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Anderson and Felix Guide to Naval Architecture Third Edition
Publisher: Independence Games
by Robert M. [Verified Purchaser]
Date Added: 02/04/2023 17:48:59

Review of the Anderson and Felix Guide to Ship Building 3rd Edition, by Independence Games for their Clement Sector setting.

My first impression as soon as I started reading was that the writing is aimed at a first time reader of an RPG. Which is good. Its very “step by step” and they clearly attempt to be as clear as they can manage. Which to me was crystal clear.

As I read, and made use of the Table of Contents, I found that too to be very well done, with practically every page referenced, often more than once. So its very detailed like an Index should be.

I should also note that the Clement Sector setting is used for any flavor text, and I like the factual kind of presentation of “this is going on right now” in their setting. There is an authors note explaining the limitations on TL present in this book (TL 12, with a few exceptions), but also gives suggestions on how you can adapt this to pretty much any other RPG system, mainly by taking its assumptions into account while doing your design. Which seems easy enough to do, especially if its some other version or edition of Traveller.

As I read on, the level of detail, and attention to it, is very front and center. Definitions given as the terms come up, suggestions on what you need to consider at each step of design, with flavor text used to give “in setting” context. Which is generic enough to use in most other settings by simply changing names used. All things I feel a first time gamer would really appreciate, and even as a 30+ year gamer myself, I like it being written this way.

Now as someone who has ran Traveller on and off across my 30+ years of gaming, the first thing I really appreciated in this book was the level of detail given to the various hull types and variations within those types, such as when they go into specific details on Distributed hulls having two types, and giving good explanations as to how those look, and the cost advantage of using the Dispersed version. They even use a nice little table to show each of the 3 hull types, the kinds of shapes seen within those types, as well as which ones can have spinal mounts, which is all of them except dispersed, and we are even given the percentage of weapons on a given type and shape that can be brought to bear. A question I have always had on the larger ships, especially once they get into the Capital size range. So I am really pleased with this table.

This is probably the best, most concise, explanation of Hull versus Structure damage I have ever read:

“Initially, damage is applied to the Hull and once the Hull is breached, further damage is applied to the ship’s Structure. If all Structure Points are lost, then the ship is considered destroyed “ -p. 29

They then go on to explain what will more likely happen instead, such as surrendering, then go on to calculating a ships hit points, and so on.

On page 32 we are given a concise example of how the ship design should look at this point, with an example of the math involved for each calculation, and even a couple of brief explanations as to why a couple of the choices were made.

The next Module, or topic, is Engineering decisions, and first off is the Maneuver Drive. Now the first thing in this part I immediately like seeing is a thorough discussion on Gravitics drives, and even how they provide gravity within a ship. I think the only other place I have seen an explanation like this is in the GURPS books. Which also have a level of detail similar to what I am seeing here.

The next thing we go into is power plants, and I really like the range of types covered here. To give an idea, they go into what I expected to see, but also go into chemically powered plants and even chemical batteries. I also appreciate their discussion of Variable Power Output and the importance of an Emergency Power system. ( I was in the US Navy for 10 years, so like seeing things like this given some depth.)

Another thing I liked seeing is they go into good detail on why Capital ships have a different set of Drive criteria and the various other considerations Capital ships are given in this design process.

Next they go into the most important drive for the assumed setting, the Zim Drive. Then tables and calculations ensue, even a nice simple formula for calculating fuel consumption. Then more needed details on the Zim Drive.

Then you will see a small paragraph on gravitics drives and how they have more rules and info on Reaction drives on page 152. This is on page 41. So good to know that info is so much later in this book, now.

So at this point I am realizing if I keep going on about this book like this, my review might end up being half as long as the book itself. So now I am just going to cover the things that stood out to me. Rest assured they continue on in the same level of detail and give an example of how your design might look at the end of each section/module, with an example of the math process for each calculation needed. As for the math, I personally think its pretty easy, but I also know people who have great anxiety over math, even when its at its most basic. If your such a person, I hope these examples will help you get through them without getting over whelmed. Going to the end of each section, and referencing the examples as you read through the chapter/module, may help.

As I read through the book I continue to see more details addressed that I am not used to seeing, such as covering more room types you will see on various ships, from Casinos, to chapels, to briefing rooms that give you a +1 DM on things like Tactics checks.

The next thing to stand out to me is in the ships weapons section and Sandcasters, where they describe 3 different types of cannisters you can use. I am not used to seeing them individually described like this. Once again, their level of detail pleases me.

Next is covering Standard and Improved Ordnance magazines, and their needing to be adjacent to the Bay weapons. Not something I see given this much description in other books.

The Magnetogravitic screen is some new tech for the setting, and is an interesting idea for use in other settings.

Ships Point Defense Drones is also interesting to me.

Ships crews. Now this section I really like. It gives a lot of explanations as to what you want to consider when deciding on what crew is needed for whatever ship you are designing. Since this covers even their largest capital ships it gives guide lines for command personnel, flight operations crews, staffing medical departments, and more. They even talk about officer accommodations versus enlisted. This is something I wish I had seen 30 years ago.

The part on Ships Software is largely familiar, but again, the degree of detail really appeals to me, and I like their write up on “Avatars” for an intelligent interface.

Next thing is how they cover Ships costs, including mortgage. Nicely organized and explained, all in the same part of the book. This includes crew pay.

The next stand out to me is on ships construction times, “redecoration” to full refit and refurbishment, with a nice table breaking down specific costs.

Next stand out is the section on Technology and its effects with regards to ship building, including across the various star ports where ships are built. Including adjustments to cost based upon what TL is used. Which can be applied to more than just ships. Another section I wish I had seen 30 years ago.

Next is a full example of designing a 200 dTon ship. I think this is very helpful.

Next is something I am pretty sure I have never seen before. A full treatment on designing small craft. This is something I wish I had several times over my GMing career. Especially for the campaign where the group got into planetary exploration, and wanted customized vehicles and small craft. By full treatment, I mean just as detailed as it is for the space ships. I have to say WOW! for this section. Fantastic.

As I approach page 152, mentioned way back on page 41, they start detailing other drive types, from reaction drives to ion drives to plasma drives to even using anti matter to create a type of Plasma Drive. Then it goes on to “Alternative Drives” starting with one known as an “Orion Drive”. The level of detail in this section is impressive, as it usually has been through this entire book.

Next they talk about spinning habitats, starting off with the O’Neil Cylinder, seen in a number of sci fi movies and TV series. Then they cover toroid habitats (think big spoked wheel), then a number of variations. Very nice.

Skipping a lot of pages we get to Zim Drive alternatives.

Here we see “Star Drives, “Slip Drives”, and the Alcubierre Drive, along with the usual details the previous drives are given.

The next stand out is the attention given to Point Defense. Pretty sure I have not seen this much detail given any where else.

The next part I want to mention is a part I always love to see, ship examples, also accompanied by nice artwork showing how they look. No deck plans, though. Which might be on purpose, because the next section covers doing just that, creating your own deck plans.

Which is not just a few paragraphs about it, either. Its a full primer, with examples and things to consider , and more. Add this to the list of things I wish I had seen 30 years ago.

Then the book wraps up with an Index, which some how manages to be even more detailed than the Table of Contents is.

So my over all opinion on this book is, I love the level of detail and advice. To me this is a really stand out book on ship creation, all the way from small boats to 20,000 dTonne Capital ships. My only complaint is the artwork. What is there is really good. Most of it is done by Ian Stead, so If you know his work, you know its good. My issue is I wish there could be more of it. Most of the pages have no artwork. Certain sections would be better if nice illustrations helping to convey the information covered could be added as well.

Wishful thinking aside, and in case you cannot already tell, I really like this book. This level of detail and advice really appeals to me. I have Zero regrets about owning this book,. I am glad I bought it, and I think if you have bothered to read this review, you will be glad you bought it too.



Rating:
[5 of 5 Stars!]
Anderson and Felix Guide to Naval Architecture Third Edition
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Map Magetower 1 Roll20
Publisher: Octavius Valesius Press
by Robert M. [Verified Purchaser]
Date Added: 01/11/2023 14:52:10

A very well done set of maps. All levels are nicely appointed and the VTT scripts are included, with a PDF giving clear instructions on how to upload everything to the VTT, which in my case is Roll 20. I hope to see more maps like this in the future. I hope you branch out to sci fi and westerns one day.



Rating:
[5 of 5 Stars!]
Map Magetower 1 Roll20
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Creator Reply:
Thank you for the praise. :) More maps have appeared and in the next few days the next ones will appear. SciFi is also one of my hobbyhorses, but I don't know yet when I will expand into the theme area. I do have some ideas. :) Are there any particular building types that would be important to you?
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El Cheapo Portraits - Navy Folk
Publisher: El Cheapo Products
by Robert M. [Verified Purchaser]
Date Added: 08/20/2022 13:02:49

Nice range of figures and color pallettes. Makes it look like a good size ships crew. Which is what I was looking for.



Rating:
[5 of 5 Stars!]
El Cheapo Portraits - Navy Folk
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The Halls of Arden Vul Complete
Publisher: Expeditious Retreat Press
by Robert M. [Verified Purchaser]
Date Added: 08/03/2020 17:48:08

I bought this as soon as it was available. I loved this from the first time I read through it. Now that I have poured over it for many hours in preparation for my new campaign, making hundreds of handouts, etc... All I can say is, WOW!

All the attention to the details for an 1,100 page product has blown my mind over and over again, from the different factions, their histories, the indvidual NPC histories, the histories of the new races, simply mind boggling all the thought and attention to detail that had to go into this. Even their approximately 200 write ups for books that you can find in Arden Vul adds depth to everything, the histories of The Halls, the history of Arden and Vul themselves, and so much more. Plus the nice boosts the players can gain from some of them, let alone finding additional clues relevant to the over all story that are The Halls.

Then there is the mapping. So many maps, with so many encounter areas! The system they have come up with seems simple, and effective, but even so, with so many locations, you still will need to get familiar with the abbreviations to navigate these with any speed. However, I have yet to find an error, I have used their system to find the locations of each of the many factions, and to get an idea of the areas they control, because many of them control areas on more than 1 level. I have found no mistakes yet.

So while I was intimidated with all the information contained in this, getting ready to run it, making the handouts, learning the material for the different factions and personalities, as well as the history for the world provided, I feel ready. I feel I will do all of this material justice. I by no mean have it all memorized, but I am now familiar enough with the content, that I feel I can find it when I need to. The book marked PDF helps a good bit with this too, but it is by no means done to the level of being an index, so further familiarity is definitely going to be of help to me, so presumably you as well.

I also bought the POD hard covers, all 5 volumes. As is par for the course for my POD order history from drivethru, for soft covers as well as hard covers like these are, they look just like the images, and are of good paper and binding quality, so I expect them to hold up as well as other books I have ordered 5+ years ago.

I know the price point on these is rather high, but it is great content, with obvious well thought out writing and design, and I in no way regret buying this. I have thought ever since my first read through, and now think even more strongly, that this is an instant classic. ERP did a great job on this, and deserve to be proud of it. I look forward to creating our own memories with my own group of 7 in these halls, starting in just a few hours.

Great job, ERP.



Rating:
[5 of 5 Stars!]
The Halls of Arden Vul Complete
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Interface: Cybernetics in Clement Sector Third Edition
Publisher: Independence Games
by Robert M. [Verified Purchaser]
Date Added: 05/11/2019 13:12:18

I was expectring this to be better than anything Mongoose did, like their Cybernetics book for 1E. Which I recommend you buy instead of this. This will only be of use to you if you use the Clement Sector as your campaign, or you want a pre written career path in Cybernetics. The Cyberware they have in the book is good, and they do a fair amount for eyes, arms, head and legs, but for the torso they only offer medichines and Dermal Armor options. Thats it. Plus Mongoose made more offerings for all parts. The author uses some key words that indicate to me that he is familair with Transhumanism, and the Celement Sector has a world dedicated to Transhumanism, but this book falls seriosuly short of giving any such offerings you see in other Transhhumanist offerings, such as Eclipse Phase and Mindjammer. They need to give serious consideration to stepping up their game with this book.



Rating:
[2 of 5 Stars!]
Interface:  Cybernetics in Clement Sector Third Edition
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Deadly Delves: Reign of Ruin (Swords and Wizardry)
Publisher: Jon Brazer Enterprises
by Robert M. [Verified Purchaser]
Date Added: 01/23/2018 20:43:53

Well written, well organized, nicely laid out. Artwork doesn't always maesure up to what we see in Paizo or WOTC, but still pretty good. Cartgograpy is very nicely done in most instances. Only one map seemed less cleanly done than the rest. I was able to easily copy all the maps in my Adobe Reader to use in VTT platforms. Magic items are not very numerous. The monsters seem to be wel balanced for what the party should be capable of doing at the given level and recommended numbers. Interesting NPC's and locations. Info all the way from the background setting to the specific locations helpful but not overwhelming. This will be easy for me to adapt to my own setting. The adventuyre uses a lot of familoiar tropes and locations, but the author gave a good effort at making them still likely to be a unique experience for even the more seasoned GM's (32 years of solid gaming here) in at least some of the encounters. If the adventure summary sounds like something you would like, I strongly believe you will not be disappointed with what you get out of this.



Rating:
[5 of 5 Stars!]
Deadly Delves: Reign of Ruin (Swords and Wizardry)
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Creator Reply:
Thank you for taking the time to review. I really appreciate it.
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Western Maps: Bank Map Pack
Publisher: D20 Cartographer
by Robert M. [Verified Purchaser]
Date Added: 07/18/2016 20:39:40

Two things. The frontal view in the PDF needs to be available in the VTT version. Second, they cartographer needs to get busy making more maps! I need a livery/stable, a blacksmith, Assayers office, a variety of forts, train station, and a bunch more!



Rating:
[4 of 5 Stars!]
Western Maps: Bank Map Pack
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30 Things Can Happen
Publisher: Creative Mountain Games
by Robert M. [Verified Purchaser]
Date Added: 04/04/2012 14:31:11

This is the kind of product I love, tables that help me add elements to my games I would never think of on my own. Plus the author chose a nice selection of "open" art that almost always fits the section of tables it is inserted into, and the others are at least close. If you like to present opportunities to role play you will really like these tables, because most of these descriptions can drag an inquiring mind into a role play encounter that could be ran serious or even humorous. They can also easily turn into hooks for an off the cuff adventure scenario, or do some pre planning to turn them into planted hooks. If you love using tables to help inspire you, break those mental blocks, or to take even you as the GM in directions you don't know where they go, this is a PDF for you. Plus it gives your D30 purpose! Or if you don't own a D30 you can use the D6 and D10 method, which is made even easier because each Table is broken down into 3 sub tables of 10 items each. So roll the D6 to determine which of the 3 sub tables, then the D10 to get the specific result. I really feel you can't go wrong with this if you like using tables in the first place, and if you have never used tables before, this has a great chance of turning you into a fan of such products.



Rating:
[5 of 5 Stars!]
30 Things Can Happen
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Summer Tavern Special
Publisher: Generic Universe Publishing
by Robert M. [Verified Purchaser]
Date Added: 07/23/2009 02:03:36

I am very glad to see a compilation of these start to appear, hopefully this means a POD versions is coming soon. The good thing about this compilation is it cuts down the overall page count by giving the SPARKS info only one time. If you already own some of these take note of the little blurb to e-mail GU about getting a coupon of some kind.

For those of you who have yet to check these out, check the individual products for my reviews.



Rating:
[5 of 5 Stars!]
Summer Tavern Special
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Level Up #1
Publisher: Goodman Games
by Robert M. [Verified Purchaser]
Date Added: 05/22/2009 16:24:19

Wow! Talk about a lot of gaming goodness crammed into a small package for your money! Maps, rituals, an adventure, powers, new creatures, its all here! Nice layout and presentation, good size print text for easy reading. Definitely worth checking out, and I bet you will continue to return for more! I got mine at my LGS for $2, and used the coupon code inside to get this PDF for free. Definitely the best deal I have seen in a long time! I'm certainly looking forward to seeing more!



Rating:
[5 of 5 Stars!]
Level Up #1
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The Black Ape
Publisher: Generic Universe Publishing
by Robert M. [Verified Purchaser]
Date Added: 05/22/2009 16:16:59

You approach a tavern sign, with the painting of the head of a black ape on it. Your probably thinking, "Well, here is another tavern like the hundreds of others." Then you enter. Its not a tavern like the hundreds of others. In fact, you may feel like you have been transported to another part of the world, or maybe another world entirely. You could stay, and keep coming back, to enjoy the truly exotic foods and drinks available here, and other possible pleasures. Or you could get nosy and find out things you may regret finding out, or maybe lead to an exotic adventure of a lifetime! As usual for the products of this line, you get another "unique" location with unusual NPC's leading to several unexpected possibilities, friendships, and enemies. The only thing I would wish for is a developed menu of exotic foods to fit this place. Many are suggested, but a formal menu that I could print out with a "Todays Prices" column for me to fill in after printing it out would be a nice bonus. Plus a section in which I can add "Todays Specials" so I can add other exotic elements unique to my campaign, like my Halfling Stew or Kobold Pie. Definitely a Tavern with a surprise flavor to it.



Rating:
[4 of 5 Stars!]
The Black Ape
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The Lord's Kennel
Publisher: Generic Universe Publishing
by Robert M. [Verified Purchaser]
Date Added: 05/22/2009 16:05:14

This is far more interesting than I initially thought it would be. I thought, "A dog kennel? How can that be interesting?" Well you find out! For one, it is a "Lords" kennel, so can be used as a vehicle to get PC's involved with the local nobility. They also have several other interesting hooks that can lead into fighting bandits and the like, as well as several other things I do not want to give spoilers for. So bottom line, this was not the boring dog kennel I feared it was going to be, it gave me at least 5 adventure hooks I think we would have a lot of fun playing out, with the potential of generating many more through play. So this product continues to be as enjoyable as the rest of the line, despite having such a boring face to it. Not to mention be a source of some interesting dogs for Rangers, Druids, and any other PC interested in having trained hunting/war dogs.



Rating:
[5 of 5 Stars!]
The Lord's Kennel
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Siarl's Herbs and Elixirs
Publisher: Generic Universe Publishing
by Robert M. [Verified Purchaser]
Date Added: 05/22/2009 15:56:23

Out of all of these I think this is my favorite. Siarl is the classic enigmatic NPC with some big secrets that players may or may not ever find out. At the very least Siarl is a good person to go to for basic herbal supplies and elxirs that can help keep your PC's alive. Siarl is so much more though, so you may want to drop heavy hints to get your PC's to get to know Siarl even better.

Siarl could be the party sponsor and even mentor, He is definitely a good person to make a friend and ally of, and the GM can definitely use him to create many adventure hooks and even use Siarl to save the party if its ever needed. The best part is he will be part of the "story", the PC's world, so if you ever do need someone who can save the parties butt, Siarl can be it, and it will make sense for a friend to come and save them.

Several of the "hooks" provided will also make for some unique gaming experiences as well. So I really like this one because I see it becoming a central location and NPC to many of my future games, as well as a great way to introduce a wide range of hooks for my players.

Siarl could also become an enemy of the PC's, but it definitely will not be a good day for them if he does.



Rating:
[5 of 5 Stars!]
Siarl's Herbs and Elixirs
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Kagen's Books and Knowledge
Publisher: Generic Universe Publishing
by Robert M. [Verified Purchaser]
Date Added: 05/22/2009 15:44:12

I am really enjoying the whole series, and this product is a prime example of why. You get a mapped layout of this establishment, and rather unique character background for Kagen, and several potential plot hooks. From simple to city shaking. One thing I would like to see is a library creation system. Maybe as a separate product? I have also suggested to the publisher/writer to eliminate the first 6 pages of his system info and just have that as a separate and free DL. Or just tell them to get it from Giors Glassworks, which is also free. As it is I think it gives an impression of padding the page count. If you end up liking these products like I do, and buying all of them, it just becomes a waste of repeated space, and a little bit of an extra pain when I print them out because I have to go into my printer settings and tell it to print page 7 to 12.

So if your looking for a nice little bookstore, where PC's can go to do some research, or have research done for them, even the scrying kind, I think buyers will be as pleased with this product as I am.



Rating:
[5 of 5 Stars!]
Kagen's Books and Knowledge
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Gior's Glassworks
Publisher: Generic Universe Publishing
by Robert M. [Verified Purchaser]
Date Added: 01/08/2009 19:49:10

I agree with the previous reviewer. I also like the "system" the author came up with to help me easily determine skill levels within the context of my own games. I think an experienced GM will have no problems assigning attributes and levels based on the descriptions given and the needs of their particular scenarios in which they may use this resource.

I snatched up this PDF due to recognizing the writer as the writer of work done for Necromancer Games, my favorite being Morrick Mansion. The authors attention to detail gives this PDF the same flavor and inspiration I found in his old module and look forward to checking out the other products his new company is offering.

I do hope he gets some better art work, though. The half elven woman in particular is pretty poorly done with the shading making her look more like a diseased individual than anything else.

I do like the map, including the "rough" look of it. I like things like this to look hand drawn, and its a style I hope he stays with in his other products.

I would have liked for this to have gone into more detail about the glassblowing, because I think such details offer GM's more ideas for "jobs" for PC's to go on. However the details that are mentioned are accurate enough and can give thoughtful GM's a few adventure hooks.

Nicely done, and I will be checking out the other products.



Rating:
[4 of 5 Stars!]
Gior's Glassworks
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