiary takes the awesome of Savage Worlds and gives me that extra bit of mechanical goodness I love, rather than giving me a dozen entries and advice on just re-skinning orcs every time I want something mean and humanoid. Great product that makes me really want to run Hellfrost (I have a love-HATE relationship with wintery stuff...as in, I think winter is pretty much hell, but I love it from a setting/storytelling standpoint). Highly recommended even if you're just a Savage GM with the extra money to spare and stumped on monsters.

Monday, August 15, 2011

Tommy's Take on the Hellfrost Player's Guide

Welcome to the first in a three-part series of reviews covering the Hellfrost setting for Savage Worlds...and then, this Thursday at 8pm Central time, pop over to Beautiful Brains Books and Games and chat with Hellfrost writer Paul "Wiggy" Wade-Williams.

WHAT YOU SHOULD KNOW: The Hellfrost Player's Guide is a dark fantasy setting by Triple Ace Games that requires the Savage Worlds rules (written for Explorer's Edition, but Deluxe will certainly still work), and also relies heavily on the Hellfrost Bestiary and Gazetteer for maximum effect. The PDF is $19.99 (admittedly a bit more than I like to pay for PDFs), although the print version is a very reasonable $29.99.

The PDF is a gorgeous full color affair that is layered, allowing for printer-friendly printing, as well as being fully searchable and bookmarked.

The setting is Rassilon, a fantasy realm in which the good peoples have just won a 500 year war against the frozen forces of the North, only to discover that their world is still suffering the very harsh, wintery effects...and that, as of 30 years ago, magic has begun to fail as well.

Hellfrost does follow the standard Savage Worlds template of beginning with a character creation chapter that lays out examples of common character types in the world, before launching into detailed changes to character creation. Races include Engros (which mechanically make one think of Halflings/Hobbits, though the flavor text describes them as nomads), Frost Dwarves, Frostborn (which are frosty off-shoots of any race, and no one knows why they have suddenly began forming), Hearth Elves (kinda like wood elves), Humans (divided into four cultures) and Taiga Elves.

A slew of new Edges and Hindrances are provided, such as Cold Blooded (meaning you can't handle the cold well...obvious problem for this setting) and Magic Forbiddance, which means you have been cut off from magic altogether.

Some of the nicer Edges include Blood and Guts (which can reduce penalties in Mass Combat scenarios as the hero is used to facing overwhelming odds) and Favored Foe, which provides bonuses against a chosen enemy type. Additionally, characters can become Disciples of each of the Gods, taking an Edge that provides a bonus specifically geared to that God's profile. Perhaps my favorite is Tactician...the character makes a Knowledge (Battle) roll to attempt to score extra initiative cards...that he can then hand out to allies in place of the card they get normally. Frankly, that's awesome, and I would have given it to my Fearless Leader I wrote up a while back if I owned this book then.

Characters also have a Glory rating, which is a reflection of their deeds. This can have neat effects, like gaining the Followers Edge well before Legendary rank, or becoming immortalized in song, which carries its own in-game effects. You can also have negative Glory, which can spawn enemies for the character or even make them wanted outlaws.

Hellfrost ditches Power Points and casters can cast spells as often as they choose to risk it...the risk (with Arcane magic, anyway) including The Siphoning (which can cause Backlash and drain your magical powers) as well as the Hellfrost effect, which diminishes the effectiveness of fire magic.

24 deities are provided, complete with Holy Days, signature powers, you name it...as well as room for you to add minor deities as you see fit to fill out the Pantheon...and there is a VERY Norse bent to the mythology (including Hela appearing outright, while Thor and Loki are a little more subtle).

An extensive spell list is also provided, replacing the one from the rulebook (as any relevant ones from the rulebook appear in this book) and a slew of new ones (like Enhance Undead and Gravespeak). A two page summary table wraps up the section for easy reference.

The Life in Rassilon chapter provides an overview of the basics of the world, including trade customs, funeral rituals, and general description of the land, presumably expanded upon in the Gazetteer. There are a number of factions the characters can join, like the Grey Legion mercenary company, the Lorekeepers, the Roadwardens and the Hearth Knights.

At the back of the book, one can find the setting rules, including rules for temperature (since freezing cold can be a very big problem), and other winter-related effects (like snow blindness).

WHAT WORKS: Um, most everything. Gorgeous book, very affordable print price, a ton of great examples as to how to tweak Savage Worlds to fit a setting without mangling the core of the system, the well-done Glory rules and a couple of Edges that I'm already planning on swiping for other games (how you doin', Tactician?).

WHAT DOESN'T WORK: While we get a basic overview of the land, we don't get even a few monsters, so you either buy the Bestiary, play with the selection in the corebook or use entirely humanoid antagonists (nothing wrong with that last one, mind you). While it's not unheard of for Savage Settings to extend past one book, fact is that most of them are usually playable either alone or with the rulebook, and Hellfrost really feels like it does need at LEAST the Bestiary to get the most from it.

CONCLUSION: Wiggy knows his Savage Worlds, there is absolutely no doubt. I am ashamed that it took me this long to pick up the Hellfrost Player's Guide. Even if I never run the setting, there's a ton of mineable material and system tweaks to apply to other SW games, easily. The product reminded me a lot of cracking into new AD&D settings back in the day, and I mean that as a compliment. There's a reason Hellfrost is so well regarded, clearly. One of the best third party products...no, check that...one of the best Savage Worlds products I've read, despite the  near-mandatory three-book buy-in. Up next: The Hellfrost Bestiary.