I really enjoy my minis for Fantasy RPGs.
I also enjoy them for Supers games, I just don't have as many.
I do have some HeroClix. Ok, I have (or rather had) 2.
I stopped by my favorite local game store and saw they had some new ones, so I bought one.
Guess what I got?
A Justice League Dark Zatanna! I was hoping for this but really did not expect it.
She looks cool next to my classic Zatanna.
And Raven. That is all three of the HeroClix I own. I just need the other Zatanna one.
They look pretty cool next to my Little Witches and Lego Witch.
Saturday, September 1, 2012
Friday, August 31, 2012
D&D Zombies vs. The Walking/Running Dead
"Zombies are the new Vampires" - True Blood
Zombies are a great threat for lower level characters in any version of D&D. They can be deadly in groups, but are slow. They are affected by all the same magics other undead are, so Clerical turning or Radiant Powers really get to ..er...shine.
The trouble is that D&D-style zombies are stuck in in a old modality of just being undead shamblers. Think Shaggy from Scooby-Doo only more dead.
Zombies in the game All Flesh Must Be Eaten by Eden Studios are much more deadly and their bite is lethal, just not right away. Plus there are all sorts of Zombies in AFMBE including what we now call "quick" or ""fast" zombies.
Of course the question has been and will be asked again, "why not just use Ghouls?". Well simply put Ghouls are eaters of the dead. If thought about I'd add subtle demonic influences to them as well to reflect the Ghoul/Ghul relationship.
Improved Zombies
Let's take a page from modern interpretations via AFMBE and define a few new zombies. Instead of full blown stat blocks, I'll just talk about how to make changes to your current game's Zombie. Let's assume a couple of basics. First, Zombies have no intelligence, they are slow, attack last in any round and had HD roughly equal to twice a normal human (so 2 HD in older games). XP awarded for these needs to recalulated up.
The Hungry Dead
This zombies appear to be most like Ghouls. Their stats are the same as a regular zombie but once they kill a victim they begin to eat it. They turn as if they were one slot higher ("Ghoul" for older games).
Plague Zombies
These might be the scariest of all. They do not appear to be any different than a regular Zombie until they bite a victim. Then the differences are more apparent. They look and act like The Hungry Dead, but their bite spreads the zombie infection. Anyone that is bitten (a roll of a Natural 20) becomes infected and will become a mindless zombie in 1d6 rounds. They can be healed by a cure disease, but once dead they are dead forever. These zombies typically have twice the HD as their counterparts.
The Fast Dead
These zombies also appear as normal, until the move. These are no shamblers, these zombies know the value of running. They have an effective Dexterity of 16 and can attack normally (not last).
Alchemical Zombie
Stats-wise this is the same as any other zombie. The difference lie in how the zombie was made. The alchemical zombie comes for a vat of foul smelling liquids produced by an alchemist and not a necromancer. These zombies can not be turned.
These types can also be combined, so a Fast Plauge Zombie or a Hungry Alchemical zombie is possible.
Zombies are a great threat for lower level characters in any version of D&D. They can be deadly in groups, but are slow. They are affected by all the same magics other undead are, so Clerical turning or Radiant Powers really get to ..er...shine.
The trouble is that D&D-style zombies are stuck in in a old modality of just being undead shamblers. Think Shaggy from Scooby-Doo only more dead.
Zombies in the game All Flesh Must Be Eaten by Eden Studios are much more deadly and their bite is lethal, just not right away. Plus there are all sorts of Zombies in AFMBE including what we now call "quick" or ""fast" zombies.
Of course the question has been and will be asked again, "why not just use Ghouls?". Well simply put Ghouls are eaters of the dead. If thought about I'd add subtle demonic influences to them as well to reflect the Ghoul/Ghul relationship.
Improved Zombies
Let's take a page from modern interpretations via AFMBE and define a few new zombies. Instead of full blown stat blocks, I'll just talk about how to make changes to your current game's Zombie. Let's assume a couple of basics. First, Zombies have no intelligence, they are slow, attack last in any round and had HD roughly equal to twice a normal human (so 2 HD in older games). XP awarded for these needs to recalulated up.
The Hungry Dead
This zombies appear to be most like Ghouls. Their stats are the same as a regular zombie but once they kill a victim they begin to eat it. They turn as if they were one slot higher ("Ghoul" for older games).
Plague Zombies
These might be the scariest of all. They do not appear to be any different than a regular Zombie until they bite a victim. Then the differences are more apparent. They look and act like The Hungry Dead, but their bite spreads the zombie infection. Anyone that is bitten (a roll of a Natural 20) becomes infected and will become a mindless zombie in 1d6 rounds. They can be healed by a cure disease, but once dead they are dead forever. These zombies typically have twice the HD as their counterparts.
The Fast Dead
These zombies also appear as normal, until the move. These are no shamblers, these zombies know the value of running. They have an effective Dexterity of 16 and can attack normally (not last).
Alchemical Zombie
Stats-wise this is the same as any other zombie. The difference lie in how the zombie was made. The alchemical zombie comes for a vat of foul smelling liquids produced by an alchemist and not a necromancer. These zombies can not be turned.
These types can also be combined, so a Fast Plauge Zombie or a Hungry Alchemical zombie is possible.
Thursday, August 30, 2012
I Hate Myself for Loving You
Interesting article up on the whole Graz'zt/Iggwilv love affair.
http://www.wizards.com/DnD/Article.aspx?x=dnd/dra/201208history#82019
Rule specific material is minor and can be adapted to any version of the game. I am going to use this with my 1st ed game in fact.
As can be expected I like Iggwilv. To my knowledge no one has ever penned her "biography" in full, but it would make for a good read I think. Raised by Baba Yaga, infiltrating the Circle of Eight, her years with Graz'zt as master, lover, prisoner and bitter rival. The authoring of the Demonomicon. The Rise and Fall of the Witch Queen.
Iggwilv is a great villain not because she is evil (though she is that) it is because she lack any moral compass whatsoever. If she needs a tome of magic and entire village stands between her then she had no issues burning it down to the ground. It isn't because she doesn't care, it because she has no concept that anyone other than herself matters.
I am sure she is going to play some role in my 3.x and 1st ed games.
http://www.wizards.com/DnD/Article.aspx?x=dnd/dra/201208history#82019
Rule specific material is minor and can be adapted to any version of the game. I am going to use this with my 1st ed game in fact.
As can be expected I like Iggwilv. To my knowledge no one has ever penned her "biography" in full, but it would make for a good read I think. Raised by Baba Yaga, infiltrating the Circle of Eight, her years with Graz'zt as master, lover, prisoner and bitter rival. The authoring of the Demonomicon. The Rise and Fall of the Witch Queen.
Iggwilv is a great villain not because she is evil (though she is that) it is because she lack any moral compass whatsoever. If she needs a tome of magic and entire village stands between her then she had no issues burning it down to the ground. It isn't because she doesn't care, it because she has no concept that anyone other than herself matters.
I am sure she is going to play some role in my 3.x and 1st ed games.
Wednesday, August 29, 2012
Not to sound like a broken record...
But there are a couple of Kickstarters worth having another look at.
First is the D&D Documentary
http://www.kickstarter.com/projects/andrewpascal/dungeons-and-dragons-a-documentary
18 days to go and still more than 100k to make.
You funding other games, show this one some love too!
Band of Zombies for All Flesh Must Be Eaten has just under 2 hours left.
http://www.kickstarter.com/projects/1801360072/all-flesh-must-be-eaten-rpg-band-of-zombies-source
The stretch goals make this one worth some of your attention. And money.
First is the D&D Documentary
http://www.kickstarter.com/projects/andrewpascal/dungeons-and-dragons-a-documentary
18 days to go and still more than 100k to make.
You funding other games, show this one some love too!
Band of Zombies for All Flesh Must Be Eaten has just under 2 hours left.
http://www.kickstarter.com/projects/1801360072/all-flesh-must-be-eaten-rpg-band-of-zombies-source
The stretch goals make this one worth some of your attention. And money.
White Dwarf Wednesday #29
February/March 1982. England sends over Iron Maiden as Number of the Beast is released in the US and White Dwarf #29 hits the stands.
For this issue's cover we are treated to two dragons fighting. It's a very nice cover and shows how the production values are going up for WD.
Ian Livingstone gives us a little background on why White Dwarf is called White Dwarf. Simply because the White Dwarf has special meanings in both SciFi and Fantasy gaming. A small dense star and a small dense humanoid (I am kidding). The last issue he asked people to send in their most wanted themes for future role-playing games. It generated an all time low of responses, which he took as maybe people have what they want. The largest number of requests they did get was Private Eyes.
Paul Vemon is up first with some guidelines with Designing a Quasi-Medieval Society for D&D. Part 1, the Economy - Workers and Craftsmen. This was part of the new wave of gamers who wanted to add more realism to their games. In Dragon we get long articles on the physics of falling damage. This is at least easier to read (though for the record I loved those physics and falling damage articles). There is a lot here and all of it can still be used today.
Next up is the start of a series from Oliver Dickinson. "Lucky Eddi" details the adventures of the titular character in a Runequest universe. For years I never read the stories (I am not much for reading gaming fiction in WD or Dragon) so I thought Lucky Eddi referred to the woman in the art. Not so much.
We have reviews from Open Box. The Fifth Frontier War a game from the Traveller Universe. It gets an 8/10 but it also got something from me; loss of my joy of Traveller. Not this game in particular, but all these near-universe games for Traveller. I felt it was too much and there was no way I was going to collect or learn about all of it. So I ended up not playing Traveller. Adding to this is SORAG, a supplement for Traveller. It gets 9/10 and almost gets a 10/10 but falls down due to what amount to editorial issues. Barbarian Prince is a new mini-game that gets an 8/10. Though what get my attention is what got it back then. There is a game to play Elric in the form of Chasosium's Stormbringer. It only gets a 7/10, but I thought it was much better than that.
Starbase gives us the Mudskipper a multi-terrain vehicle for Traveller. I often used articles like this for Star Frontiers. I am sure I had this one too. It looks too familiar.
I have a basic rule in my games. Unless I am playing Doctor Who, no time travel. There is no time-hopping magic in D&D in my games and none in my sci-fi ones. So what do we have here from Marcus Rowland? "This Is, Of Course, Impossible: Time Travel in AD&D". Shit.
Well the article is long, but good and has some great ideas. I might not ever allow time travel, but I use alternate time lines and parallel worlds all the time.
Going back to Traveller, we have a scenario for 2-8 players called Weed War. I looks interesting enough, but I am so far removed from my Traveller days that I have little else I can say about it.
Character Conjuring has Grey and Sylvan elves as character races from Roger E. Morre years before they appear in Unearthed Aracna. Bob Lock also has stats for Brownie characters.
Fiend Folio has some desert monsters this issue including the Giant SAndcrab, Anubi, Kail, Shim-shari and the Argorian Wormkin. They seem fine and would be a nice change up for a desert based adventure. Of note we still have Monstermark scores.
Lew Pulsipher is back and as usual his article is something that interests me right away. Amulets & Talismans are discussed including how they are made. I have gone over similar ground, but I made talismans the weaker of the two. He has them much stronger. In any case there is still a lot of good stuff here.
The rest is ads, but there is a cool Judges Guild ad in back.
A solid, but not spectacular issue. I suppose if you were playing Traveller back then there would have been a lot of gold here. Stylistically the magazine still looks like it did at the beginning of the 80s. Though that is all going to change soon enough.
For this issue's cover we are treated to two dragons fighting. It's a very nice cover and shows how the production values are going up for WD.
Ian Livingstone gives us a little background on why White Dwarf is called White Dwarf. Simply because the White Dwarf has special meanings in both SciFi and Fantasy gaming. A small dense star and a small dense humanoid (I am kidding). The last issue he asked people to send in their most wanted themes for future role-playing games. It generated an all time low of responses, which he took as maybe people have what they want. The largest number of requests they did get was Private Eyes.
Paul Vemon is up first with some guidelines with Designing a Quasi-Medieval Society for D&D. Part 1, the Economy - Workers and Craftsmen. This was part of the new wave of gamers who wanted to add more realism to their games. In Dragon we get long articles on the physics of falling damage. This is at least easier to read (though for the record I loved those physics and falling damage articles). There is a lot here and all of it can still be used today.
Next up is the start of a series from Oliver Dickinson. "Lucky Eddi" details the adventures of the titular character in a Runequest universe. For years I never read the stories (I am not much for reading gaming fiction in WD or Dragon) so I thought Lucky Eddi referred to the woman in the art. Not so much.
We have reviews from Open Box. The Fifth Frontier War a game from the Traveller Universe. It gets an 8/10 but it also got something from me; loss of my joy of Traveller. Not this game in particular, but all these near-universe games for Traveller. I felt it was too much and there was no way I was going to collect or learn about all of it. So I ended up not playing Traveller. Adding to this is SORAG, a supplement for Traveller. It gets 9/10 and almost gets a 10/10 but falls down due to what amount to editorial issues. Barbarian Prince is a new mini-game that gets an 8/10. Though what get my attention is what got it back then. There is a game to play Elric in the form of Chasosium's Stormbringer. It only gets a 7/10, but I thought it was much better than that.
Starbase gives us the Mudskipper a multi-terrain vehicle for Traveller. I often used articles like this for Star Frontiers. I am sure I had this one too. It looks too familiar.
I have a basic rule in my games. Unless I am playing Doctor Who, no time travel. There is no time-hopping magic in D&D in my games and none in my sci-fi ones. So what do we have here from Marcus Rowland? "This Is, Of Course, Impossible: Time Travel in AD&D". Shit.
Well the article is long, but good and has some great ideas. I might not ever allow time travel, but I use alternate time lines and parallel worlds all the time.
Going back to Traveller, we have a scenario for 2-8 players called Weed War. I looks interesting enough, but I am so far removed from my Traveller days that I have little else I can say about it.
Character Conjuring has Grey and Sylvan elves as character races from Roger E. Morre years before they appear in Unearthed Aracna. Bob Lock also has stats for Brownie characters.
Fiend Folio has some desert monsters this issue including the Giant SAndcrab, Anubi, Kail, Shim-shari and the Argorian Wormkin. They seem fine and would be a nice change up for a desert based adventure. Of note we still have Monstermark scores.
Lew Pulsipher is back and as usual his article is something that interests me right away. Amulets & Talismans are discussed including how they are made. I have gone over similar ground, but I made talismans the weaker of the two. He has them much stronger. In any case there is still a lot of good stuff here.
The rest is ads, but there is a cool Judges Guild ad in back.
A solid, but not spectacular issue. I suppose if you were playing Traveller back then there would have been a lot of gold here. Stylistically the magazine still looks like it did at the beginning of the 80s. Though that is all going to change soon enough.
Tuesday, August 28, 2012
Review: The Secret Fire
The Secret Fire came out to much hoopla and goings on last year.
I have always meant to review it, but never sat down to do it. Now, depending on my mood I go back and forth between this being a great homage to old-school play and even to Gygax himself to it being a fantasy heart-breaker with delusions of godhood. It will be interesting to see where I am by the end of this review.
Like I mentioned above The Secret Fire came out to much hoopla last year before Gen Con with this whole campaign blitz on how it was going to change role-playing and how it was going to be the biggest thing since D&D. I talked a bit about that around Gen Con back when it had changed it's name from Legends & Labyrinths to The Secret Fire. http://timbrannan.blogspot.com/2011/08/what-is-secret-fire.html
Of course give yourself some credit if you get the reference correct.
It didn't quite set the world on fire. Secret or otherwise.
But I can't blame the author, George R. Strayton (also the screenwriter for the Dragonlance animated movie and some episodes of Xena), for being excited. I would, and have, done the same.
One thing I am going to give the Secret Fire right now. It has style. The art is not fantastic and the formatting is a bit odd, but I enjoy looking at this book.
Forward and Introduction
Ok this part is cool, if maybe a touch corny. Learning to play D&D on Halloween 1979. Sure that sounds cool and I don't doubt it, but if that were true for me I might not say that because so many wouldn't believe. But that is not the point here. I know this, that kid learning to play D&D on Halloween would have loved the hell out of TSF. Oh. I gave the game a freebie now I need to take one away. Look I know this game is important to the author but reading THE SECRET FIRETM all the time is really annoying.
All that aside, I like this part. Why? Cause Strayton deep down is a kid that loves to play D&D and this is his 300+ page love letter to it. I like that he wants you play normal folk that could get killed, I like that he was "stuck with the dwarf" back then. If this is his mission statement then I am all aboard with it.
PART 1
Quotes from Gary Gygax are good. Quotes from Gail Gygax advertising your game, not so much. One more point given, one more taken away.
Part 1 is your typically "what is role-playing chapter but also some descriptions of what makes TSF different. I am torn on this one. While I like that this is not the kindergarten discussion on what is role-playing and what do you do, there also seems to be a lot back-patting here. TSF does this better and TSF does this... great, but tell me that in the game sections. BUT....I also often lament that we don't see enough of what makes Game X different than Game Y. If he makes good on these promises then we should be ok.
PART 2
Character creation. The classes, or callings, are pretty straightforward; cleric, warrior, thief and wizard. The big four really. They have some neat features. Levels only go to 10 and you know what, I kinda like that. The races are also the common four, Dwarf, Elf, Human and Halfling. I would have liked to see some more, but there are some neat twists to the races. Tables of what the races do, like Many Dwarfs...(roll a 1d20) and Some Dwarfs... (roll a 1d20), that is kinda cool really. Easily added to any sort of D&D-like game.
Instead of hitpoints we have wound levels, similar to some damage track systems I have seen. I like how damage effects movement and combat. Again, nothing revolutionary here, but still nice.
There is a random table of personality traits as well. I am sure would like this, but I prefer to figure out my character's personality in the playing, not the the rolling.
PART 3
This is the chapter on character Trademarks. They act like qualities/perks/drawbacks from other games. Interesting. Given the amount you can get I would have liked to have seen more, but this is a good list.
PART 4
Your weapons and equipment chapter.
PART 5
Energy Points are discussed here and are used to power "Special Effects". In a way they work a bit like Drama, Hero or Fate points. While like like these kinds of mechanics, they are not really "old-school" since they allow the player more control over the dice. While a plus in some respects I think the old-school purists will dislike it.
PARTS 6 & 7
Details the Elder Gods and prayers respectively. Prayers are of course the spells that Holy-men can use.
PART 8
Details the spells in the game. Like the Prayers, there are a lot of unique sounding names for some familiar looking spells. I like that. "Read Languages" sounds dull, but "Comprehend Texts (The Great Unknown)" sounds so much more...eldritch.
PART 9
Details the skills characters can have. The advice listed is that most time the character succeeding or failing should be obvious. This chapter should only aid in the cases where success is uncertain.
Skills are a roll-under mechanic compared to the necessary ability. The listed skills modify these dice rolls (3d6 to 7d6).
PART 10
Details adventuring. Not a bad chapter, but mostly narrative.
PART 11
This chapter details Engagements or what if typically called combat.
PART 12
Scenario Design. Lots of advice and random tables to stock your dungeons.
PART 13
Is monsters. The stat blocks look pretty familiar and would not be difficult at all to add to any other game.
PART 14
Treasure. What I liked most here was the creating Talismans. I have done talismans as well and they are a little different here than mine, but still fun. Like the spells there are a lot of unique items here. If you need to spice up your magic items, then this is a good place to start.
PART 15
Details the world. Not a lot of detail mind you, but enough to keep you busy.
PART 16
Deals with level advancement. How to do it, what to do about it and the like.
PART 17
Is an adventure, the Dungeons of Madness.
There are also a few Appencies, including a combat chart, links to the Gygax Memorial Fund, and a bit on why the game was made AND, interestingly enough, an alternate XP point award table to things the players can do outside of the game. I have done this with my kids to great effect.
The Appendix D, or suggested reading does come of as a bit pretentious. But...these are all in fact good books.
Bottom line
Again, this game didn't, and probably won't, set the world on fire. BUT there is a lot of cool things here that can be easily added to a D&D, S&W, ACKS or B/X Companion game.
It is easy to see what the author is trying to do here. I get it. I think the game though comes off a little like D&D + Fate.
I will also add that TSF character sheet is one of the coolest ones I have seen. It, like the game, as a sense of style I really like. Another point in favor of this game, the website for the game is full of all sorts of goodies. http://www.secretfiregames.com/
I guess in the end I would give it 4 out of 5 stars and use it as a kick-ass resource. It is a good enough game by itself, but I plan on using it as an add-on.
I have always meant to review it, but never sat down to do it. Now, depending on my mood I go back and forth between this being a great homage to old-school play and even to Gygax himself to it being a fantasy heart-breaker with delusions of godhood. It will be interesting to see where I am by the end of this review.
Like I mentioned above The Secret Fire came out to much hoopla last year before Gen Con with this whole campaign blitz on how it was going to change role-playing and how it was going to be the biggest thing since D&D. I talked a bit about that around Gen Con back when it had changed it's name from Legends & Labyrinths to The Secret Fire. http://timbrannan.blogspot.com/2011/08/what-is-secret-fire.html
Of course give yourself some credit if you get the reference correct.
It didn't quite set the world on fire. Secret or otherwise.
But I can't blame the author, George R. Strayton (also the screenwriter for the Dragonlance animated movie and some episodes of Xena), for being excited. I would, and have, done the same.
One thing I am going to give the Secret Fire right now. It has style. The art is not fantastic and the formatting is a bit odd, but I enjoy looking at this book.
Forward and Introduction
Ok this part is cool, if maybe a touch corny. Learning to play D&D on Halloween 1979. Sure that sounds cool and I don't doubt it, but if that were true for me I might not say that because so many wouldn't believe. But that is not the point here. I know this, that kid learning to play D&D on Halloween would have loved the hell out of TSF. Oh. I gave the game a freebie now I need to take one away. Look I know this game is important to the author but reading THE SECRET FIRETM all the time is really annoying.
All that aside, I like this part. Why? Cause Strayton deep down is a kid that loves to play D&D and this is his 300+ page love letter to it. I like that he wants you play normal folk that could get killed, I like that he was "stuck with the dwarf" back then. If this is his mission statement then I am all aboard with it.
PART 1
Quotes from Gary Gygax are good. Quotes from Gail Gygax advertising your game, not so much. One more point given, one more taken away.
Part 1 is your typically "what is role-playing chapter but also some descriptions of what makes TSF different. I am torn on this one. While I like that this is not the kindergarten discussion on what is role-playing and what do you do, there also seems to be a lot back-patting here. TSF does this better and TSF does this... great, but tell me that in the game sections. BUT....I also often lament that we don't see enough of what makes Game X different than Game Y. If he makes good on these promises then we should be ok.
PART 2
Character creation. The classes, or callings, are pretty straightforward; cleric, warrior, thief and wizard. The big four really. They have some neat features. Levels only go to 10 and you know what, I kinda like that. The races are also the common four, Dwarf, Elf, Human and Halfling. I would have liked to see some more, but there are some neat twists to the races. Tables of what the races do, like Many Dwarfs...(roll a 1d20) and Some Dwarfs... (roll a 1d20), that is kinda cool really. Easily added to any sort of D&D-like game.
Instead of hitpoints we have wound levels, similar to some damage track systems I have seen. I like how damage effects movement and combat. Again, nothing revolutionary here, but still nice.
There is a random table of personality traits as well. I am sure would like this, but I prefer to figure out my character's personality in the playing, not the the rolling.
PART 3
This is the chapter on character Trademarks. They act like qualities/perks/drawbacks from other games. Interesting. Given the amount you can get I would have liked to have seen more, but this is a good list.
PART 4
Your weapons and equipment chapter.
PART 5
Energy Points are discussed here and are used to power "Special Effects". In a way they work a bit like Drama, Hero or Fate points. While like like these kinds of mechanics, they are not really "old-school" since they allow the player more control over the dice. While a plus in some respects I think the old-school purists will dislike it.
PARTS 6 & 7
Details the Elder Gods and prayers respectively. Prayers are of course the spells that Holy-men can use.
PART 8
Details the spells in the game. Like the Prayers, there are a lot of unique sounding names for some familiar looking spells. I like that. "Read Languages" sounds dull, but "Comprehend Texts (The Great Unknown)" sounds so much more...eldritch.
PART 9
Details the skills characters can have. The advice listed is that most time the character succeeding or failing should be obvious. This chapter should only aid in the cases where success is uncertain.
Skills are a roll-under mechanic compared to the necessary ability. The listed skills modify these dice rolls (3d6 to 7d6).
PART 10
Details adventuring. Not a bad chapter, but mostly narrative.
PART 11
This chapter details Engagements or what if typically called combat.
PART 12
Scenario Design. Lots of advice and random tables to stock your dungeons.
PART 13
Is monsters. The stat blocks look pretty familiar and would not be difficult at all to add to any other game.
PART 14
Treasure. What I liked most here was the creating Talismans. I have done talismans as well and they are a little different here than mine, but still fun. Like the spells there are a lot of unique items here. If you need to spice up your magic items, then this is a good place to start.
PART 15
Details the world. Not a lot of detail mind you, but enough to keep you busy.
PART 16
Deals with level advancement. How to do it, what to do about it and the like.
PART 17
Is an adventure, the Dungeons of Madness.
There are also a few Appencies, including a combat chart, links to the Gygax Memorial Fund, and a bit on why the game was made AND, interestingly enough, an alternate XP point award table to things the players can do outside of the game. I have done this with my kids to great effect.
The Appendix D, or suggested reading does come of as a bit pretentious. But...these are all in fact good books.
Bottom line
Again, this game didn't, and probably won't, set the world on fire. BUT there is a lot of cool things here that can be easily added to a D&D, S&W, ACKS or B/X Companion game.
It is easy to see what the author is trying to do here. I get it. I think the game though comes off a little like D&D + Fate.
I will also add that TSF character sheet is one of the coolest ones I have seen. It, like the game, as a sense of style I really like. Another point in favor of this game, the website for the game is full of all sorts of goodies. http://www.secretfiregames.com/
I guess in the end I would give it 4 out of 5 stars and use it as a kick-ass resource. It is a good enough game by itself, but I plan on using it as an add-on.
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