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Heavy Gear: Tactical Space Support (Dream Pod 9)

Tactical Space Support is filled with a plethora of high-quality material – including two complete tactical systems – providing a breadth and depth of coverage that make this an invaluable resource for any campaign that gets within spitting distance of orbital velocity.

Review Originally Published in Games Unplugged Webzine – June 16th, 2000
Republished at RPGnet – May 22nd, 2001

The title is Tactical Space Support, but make no mistake: This book provides as much support, if not more, for a roleplayer as it does for a tactical Heavy Gear player.

In the fashion which their fans have become quite accustomed to, the Podsters have crammed more material into this slim, 96-page volume than most publishers include in massively oversized tomes. The short list: A history of space travel in the Heavy Gear universe; campaign background material; coverage of hardware, spacecraft, outposts, and space life; along with a vehicle compendium of specific vehicles – all discussed with a depth of understanding and breadth of coverage that makes this book absolutely invaluable for a Heavy Gear campaign which gets within even spitting distance of orbital velocity.

In addition to all this, roleplayers will find adventure seeds and NPC archetypes, plus expanded rules covering common space hazards — such as lack of atmosphere, effects of gravity, and exposure to radiation. In constructing these rules Vézina, the author, demonstrates what good game design is all about: A wealth of scientific research is boiled down to a set of formulas simple enough to be used at the gaming table, while still bringing with them all the reality you need.

The tactical player, on the other hand, will find two complete tactical systems, along with expansions for the VDS (Vehicle Design System) and additions to the standard Heavy Gear tactical game. Both of the new tactical systems use the core of the Silhouette system, but in a radically different way than a standard tactical game. The first, and primary, space tactical system abstracts the entire process – eliminating hex maps and miniatures altogether. This is due to the nature of space combat in the Heavy Gear universe, where secrecy, stealth, and first strike capability are of key importance. The second system is optimized for simulating a lightning strike combat situation – where two fleets pass each other at extremely high velocities and the entire combat lasts for a few fractions of a second.

Unfortunately, a couple of problems with recent Dream Pod 9 releases also crops up here: Specifically, a continuing fight with typos and copy-editing errors and the decreasing size of the average Pod release (from 112 or 128 pages down to 96 pages over the past year). In the former case, I am happy to report, the battle is obviously being won – Tactical Space Support is (almost) typo-free. The latter, however, makes its presence keenly felt in the total absence of tactical scenarios, and the shallowness of some of the other game-oriented resources (only four adventure seeds and NPC archetypes, for example). These slimmer books are still high quality products, and well worth the price of admission, but those dozen or two dozen pages make all the difference between a product being sublime and merely excellent.

While bearing some reservations in mind, there can still be only one verdict where Tactical Space Support is concerned: This is a fantastic book. If you have any intention of taking your Heavy Gear campaign to the stars, then you’d be making a serious mistake to pass this one up.

Grade: A-

Writers: Marc-Alexandre Vézina
Publisher: Dream Pod 9
Price: $18.95
Page Count: 96
ISBN: 1-896776-68-X

In 2001, I used RPGnet to archive a review which was no longer available on Games Unplugged’s website. Now here I am, finding new ways to archive it and make it available. It seems that much of a writer’s life — and perhaps any artist’s life — is finding new ways to enshrine and distribute their work.

I think I was a little too kind with my grading on this one. Or, rather, I was grading on a curve reflective of the other reviews appearing in Games Unplugged at the time. Proper scenario support feels really essential for novel mechanics/structures like this, and its absence here probably drops the book down to a B in my own grading scheme.

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

Heavy Gear - Black Talon: Mission to Caprice

Review Originally Published in Games Unplugged (July 2000)
Republished at RPGNet – May 22nd, 2001

Heavy Gear is headed for the stars.

Activision’s Heavy Gear II computer game focuses upon the trial by fire of the 1st Black Talons, the inaugural squadron of a new Terranovan fighting force designed to take the fight against the Terran aggressors back to Caprice. The Black Talon Field Guide, designed as a companion to this game, serves as a massive campaign resource for setting your own Heavy Gear games within the auspices of the expanding Black Talon program, or the wider struggle against Earth as a whole. The book is more than capable of standing on its own, but will be strengthened for some campaigns with the use of Tactical Space Support (detailing specialized rules for space combat) and Life on Caprice (the core sourcebook describing the planet of primary operations for the Black Talon program).

The only serious weakness of this book is a slight confusion over the time period when the material is set – the book is primarily presented as taking place after the events of the Heavy Gear II computer game, but some sections of the book instead seem to slip back to a time period just before the first Black Talon mission was launched. This is combined with numerous instances of copyediting errors and typos, which continue to make their debilitating presence felt in Dream Pod 9 products.

But these minor flaws are far outweighed by the sheer wealth of material which is present here. Some sections of the text will be familiar to veteran Heavy Gear players (but this is to be expected since the book is designed for new players brought to Heavy Gear by the computer game), but even they will be able to wade hip-deep in this one. When you can turn the page of a roleplaying supplement and say, “My god, there’s more?!” you know you’ve got a winner. This one’s a winner.

Grade: A

Writers: Marc-Alexandre Vezina
Publisher: Dream Pod 9
Price: $20.95
Page Count: 128
ISBN: 1-896776-63-9

This review is shorter than my typical reviews because it was written as a non-featured review for Games Unplugged magazine and I was writing for a very specific word count. One of the interesting things about GU reviews is that they would publish short recap versions of the review in subsequent issues, providing a much larger wealth of information in each issue. These recaps were written by the original review authors. Here’s the one I wrote for this review:

Recap: Heavy Gear is headed for the stars. The Black Talon Field Guide, serving as a companion to Activision’s Heavy Gear II computer game, serves as a massive campaign resource for setting your own Heavy Gear campaign within the auspices of the expanding Black Talon program. A sheer wealth of material makes this a highly desirable book for neophytes and veteran players alike.

I found that the recaps were an art in themselves: How to capture the key points in a VERY limited space, while still being a comprehensible to new readers.

Revisiting these older reviews really makes me want to run all the Heavy Gear campaigns I never got a chance to when I was younger.

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

Ex-RPGNet Review: D&D Gazetteer

January 14th, 2026

D&D Gazetteer (2000)

Review Originally Published May 22nd, 2001

Every so often I read an RPG supplement and I just can’t figure out what was going through the head of the editor who green-lighted it. This is one of those books.

The D&D Gazetteer is, essentially, a 32 page excerpt from the Living Greyhawk Gazetteer which was released several weeks prior to the Living Greyhawk Gazetteer.. And I mean that literally: Every last scrap of information to be found in the D&D Gazetteer is to be found in the Living Greyhawk Gazetteer. Every last bit. Honest. Scout’s honor. (Would I lie to you?)

So the question which ran through my mind as I sat down to review this product was simple: Why would you release two products with the exact same information in them?

To get an answer I went to Ryan Dancey (a VP at WotC who was previously in charge of the D&D product line), and his answer was simple: There is a segment of the D&D market which doesn’t want fully developed campaign worlds: They want a gazetteer-style product which just briefly covers the highlight of a campaign world – something which gives them a common gaming environment, but also lets them fill in the details.

Okay, I can buy that. Sort of. It still leaves questions in my mind as to why the confusingly similar names were used for the two products (especially since the Living Greyhawk Gazetteer isn’t, strictly speaking, a gazetteer), not to mention the release schedule which seemed to scream “we’re trying to rip people off who aren’t following our upcoming release schedule like a hawk” (since the unwary consumer would most likely pick up the D&D Gazetteer without realizing that the much more complete Living Greyhawk Gazetteer was coming).

But I can buy it. So, if you’re one of those people who prefer a less-developed campaign world, this is the book you want – not the Living Greyhawk Gazetteer.

So what is this, anyway?

Well, as most of you probably already know, Greyhawk is – arguably – the original D&D campaign setting; designed and developed by Gary Gygax himself and originally released in a product with a very similar format to the D&D Gazetteer itself. During the last years of TSR, however, Greyhawk – which had been steadily losing ground to the extremely popular Forgotten Realms setting – was canceled. When WotC bought out TSR, however, one of the first things they did was announce the return of “the original campaign” and, with the release of Third Edition, Greyhawk was made the de facto standard of the D&D game once more.

The D&D Gazetteer is a 32 page pamphlet which, basically, serves as a broad introduction to Greyhawk – a campaign world with nearly three decades of development behind it: The history of the world is covered in broad strokes; the significant stats of the major kingdoms are given and they are briefly described (an average of three paragraphs or so is devoted to each); major geographical forms are detailed; and major power groups are given a similarly distilled treatment. A full-color map of the world is also included. All of this is done extremely well.

In other words, the D&D Gazetteer does exactly what it’s supposed to do. I just don’t have that much confidence that a large segment of the market really has a desire for what it’s doing. I, personally, would be happier with the Living Greyhawk Gazetteer – but your mileage may vary.

One thing I have considered doing with the Gazetteer, however, is using it as a player resource. My read-through of the material here didn’t turn up any deep, dark secrets of the world which I wouldn’t be comfortable with my players knowing – and the low price point would make it comparatively easy for me to pick a copy up for all my players (or for them to pick one up for themselves). As a result, the D&D Gazetteer could, essentially, serve as  “player’s guide” to Greyhawk – although you might want to preview the material yourself before okaying it for your own campaign.

Writers: Gary Hollan, Erik Mona, Sean Reynolds, Frederick Weining, Skip Williams, Ed Stark
Publisher: Wizards of the Coast
Price: $9.95
Page Count: 32
ISBN: 0-7869-1742-3
Product Code: TSR11742

I remain confused about the decision to publish both a D&D Gazetteer and D&D Living Greyhawk Gazetteer just a few weeks apart. It actually kind of echoes my confusion with Wizards’ release schedule at the tail end of 2025, when they released two different starter sets a few weeks apart, followed by two different campaign settings in back-to-back months.

I remember even in response to this review there were people saying stuff like, “Wait… this ISN’T the Living Greyhawk Gazetteer?” and, “There’s two of them?!”

I also found the decision to make Greyhawk the “official” setting of D&D 3rd Edition, but then only releasing a single setting supplement (or, I guess two setting supplements) to be a weird one. The official explanation, if I recall correctly, alternated between “this way the DM can feel like it’s a setting they can do anything they want with” and “we’re leaving it for organized play to use,” which were basically diametrically opposed. Ultimately, I’m guessing there was just some weird internal politicking going on as a result of Dancey’s decision to ruthlessly (albeit necessarily) slash the number of D&D settings that were being published, and these weird product decisions were the result.

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

A Knight's Tale

Review Originally Published May 21st, 2001

One of the first scenes in A Knight’s Tale is that of a crowd chanting and stomping their feet to Queen’s We Will Rock You while watching a medieval jousting tournament. Throughout the film – telling the story of a young peasant who dons armor and competes as a knight while falling in love with a princess – rock music will appear again and again, along with other anachronistic elements such as: Geoffrey Chaucer using WWF-style language while acting as the knight’s herald; a medieval dance which transforms itself into a dance party; and a host of modern colloquialisms.

When I was leaving the theater, I heard the couple behind me utter the following:

Girl: I liked it.
Boy: Yeah, but the music wrecked it.
Girl: Yeah.

These two people, my friends, are idiots. The music in A Knight’s Tale does not ruin the movie. To the contrary, the music saves it.

Let’s get one thing straight: From a certain point of view, A Knight’s Tale is cliched, trite, and predictable. From the moment you see the previews you already know everything which is going to happen in this film: The main character is going to succeed brilliantly as a knight, he’s going to win the heart of the princess, the bad guy is going to get beaten, and there’s going to be a happy ending.

End of story. Done deal.

But the minute that crowd starts stamping its feet and chanting We Will Rock You something magical happens: A Knight’s Tale imbues itself with what I can only describe as an ineffable energy – an excitement which permeates every performance, every scene, every moment.

Perhaps the only analogy that really suits is that of the roller coaster: Before you ever get on the roller coaster you know exactly what’s going to happen – you’re going to go up, you’re going to go down (really fast), you’ll probably do a couple of loop-de-loops, and then you’ll end up right back where you started. But you still get on the roller coaster because the ride is fun

The ride in A Knight’s Tale is fun. Sure, you know where you are every step of the way. “Oh,” you say, “This is the scene where the handsome young knight makes a fool of himself in front of the princess, and she is bemused.” Or: “This is the scene where the villain establishes himself as superbly talented, but cruel and heartless.” But at the same time you’re enjoying yourself.

The real key here is that A Knight’s Tale isn’t trying to fool anybody. We Will Rock You is, quite simply, the filmmaker’s way of saying: “Look, you know and I know you’ve seen this plot a dozen times. But, look, I’m not taking myself too seriously here. Kick back, relax, and let’s have fun, okay?”

The couple behind me probably thought this movie was historically accurate except for the bizarre musical numbers. This movie ain’t for them – they don’t get the joke.

And, of course, most of use have already heard from the historians who are so tightly wound up that Shakespeare in Love gave them a aneurysm. This movie ain’t for them, either – they couldn’t get a joke if it can labeled with a disclaimer.

This movie is for people like you and me, who can kick back and enjoy something on its own terms. For us, this movie is pure fun. So go grab yourself a ticket, a bucket of popcorn, and a large soda.

Style: 4
Substance: 4

Director: Brian Helgeland
Writer: Brian Helgeland
Distributor: Sony Pictures

A Knight’s Tale is like a fine wine: Every time you come back to it, you can savor it in new ways.

This movie review came out of the same gestalt as my previous review of The Mummy Returns: I was moving a forum discussion into a review. At the time I considered doing more of these film reviews for RPGNet, but I ended up drifting away from them instead. Checking the Reviews page, it looks like it’s been a hot minute since I did a movie review here at the Alexandrian, too.

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

The Mortality of Green - Troll Lord Games

An excellent overland adventure, organized to make the GM’s task simple and the player’s experience memorable.

Original Review Posted May 21st, 2001

Before WotC’s OGL and D20 trademark license came along and allowed them to release products like A Lion in the Ropes and The Malady of Kings, Troll Lord Games was producing generic fantasy adventures. As with many products of their kind, the production values on these generic modules were weak. But in the case of Troll Lord, the modules were cheap enough to match those production values ($5), and the content itself was highly memorable (if sometimes in need of some fix-up work). These modules are now being updated to D20 (check out their website), and are – I think – worthy of your attention.

PLOT

Warning: This review will contain spoilers for The Mortality of Green. Players who may find themselves playing in this adventure should not read beyond this point.

One of these modules was (and is) The Mortality of Green by Stephen Chenault. Set within the Darkenfold Forest, The Mortality of Green focuses upon the Druidic Council’s efforts to recover the forest from the evil which has long possessed it. Although the task will be long and arduous, the Council is attempting to offer the denizens of Darkenfold hope by having Cornelius the White carry a sapling of the Great Tree to the woodsmen of Rangers Knot, who will plant it in a secret grove whose ground shall be sanctified. In turn, the grove (and sapling) will begin to heal the Darkenfold.

Unfortunately, deep within the forest lives a sentient tree named Gristlebones. Gristlebones is twisted, old, and corrupt. He sends one of his allies – Quagmire the Troll – to intercept Cornelius and steal the sapling. Which Quagmire does.

Enter the PCs, who stumble across the dying Cornelius – who attempts to extract an oath to recover the sapling and fulfill his failed mission. The PCs’ attempt to fulfill this oath will lead them throughout the Darkenfold as they seek to catch Quagmire before he can deliver the sapling to Gristlebones, who will corrupt its powerful magic for his own purposes.

STRENGTHS

When I was first being exposed to the adventures being produced by Troll Lord Games, I was immediately struck by the extremely memorable environments in which they were being set. All of them take place within the After Winter Dark campaign setting (which I have reviewed elsewhere on RPGNet). Despite this, however, their unique – and compelling – elements are still presented in a fashion which allows them to be inserted seamlessly into any sufficiently generic campaign world.

The Mortality of the Green, of course, is no exception to this. Stephen Chenault is very careful to present the Darkenfold in such a way that it is not simply rendered into the meaningless background noise of the stereotypical “evil forest”. The Darkenfold is given a specific character, history, and geography – playing upon familiar fantasy themes, but establishing itself as something memorable unto itself.

With his setting established, Chenault then proceeds to develop upon it an excellent overland adventure. As a general rule, I find that overland adventures generally have problems. Unlike a standard dungeon, the players are not tightly confined to a set of stone rooms – and, as a result, it’s all too easy for the PCs to simply start missing things. On the other hand, unlike scene-act structure, the overland adventure has a certain assumption of self-direction. The Mortality of the Green is also a chase adventure – in which the PCs are expected to track someone down. This provided yet another opportunity for the adventure to fall flat, because its all too easy to fall into the trap of designing such an adventure so that the entire thing will derail in the DM’s hands if a single tracking die roll (for example) is missed.

Fortunately, Chenault avoids the pitfalls – and the result renders the DM’s task simple, and the player’s experience memorable: The necessary possibilities are covered, the adventure responds with changing dynamics to the actions of the PCs, and the entirety is kept simple enough to be easily played.

Style: 3
Substance: 4

Author: Stephen Chenault
Publisher: Troll Lord Games
Line: D20
Price: $5.00
ISBN: 0-9702397-1-8
Product Code: TLG1101
Pages: 22

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

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