The Alexandrian

Archive for the ‘Reviews’ category

GURPS Space (3rd Edition) - Steve Jackson Games

GURPS Space continues to be one of the best resources for a science fiction campaign in the industry today.

Originally Published March 18th, 2002

CONTENTS

The goal of GURPS Space is simple: To provide an authoritative resource and reference for any conceivable science fiction campaign set in the wide universe beyond Earth’s atmosphere. For a GM it is a toolbox for any campaign set in the broad genre of “space adventure”. For the GURPS product line it is a centralized resource for the same (both GURPS Traveller and Transhuman Space, for example, reference GURPS Space as a place to find more detailed information on a variety of subjects).

Creating a Universe: The first goal of GURPS Space is to help the GM build their own worlds of starfaring adventure. Indeed, the first chapter of the book is called Creating a Universe. Here we find a detailed survey of SF campaign types, alien races, and interstellar societies and organizations. Later in the book we are given an absolutely stunning (and scrupulously scientifically accurate) star and planet generation system.

This really sums up everything that GURPS Space does well: On the one hand, you receive a comprehensive survey of seventy years of science fiction world-building. On the other hand, you are given a centralized reference with a hard science backing.

Technology: In addition to everything you would expect in a sourcebook of this kind (personal gear, weapons, medicine, starships, etc.), GURPS Space also takes the time to provide guidance on how to choose the technology of your campaign setting. How is actual technological improvement likely to happen? How has science fiction predicted future history in the past? What are the effects of different technologies on a setting? All of this discussion obviously backed up by a tremendous amount of research.

Rules: There are two major rule systems to be found here – Space Combat and Starship Design. The latter is a stripped down version of the system found in GURPS Vehicles (with accompanying conversion notes); the former is flexible and fairly simple (by GURPS standards).

BAD STUFF

The perceived utility of GURPS Space has been degraded, I think, by the continued expansion of the GURPS product line. For a book which has long been perceived in the industry as the resource for science fiction campaigns, it is somewhat disheartening to note just how frequently GURPS Space refers you to other products in the GURPS line: GURPS High Tech, GURPS Ultra Tech, GURPS Ultra Tech 2, GURPS Bio-Tech, and GURPS Vehicles — among others – are constantly being referenced and recommended. In this third edition, some sections of GURPS Space no longer read like a sourcebook: They read like a teaser for a plethora of GURPS products. Perhaps it is inevitable that the chapters on technology look like a stripped down GURPS Ultra Tech and the chapters on starships look like a stripped down GURPS Vehicles — but one is forced to question the utility of a centralized sourcebook if the meat has been distributed elsewhere.

GURPS Space is also beginning to show its age. Despite the revision by the (justly) renowned David Pulver, the book seems scarcely touched by the science fiction of the past twenty years. Subjects such as terraforming and nanotechnology are relegated to nothing more than sidebars. The elegant design and adaptation of galactic civilizations such as those found in Brin’s Uplift novels and Vinge’s A Deepness in the Sky and A Fire Upon the Deep are conspicuously absent. The list of favorite authors found on page four of GURPS Space really says it all: Not one new author of the past twenty years can be found on that list.

I also question the organization of GURPS Space: A lot of key information seems to get relegated to the sidebars, but – more importantly – information has not been drawn together into rational packages:

For example, Chapter 1: Creating a Universe gets things started – providing some basic information about alien races, interstellar societies, and sci-fi organizations. Things appear to be progressing logically with Chapter 2: Choosing Technology, which begins to discuss the wide range of technology which has been presented in science fiction over the years. But this discussion is then interrupted by Chapter 3: Characters – which includes more information about alien races and some discussion of character roles.

In Chapter 4: Gadgets, however, we return to the discussion of technology – computers, air marks, communication devices, and some other personal equipment is discussed. Chapter 5: Weapons and Chapter 6: Medicine proceed logically out of this, and then we move onto Chapter 7: Environments – which discusses game rules for gravity, atmosphere, radiation, and the like. But then, incomprehensibly, we’re back to technology again with Chapter 8: Starships. Chapter 9: Space Combat proceeds logically from that, but Chapter 10: Stars and Worlds and Chapter 11: Civilizations seem to take us all the way back to the material in Chapter 1.

And that’s just the chapter organization. Things are equally confused as you begin breaking things down inside those chapters, as well. This lack of organization results in a product which proves less useful as an active guide to the new GM (because there is no conceptual flow to the material), and more difficult to use a quick reference (because related information may – literally – be found at opposite ends of the book).

GOOD STUFF

That being said, GURPS Space is still well worth your cash. After nearly twenty years of on-the-market playtesting, the ruleset found here is about as solid as they come. Plus, as a result of the extreme realism, research, and fidelity which SJG demands of its GURPS product line, GURPS Space is an authoritative supplement to any science fiction campaign. What does exposure to vacuum actually mean? Look it up here. How long does space travel take? Look it up here. What types of stars are there? Look it up here. How do bussard ramjets work? Look it up here. And on and on and on.

On top of that, GURPS Space also provides a near-encyclopedic survey of science fiction universes (despite its failings when it comes to the most recent developments of the field). When it comes to the creation of an SF universe, this needs to be your first stop: Nothing else will lay out the plethora of options available to you with a greater eye towards giving you the tools and options you need to create the world you want.

CONCLUSION

It doesn’t matter whether your SF is hard, soft, space opera, military, or fantasy; it doesn’t matter whether you universe reaches from here to Luna or here to Andromeda; it doesn’t matter whether you’re playing GURPS or Spelljammer: GURPS Space should be on your shelf.

Style: 4
Substance: 4

Authors: Steve Jackson and William A. Barton (Third Edition Revised by David Pulver)
Company: Steve Jackson Games
Line: GURPS
Price: $22.95
ISBN: 1-55634-390-6
Production Code: 6005
Pages: 176

There was a time when my first impulse — and that of many gamers — when starting a new campaign was to reach for the most appropriate GURPS supplement. In recent years, this is a habit I’ve drifted away from. (Likely, in no small part, due to how easy the internet makes direct research.) Revisiting GURPS Space, though, I’m reminded of just how useful these supplements are, and I’ve pulled this back off the shelf to use as a resource for my Mothership open table.

GURPS 3rd Edition has, in the years since this review was first written, been replaced by GURPS 4th Edition, and this has brought with it a new edition of GURPS SpaceI’ve never truly dived into the new edition, instead simply maintaining my existing library of 3rd Edition supplements, so I’m afraid I don’t have much to say about that. (Except that apparently even more material has been jettisoned, as the new edition requires a separate GURPS Spaceships.)

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Amazing Engine: Bughunters - TSR, Inc.

Bughunters can be mined for ideas, but – like most of TSR’s output in the ‘90s – is padded with too much fluff and empty space to present a truly high quality package.

Originally Published March 16th, 2002

WHY BUGHUNTERS?

Bughunters was a supplement for TSR’s Amazing Engine game – which hasn’t been in print for more than half a decade.

So why review it?

Well, first off, because a lot of RPG fans are bargain hunters: They’ll see this book in a remainder bin or on a clearance table and begin wondering whether or not its worth snapping up. And that’s what a review is all about.

Plus, I want to. ‘Nuff said.

WHAT YOU GET

Bughunters is essentially an unlicensed Aliens RPG: The PCs are ground-pounders in the United Terra Reconnaissance and Peacekeeping Force (UTRPF). As such they are charged with keeping Mother Earth safe from hostile aliens… And if there’s anything humanity has learned, it’s that every single alien in existence is hostile.

Bughunters mixes things up a little more by casting the PCs as Synners – synthetic humans. Synners originally became necessary because normal humans become debilitatingly ill if they go through an Isler jump (the FTL device of the setting) outside of cryogenic sleep. Once the law allowed the government to use synners in the military, however, it was inevitable that the genetic modifications would be extended to create super-soldiers. Once that happened, however, society no longer wanted synners living among them – so laws were pushed through that prevented the synners from ever mustering out of the UTRPF: Once created, they were in the military for life. And once that was true, the pressure from constant alien threats quickly allowed the military to generate their super-soldiers more quickly by using a braintaping technology to duplicate civilian personalities: The civilians had the consolation that some “part” of them was out in space having adventures, while the military got a pre-grown personality to insert into their rapid-growth clones.

So as a PC you are not only forced to fight a vicious alien menace for the rest of your natural lives (i.e., until one of the vicious aliens kills you), but most of your memories and your entire identity actually belong to someone else. That’s not only a solid premise for a game, it’s also a great source of characterization and drama: Character is not only what you are in the dark; it’s what you are when your back is pressed to the wall.

As a sourcebook, Bughunters provides all the usual suspects: In the player’s section you’ve got a future history of the universe; character generation rules; details on the life of a synner; combat rules; military equipment; details on ships; and a mini-sourcebook on Stargate, an L-5 space station where most synners start their careers (and, thus, a good starting point for most Bughunters campaigns).

The GM’s section contains some additional background information, including – of course – the stats for a number of vicious aliens for the PCs to hunt down and kill: Essentially, most of the intelligent life in the universe was created, modified, or enslaved by two Ancient races to serve in their centuries-old war. These races – referred to by many of the minor races as the Shapers (a psychic race featuring biological technology) and the Artificers (an insectoid race featuring advanced “hard” technology) – are completely exhausted by their long war, but the continued hostility is the reason why everyone humanity happens to meet in space is immediately a threat: They’ve been conditioned to assume that, if they don’t know a race, it’s probably serving the other side.

The book is wrapped up with some very helpful charts and tables, most notably a full-color, pull-out map of the local section of the Milky Way – complete with an accompanying table of stellar distances.

WHERE IT FALLS DOWN

Bughunters falls down by not going far enough: There’s fancy military equipment, but there’s not a lot of it. You get a few alien threats, but not enough to sustain a true “let’s hunt the new bugs this week” campaign. And so forth.

Perhaps the most unfortunate lack here is in setting details. Bughunters was always intended to be a stand-alone product, yet the creator has simply failed to deliver all that much in the way of real meat when it comes to the Bughunters universe.

Part of the problem here is that this was a TSR product circa-1993. Those of you who were in the hobby back then already know that the only thing TSR could be relied on to produce in those days were books with excessive whitespace, large fonts, and text with too much leading between lines: In short, products which employed every means possible to keep their actual word count and content to an absolute minimum while (literally) pumping up the margins.

But even taking that into account, there’s a lot of fluff here that doesn’t need to be here. Most of it (such as the introductory adventure) was probably also caused by corporate guidelines, so I’m not going to blame the authors or creators here. But it is an unfortunate reality of the book.

WHAT IT’S GOOD FOR

As a result, Bughunters is going to be primarily useful as something you tear apart for ideas and put back together in your own image. For example, I could easily see using some of the material and background material here for a bughunting campaign set about 25 years in the future of the Transhuman Space universe.

Looked at through this lens, Bughunters is a rich resource: There are a lot of very compelling pieces here which can be conveniently ripped out, turned around, and slammed into another game. Or used to create an entirely new setting to your heart’s content. Plus, there’s nothing really wrong with the material here – most of it can serve as a very reliable foundation on which you can simply continue building.

On aspect of particular note here is the ship design system: To design a ship in Bughunters all you need to do is slam together various modules – instantly creating your own, customized ship. I would have liked to see more modules to choose from, and more detailed floorplans of the modules, but this is another area where the foundation is very solid. The basic mechanic and floorplans are also completely system independent, so the whole thing is very easily portable.

The full-color map and stellar distance charts are also well done, and provide a resource for any science fiction campaign set galactically near Earth.

A Note on Amazing Engine: For those unfamiliar with the Amazing Engine product line, it was an attempt to produce a generic game (a la GURPS) by TSR. The engine itself has many strengths (which I may dwell on if I ever review the actual game system), but the game’s supplements suffered because of a methodology which required a complete set of character creation rules and (frequently) large chunks of the combat rules to be redesigned and reprinted. This helps contribute to Bughunters’ fluff problem. It also means you cannot play Bughunters as is without the Amazing Engine rulebook.

Style: 3
Substance: 3

Author: Lester Smith
Additional Design: Tim Brown, Karen Boomgarden, Newton Ewell, Tim Beach, Colin McComb of the Clan McComb
Line: Amazing Engine
Price: $18.95
ISBN: 1-56076-623-9
Product Code: TSR2702
Pages: 128
Year Published: 1993

Flipping through my copies of Bughunters, I’m going to be honest: I was overstating its usefulness as a resource. Except for the poster map of star systems near Sol. That’s pretty great.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

A4 In the Dungeons of the Slave Lords - TSR, Inc.

The Slavers saga comes to an end with a whimper instead of a bang.

Originally Published March 16th, 2002

This review builds on my reviews of A1: Slave Pits of the Undercity, A2: Secret of the Slavers Stockade, and A3: Assault on the Aerie of the Slave Lords. It’s probably a good idea to read those reviews, found here, here, and here, respectively, before reading this one.

CONCEPT

Warning: This review will contain spoilers for the A-series of modules. Players who may find themselves playing in these adventures should not read beyond this point.

At the end of A3: Assault on the Aerie of the Slave Lords the PCs fell victim to the Slave Lords: For months now they have been imprisoned in their dungeons — spellcasters tortured and kept from sleep to prevent them memorizing their spells; thieves denied their tools; and fighters denied their weapons. As the adventure begins they are dosed with more sleeping potions and then dumped into the cave system which runs through the nearby volcano.

The PCs must survive essentially by their wits alone in these caverns until, finally, the volcano erupts – destroying the city of Suderham beneath lava and an invasion of magmen. There is also a sligth chance at this point that the PCs might stumble onto the Water Dragon — the ship the Slave Lords are using to escape. If this happens, the PCs have the opportunity to defeat the Slave Lords once and for all. If not… well, who knows? They might bump into them in the next pub they stop at.

WEAKNESSES

There is only one problem with A4: In the Dungeons of the Slave Lords, but it’s a biggie:

It doesn’t make any sense!

And I mean from page one, paragraph one. Keep the adventurers imprisoned for months? Why? Then knock them out again and dump then in volcanic tunnels? Why?

“Why?” is actually a very important question here, because it’s one I kept asking myself throughout the module. As another example: Why are there kobolds, myconids, giant ants, and magmen all living in close proximity to each other down here?

But the most baffling question of all is this: Why, after an epic, four-part adventure, was the decision made to deny the PCs an epic confrontation with the Slave Lords? These memorable villains, although drawn well on the page, are never truly pitted against the PCs as true masterminds and cunning opponents. Instead, the saga of Slavelords is allowed to die with a whimper at best – a complete anti-climax at worst.

STRENGTHS

About the only thing A4 has going for it is the titular concept: In the Dungeons of the Slave Lords. Stripped of their equipment and their most potent magical abilities, the PCs are asked to escape their imprisonment, re-establish a power base, and strike a final, definitive blow against their would-be captors.

That’s a pretty cool idea. But there’s so very little of it to be found on the page here. The dramatic escape is, instead, rendered as absolute, incomprehensible stupidity on the part of the villains. The volcano’s eruption, a potentially brilliant and epic complication for the final act, is instead used as a tool for anti-climax. The final confrontation with the Slave Lords – a battle which should live in the memories of the players forever – is reduced to a whimpering formality, if it happens at all.

CONCLUSION

A4: In the Dungeons of the Slave Lords is not worth your time. Buy A1-3, but skip this one: You’ll be much better off ignoring everything except the high-level concept of A4 (which you can safely glean from this review) and crafting your own ending to this epic.

Style: 2
Substance: 2

Author: Lawrence Schick
Publisher: Wizards of the Coast
Price: $4.99
ISBN: 0-935696-28-8
Product Code: TSR9042
Pages: 32
Year Published: 1981

Arguably a great concept for a tournament scenario, but a terrible railroad in any other context. And the execution on this one really is quite lackluster. The A-series is well remembered in any case, but I think it would be even more highly placed in the pantheon of D&D adventures if it had managed to even marginally nail the landing.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

A3 Assault on the Aerie of the Slave Lords - TSR, Inc.

The saga of the slavers continues, but the quality begins to drop.

Originally Published March 16th, 2002

This review builds on my reviews of A1: Slave Pits of the Undercity and A2: Secret of the Slavers Stockade. It’s probably a good idea to read those reviews, found here and here, respectively, before reading this one.

CONCEPT

Warning: This review will contain spoilers for the A-series of modules. Players who may find themselves playing in these adventures should not read beyond this point.

A3: Assault on the Aerie of the Slave Lords, designed by Allen Hammack, sets the PCs on a more proactive path in their mission to destroy the sinister slavers. The story here is basically broken into three sections.

The Caves of Drachensgrab: Following leads picked up in A2: Secret of the Slavers Stockade, the PCs have (off-screen) penetrated deep into the Pomarj – a wasteland infested with humanoid tribes. Here, standing on the “rocky slope of a steep hill,” they hope to find the hidden entrance to the slaver’s stronghold.

This section of the adventure is essentially advanced spelunking with as many illogical twists as Allen Hammack could dream up: Gnolls, salt slides, bizarre and improbable traps, piercers, a storoper (a roper which looks like a stalagmite instead of a tree), an illusionary throne room, and more.

The Hidden City of Suderham: If the PCs find their way through the caves, they’ll enter the hidden city of Suderham – an entire city hidden away in the heart of the mountains and serving the Slave Lords’ every whim. Here the PCs need to keep a low profile, while trying to find a way into the Slave Lords’ stronghold.

The Catacombs: The way in lies through the sewers and catacombs beneath the cities. Here Hammack is able to find a bit more logic on which to hang his improbabilities (because here, at least, there should be no regular, legitimate traffic – so the Slave Lords can place whatever traps and defenses they want).

Eventually, however, the PCs find their way to the Council Chamber of the Slave Lords. At this point, the tournament background of these adventures rises up: The DM has the choice of either railroading a loss here (thus prompting A4: In the Dungeon of the Slave Lords), or letting the PCs mop up the Slave Lords. (In reality, there are several ways that a DM could restructure this final encounter so that the players aren’t run over by a train – but the module isn’t going to provide you with any guidance here.)

STRENGTHS & WEAKNESSES

A3: Assault on the Aerie of the Slave Lords has significant flaws.

First off, as I alluded above, the encounters here trigger all of my Absurdity Meters. The constant barrage of illogical contrivance in A3 renders the module essentially unplayable as written for me.

Second, as I mentioned above, there’s the railroad at the end of the adventure.

Finally, the Slave Lords simply don’t affect the course of the module at all. I have no sense of an “assault” on anything, because the entire module comes across as nothing more than a mediocre dungeon crawl. The title promises so much, and the adventure delivers so little!

So what does this module have going for it?

First off, the basic adventure structure is a good one: Find the hidden route through the caves of Drachensgrab, sneak through the Hidden City, and lay siege to the Aerie of the Slave Lords. As an outline, that sounds fantastic! (But, as the saying goes, the devil is in the details.)

Second, although both the caves and the catacombs are poorly done, the Hidden City portion of the adventure is very well done: There is a complete encounter key for the entire city (detailing every building), and the premise itself here is strong – even awe-inspiring. In playing the module, whenever a group of PCs emerges from the caves to see the Hidden City sprawled out beneath them, a moment of silence invariably settles over the group.

(The Hidden City also benefits from the inclusion of a Player’s Map.)

CONCLUSION

A1: Slave Pits of the Undercity and A2: Secret of the Slavers Stockade are both very strong modules, in need of little more than a minor clean-up job. A3: Assault on the Aerie of the Slave Lords, on the other hand, presents little more than a few good ideas – particularly when it comes to the first and third sections of the adventure.

That being said: The structure presented here is a good one. And the Hidden City material probably makes this a worthwhile purchase. You’re going to have to put in a lot of work to make this serviceable for your game table, but there’s enough raw material here that it’s going to make your job easier than working from scratch. For $5, that’s probably good enough to justify the purchase.

Style: 2
Substance: 3

Author: Allen Hammack
Publisher: Wizards of the Coast
Line: AD&D (ESD)
Price: $4.99 (ESD)
ISBN: 0-935696-27-X
Product Code: TSR9041
Pages: 30
Year Published: 1981

A3: Assault on the Aerie of the Slave Lords was one of the very first D&D modules I ever purchased, plucked out of the Used bin at Pinnacle Games in Rochester, MN. I pored over its pages and ran the dungeon section of the adventure many times, despite not having access to the rest of the A-series until several years later. (As a neophyte GM I could not wrap my head around how the underground city was supposed to work, although I sort of stumbled through it once.)

Next: A4 In the Dungeons of the Slave Lords

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

A2 Secret of the Slavers Stockade - TSR, Inc.

The best installment of the Slavers series of modules.

Originally Published March 16th, 2002

 This review builds on my review of A1: Slave Pits of the Undercity. It’s probably a good idea to read that review, located here, before reading this one.

The four modules in the A-series were written by four different creative teams. With A2: Secret of the Slavers Stockade Harold Johnson (along with Tom Moldvay) picked up where David Cook, who had written A1: Slave Pits of the Undercity left off.

CONCEPT

Warning: This review will contain spoilers for the A-series of modules. Players who may find themselves playing in these adventures should not read beyond this point.

At the end of A1: Slave Pits of the Undercity the PCs should’ve acquired a map. This map leads them to “an old fort lost in the midst of the Drachensgrab Hills.” A2: Secret of the Slavers Stockade picks up with the PCs standing outside of this fort, currently in use as a stockade for the humanoid slaver caravans.

The stockade is a guarded compound, and the adventure is designed with this in mind – in fact, the central concept of the adventure is that the PCs are laying siege. Although the adventure is compromised in this regard somewhat by its original status as a tournament adventure (the NPCs are just a little too static in their response to the PCs in my opinion), Johnson does succeed in presenting a gritty, dangerous, well-fortified fort. Getting in won’t be easy, getting out will be even tougher, and that’s the whole point.

A2: Secret of the Slavers Stockade also features a larger number of Slave Lords than A1 (which only had one): Markessa is the overseer of this fort, an extremely dangerous fighter and wizard who is currently engaged in various experiments involving human subjects. She is caught in a power struggle with Icar, the fort’s commander, and Blackthorn, a representative of the Slave Lords. They are accompanied by Executioner, Icar’s lieutenant, and Gulyet, Markessa’s assistant and apprentice.

WEAKNESSES

A2 shares many of the same general weaknesses as A1: The artwork and presentation is sub-par by modern standards, and some elements of the adventure don’t stand the test of time well. But, in comparison to A1, these weaknesses are also far less severe.

In fact, the only seriously debilitating element of the adventure, in my opinion, is a series of rooms inhabited by a madman pretending to be a ghost through a variety of parlor tricks: I simply can’t accept that a fort controlled by a powerful sorceress would put up a real ghost for long (let alone a fake one). A handful of similar, but less severe, flaws are also here – requiring some minor clean-up work. But these problems are not serious, and can be easily resolved (probably in less than a half hour of work). Unlike A1, I would be able to run Secret of the Slavers Stockade straight out of the box without having a bad taste in my mouth afterwards.

One change I would heartily suggest here: Take the defenses of the stockade up to the next level. The fort’s defenders could benefit from a bit more dynamism; and I would particularly like to see more involvement from the fort’s leaders in organizing, coordinating, and contributing to that defense.

ESD Note. The ESD currently available from Wizards has a flaw which the printed module lacks: Due to the poor quality of the scan, the map of the fort is practically illegible. Be prepared to do a fair bit of work trying to reconstruct the map key from the few legible clues which remain. Efforts to have Wizards correct this problem have been met with stony silence.

Note: This is no longer true of the current PDF copies available for sale.

STRENGTHS

A2: Secret of the Slavers Stockade is the strongest installment in the A-series. We’ll discuss the flaws of A3 and A4 in the next two reviews, but in comparing A2 to A1 the differences are clear: A2 is a larger module, giving you more in the way of sheer material; A2’s encounters are better designed and better conceived; and A2’s characters are more compelling and dynamic. (It’s at this point that you begin to understand why people talk about the Slave Lords as being villains of special quality.) The largest difference between the two modules, however, is simply one of execution: The average quality of material on A2’s page is higher than the average quality of material on A1’s page.

CONCLUSION

If you don’t like A2: Secret of the Slavers Stockade, then you’re probably not going to like the A-series as a whole. This is the best of the best, showcasing everything that sets the Slavers modules apart: A strong, well-defined concept, an excellent setting, memorable villains, and challenging encounters. This is classic D&D at its best.

Style: 2
Substance: 4

Author: Harold Johnson with Tom Moldvay
Publisher: TSR, Inc.
Price: $4.99
ISBN: 0-935696-26-1
Product Code: TSR9040
Pages: 42
Year Published: 1981

This was around the same time that I was designing adversary rosters. My desire for a more dynamic defense of the stockade was born from the same impulses, and with adversary rosters would now be trivially accomplished.

Next: A3 Assault on the Aerie of the Slave Lords

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.