Review: Pathfinder 2E
To enjoy Pathfinder 2E is to enjoy tinkering with mechanics as much as stories; to have fun flicking through sourcebooks and cackling about all the cool heroes you can brew with them.
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To enjoy Pathfinder 2E is to enjoy tinkering with mechanics as much as stories; to have fun flicking through sourcebooks and cackling about all the cool heroes you can brew with them.
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Cyberpunk has always billed itself as a game about attitude, and this certainly rings true for the Red edition’s Jumpstart Kit.
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As much as we complain about it being tired and predictable, there’s something rather pleasing about kicking off a campaign with the immortal line: “You’re all sitting in a tavern…”
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If nothing else, Sea of Thieves deserves credit for trying something truly unexpected, opting for a rules-lite storytelling game rather than a D&D-clone sprinkled with parrots and peg-legs. It’s a shame, then, that the finished package doesn’t quite hit the spot.
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A rock-solid slice of hard-ish sci-fi married to a system that offers plenty of crunchy options without drowning folks in tables, charts and sub-rules.
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There’s something delightfully ramshackle about Modiphius’ quest to bring roleplaying into the nuclear wastes of Fallout.
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Very few games surprise me in the way that John Carter of Mars did. In just a few hours its over-the-top heroics and shameless power fantasy had completely captured my imagination.
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Most of the time that politics and gaming cross paths the overlap is subtle. Not this time.
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A slick system that packages up the feel of old-school gaming in a format that feels modern and professional.
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If you hack through the poor editing and confusing design, Wrath & Glory might well be best Warhammer 40k RPG out there. That, however, is an incredibly big “if”, and one that makes the system hard to recommend in its current state.
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