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F*ck This!
von james w. [Verifizierter Käufer] Hinzugefügt am: 08/27/2009 02:23:49

LOL, What else remains to be said. This game is an utter blast. It helps to have some rowdy friends to play with. With the group I play with this is always a favorite when we all get a bit would up. Cleverly designed and packed with laughs. I think I peed my pants twice.

Replay vailue is very high in IMO. This game has not lost its flavor yet!



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F*ck This!
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Infinite Armies v1.1
von james w. [Verifizierter Käufer] Hinzugefügt am: 08/27/2009 02:04:06

Interesting game mechanics. Very nice art work. Im not much into modern warfare games such as this but it sounded intrigueing. My group has added a few rule upgrades and pull the game out now and then. I consider it a good purchase.



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Infinite Armies v1.1
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EABAnywhere v1.0
von Terry D. [Verifizierter Käufer] Hinzugefügt am: 07/27/2009 10:33:39

The rules read a bit to technical but it is understandable since the product was free and they wanted to jam as much information in as they possibly could, so be prepared to read the rules a few times to understand them and have them become clear after a bit of playing. Now as of the anywhere part of this product its true. It makes for a wonderful game to have in the car going to conventions or even just a family trip that you want to keep the family entertained. Once played through everyone catches on and any difficult rules found during reading are easily understood once put into play. At the price of free this is a must have for any gamer who will be traveling sometime. It is even worth the paper you print it out on. Download print and play/enjoy.



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[4 von 5 Sternen!]
EABAnywhere v1.0
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EABA Age of Ruin
von Ron M. [Häufiger Rezensent] Hinzugefügt am: 06/10/2009 11:46:37

EABA: The Age of Ruin From: Blacksburg Tactical Research Center Reviewed by:  Ron McClung

EABA: The Age of Ruin is a new EABA Role Playing Setting from Blacksburg Tactical Research Center.

One thing I can always depend on from Greg Porter is a unique approach to common ideas. The idea of a post-apocalypse setting is not original, of course, but Greg Porter's approach is a fresh look at an old idea. For a review of the system, see my review of the EABA role playing system on Gaming Report. I do not see Greg Porter as just a game designer but also a gaming philosopher.

From page # 1.2: “'The plague took my home and my car. It took my books and my heirlooms. It took my husband, and my children, and then it took even their bodies. It took my clothing, and my hair, and my fingernails. But the plague did not take me, though I wish that it had. Bands of naked savages roam the ruined streets, armed with shards of glass and rocks, in search for the only thing left to eat. Other people. Why, God? Why?'

  • found scratched upon a pane of glass”

The setting of Age of Ruin (AoR) is Earth after an apocalyptic event. In the year 2051, man became dependent on machines. As the development of nanotechnology revolutionized everything, it also became the undoing of everything. The history of AoR tells of a declining work of technological hubris run rampant. Man had colonized the moon and Mars, and Earth was a utopia.  But then a plague of nanites befell the world of man, eating everything metal, synthetic, petroleum-based and almost everything organic. Everything was eaten by eater-nanites--clothing, steal supports, computer networks, live stock and plant life. Over time, very little of the modern age was left. Surviving scientists hiding in the Cheyenne mountain complex found a cure but not until after the world had been devastated. In time, humanity returned to a new world, newly evolved to survive the harsh environment created by their forefathers. The world is now Darwin's worst nightmare, as only the most fit survived. The protector nanites produced by the Cheyenne labs are the only reason man still exists and is thriving. 

The population of the world is significantly reduced as its ability to produce the food the population needs is reduced. Agriculture and food storage are a challenge for everyone, but it is not impossible. This is exacerbated by the energy that is required to maintain the protector nanos, which increases the intake of any living thing. Food storage simply does not exist beyond more than a couple of days because of the eater nanos. Greg (the author) is quite clever in solving all the problems a society would have where wood, oil, metal, and cloth do not exist. The cultures of the Age of Ruin, from religion to technology are also quite imaginative.  He is also pretty thorough in describing the world of Ruin and its ecosystem.

From page # 1.1: “When you get down to it, adventures and all good fiction is about exploring what we are as humans.”

The game actually gives you two options for play. You can either play in an era several generations after the Ruin (5th Generation age) or less than one generation after the ruin (1st Generation age). Characters are built with 80 attribute points and 40 skill points. For the Fifth Generation age (the primary focus of the game), the characters represent a member of a tribe and, within a tribe, a member of a clan. Game play takes place primarily on the east coast of what was the US, and the tribes originate from those regions. Tribes called Manhattan, Carolinas and Delmarva roam the ruins of the great east coast. The Mississippi River has widened too wide to cross, and the far north and south regions are now too cold to populate.

The e-book supplies the rules necessary to adapt EABA to this universe, including new skills and new traits for your characters. A lot of focus is spent on the Gifted Trait. The gifted trait linked with the character's fate represents the character's resistance against the eater nanites. With higher fate values, the character can gain paranormal abilities or mutations, like Armspikes, Bugeyes or Bearskin. These are significantly different from abilities gained from Shaping.

As mentioned there are two nanos in AoR. These are described in detail in Chapter 3, including the breaking down of the nanos to their subtypes - from the carbon-eaters that make clothing difficult and hair a lost concept to plastic and metal-eaters that make most technology difficult. Of course there are also the protector nanos that make life possible in the difficult Age of Ruin. Protector nanos are tailored for the life form they maintain. Admirably, the author attempts to explain the nanos in more realistic and plausible terms, rather than wave a wand and call it magic. This is characteristic-BTRC-Greg-Porter. Other interesting aspects of nanos are things called nodes - the ability for nanos to join together to form 'multi-celled nanite organisms.' These are explained in detail as well.

The Shaping is the supernatural powers of AoR. It is literally mind over matter, and a few gifted individuals can spend fate to change the form of matter. Shaping powers are categorized by Ways (Hearth, Warrior, Shaman, Totem, Demon, and Maker). Powers are described under each of these categories, but a player can create his own using the framework provided. Shaping powers are not so much supernatural as much they are simply extending ones ability to manipulate nanos, his body chemistry, and other organics. These shaping powers cost Fate. This can get dangerous as Fate is directly tied to a person's ability to fend off eater nanos. Some of the descriptions of these powers can get downright stomach-turning (for example super-sweet sweat used as a sweetener as well as a catalyst for fire), but this speaks to the persistence the author has to realism.

The most valuable part of this book is the fifth chapter on adventuring. At first glance, I was concerned about the range of adventures one could have in this universe, but the author supplies many nugget-ideas in Chapter 5. He explains how one should approach the Age of Ruin and gives the basis for many adventures and campaigns. AoR is a lot more rich with adventure potential than I thought. The book closes with a general gear guide as well as some notes on 1st Generation play.  

In traditional Greg Porter style, the writing is somewhat technical, but chock full of quippy phrases and solid game design. The layout is good and the art is great.

In conclusion, although not something I personally would want to run out and play, this game setting does have its attractiveness and inspiring aspects.  In fact, I would be more tempted to integrate this world into something I am running now. It is definitely a game universe that has got me thinking.



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EABA Age of Ruin
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Dumbass!
von Ron M. [Häufiger Rezensent] Hinzugefügt am: 06/04/2009 15:07:14

Dumbass! From: Blacksburg Tactical Research Center (BTRC) Reviewed by:  Ron McClung

Dumbass! is a new Card Game (PDF Format) from Blacksburg Tactical Research Center (BTRC).  Some time ago, I wrote a review for F*ck This!, a card game by Blacksburg Tactical Research Center. It was a great game, but a little offensive for some. It involved streaming together words and phrases to form the most vulgar sentence one can put together. Dumbass! is derived from the same mechanic but is less offensive.

From page #2: “You will take the part of one of these walking wastes of oxygen in an attempt to pull off the most boneheaded stunts as possible.”

The PDF includes a 6 page rulebook and the cards in PDF form as well. Obviously, the first thing one needs to do is print out the cards on hard stock and cut them out. They are in a business card format, so they can easily be printed on an Avery perforated template. There are about 130 cards, 10 per page, and he even includes the card back.

The concept of this game "honors" those that make the content of web sites like the Darwin Awards or the local "dumb crook news." Your goal is to pull off the most boneheaded stunts by piecing together stunt sentences through card play. Once you complete a stunt sentence, you pick up all the cards in that stunt and add them to your score.

Most Dumbass! cards have words or partial phrases on them. They are either actions, people, places or things. They also have trump values. Cards can be played on top of other cards but only if they have a higher trump value. At the edge of each card are numbers and shapes designating what cards can be adjacent to it in the stunt sentence. They also could have a coffin or handcuff symbol on them, which warns the player that the card could possible get the player hurt or arrested, and in this game that is a good thing. Some cards also have a "start" or "end" symbol on them, which signifies that the card can start or end a stunt (respectively). Finally, there are also little hazard symbols on the cards that kind of act like suits in a traditional card deck (explained later).

Each player starts with 5 cards and play starts with the dealer. You have two options on your turn. The first is to trump one card and play another adjacent to any card in play. If you complete a stunt after this, then you can pick it up. The second is to play as many cards as you can without trumping or picking up a stunt. There are special cards called Secret cards. They are the only cards that can be played out of turn. They are simply played, and then either discarded or placed in the player's score pile, depending on what they say. They cause a variety of things to happen including stealing cards and adding cards to score piles when certain things (like someone getting arrested) happen. 

A stunt is complete when it starts with a "start" card, ends with an "end" card, and has a total of 10 or more trump points. It also must be a complete sentence and not part of a larger sentence. You are "arrested" if you have a total of three handcuffs in the stunt and "hospitalized" if you have three coffins in the stunt. You earn extra points for them. Also, if there are three matching hazard symbols or five different symbols, you get extra points. Winner is the first person to 12 points.  

The author, at the end of the rules section, supplies alternate ways to run and alternate rules like trading and the "dumbass" rule - if a player takes 30 seconds to decide in his/her turn, he/she is called "dumbass" and lose that turn. My favorite alternate is Dumbass Poker which as the name implies is a twisted version of poker using these cards. 

In conclusion, like its predecessor, this game is brilliant. The best part about it is that it is not just simply a cleaned up version of F*ck This!. It is actually a totally new concept with the same mechanic and just as hilarious. This is a fun and quick game, great for parties or just your group of friends. I highly recommend it.



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Dumbass!
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EABA Nocturne v1.0a
von Ron M. [Häufiger Rezensent] Hinzugefügt am: 06/04/2009 15:00:38

Nocturne (EABA) From: Blacksburg Tactical Research Center Reviewed by: Ron McClung Nocturne (EABA) is a new Role-playing Game Setting from Blacksburg Tactical Research Center.

From page #1.2: “If you open your mind for me, you won't rely on open eyes to see. ”

First, let me say you can not go wrong with a gaming book that opens with a quote from one of the greatest bands of the 80s, Queensrÿche.

Once again, I delve into a unique Blacksburg Tactical Research Center (BTRC) world written for EABA. I have since reviewed two others - Age of Ruin and Dark Millennia. Nocturne is a markedly different setting from the others. First I will quote the RPGNow text that accompanies this product to get a perspective: "There is the material world, the world of the hereafter, and the world in between. Nocturne is the world in between, that both reflects and shapes the real and the divine."

Nocturne is an EABA role playing game setting where reality is what you imagine it to be. It is a game of reality and legend, myth and mystery in the modern world. A world where dreams are as real as anything else, but only a chosen few can really explore them. To the average person - a Sleeper - the dream world is nothing more than an intangible place to sort out your subconscious thoughts. However, to others it is more. These Dreamers explore the world of Nocturne. For these special people, Nocturne is tangible and can be dangerous. This is a campaign world that either can be a stand alone world or an overlay to another EABA campaign.

Content: In Nocturne you play a Dreamer - one who can remember and manipulate their own dreams and enter the Nocturne world. They go into the dream world and among other things, encounter the Others - Dreamers with a strong hatred of men that lurk in the Nocturne. Sleepers are those normal mundane folks that are asleep and have dreams but do not actual Dream. And then there are the Wakers - those not sleeping and not normally seen in the Nocturne. The Introduction gives you that a little more about each type of person as well as the different aspects of the Nocturne (Pattern, Weave and Thread).

Dreamers are complex and rare individuals. The Adventurers chapter takes the reader into the journey of creating a Dreamer, from formulating their origins and background to choosing reinterpreted as well as new traits. It also introduces some new skills specific to Dreamers including Weaving, Threading, Creating, Projection and Invoking. These new skills are key to Nocturne and to a Dreamer. Otherwise, an Adventurer is a normal human in a modern mundane world.

There is something that all Dreamers are instinctually aware of. It is an event that some want to happen while others do not. What is it? No one really knows, but they call it the Awakening. Some relate it to a type of apocalypse or some 'End of Days' within Nocturne. All anyone knows is that there are factions within and without the Nocturne. Some want the Awakening to happen while others do not. In game terms, it is the core plot device to drive a campaign within Nocturne. It can be interpreted anyway the GM sees fit. This is one concept I like in games like this - an open-endedness that does not give too much information and gives the GM room to be creative.

From this point on, the PDF is primarily about the Nocturne and what you can encounter there as well as a short section on the Apocrypha. The character stat Fate plays a big part in traveling and manipulating the Nocturne. You can use Fate as per the normal rules of EABA but it is also used in entering the Nocturne and changing it with one of the new skills. Times passes as it does in the Materia (normal world). The Dreamer can enter the Nocturne where they stand or transport themselves to another place in the Nocturne. Everything in the normal world has its equivalent in the Nocturne, so you can appear in the same room and in the same building you are in now or you can appear in the middle of some desert formed by a Sleepers despair.

The Nocturne is that which is between Life (Materia) and the afterlife (Apocrypha). So not only are there Dreamers from the Materia going in and out, but there are also the spirits of dead Dreamers. The author spends a considerable amount of time on how one interacts within the Nocturne, how combat occurs, and what happens when one dies. Weaving is explained further in this chapter, as it is the primary way you manipulate the Nocturne. Also Threading, Creating, Projection, Invoking, and Traveling are explored a bit further.

After getting more of a feel for what the Nocturne is, the PDF delves into what is IN the Nocturne. From Entities (sentient beings originating from the Apocrypha) to Shadows to Bogeymen, there are several weird and sometimes nightmarish things to be encountered in the Nocturne. Following this is a section called Friends & Foes, and this primarily defines for the reader organizations and cadres formed by other Dreamers. These are the secret societies or Power Groups, formed by Dreamers to use their abilities for their own purposes. There are those working for the Awakening like the Mater Ecclesia (a secret branch of the Catholic Church who believe the Awakening is the Rapture), Anarchists (who believe the Awakening is the ultimate chaos), Pagans ( a group of mystics and Wiccans who believe that the Awakening will bring a new age of peace and prosperity), and the Enlightened (a group of people who believe the Awakening will bring about 'global consciousness').

There are also those that are working against the Awakening, like the Architects (a group of scholars and scientists who believe the Awakening is the ultimate blow to the human psyche), the Vikings (a collection of people who believe that the Awakening will release the power of the old gods), the Psilent Pservice (a general group name for all the different Dreamer groups that work for the world governments), and the Priesthood (a group of Dreamers who follow the "old ways"). Friends & Foes also includes sections on Allies & Enemies and the Others.

The Others were an off-shoot pre-human species of very powerful Dreamers in the early evolution of man who were competed into near extinction. There are some pure-blood Other that still exist, although they can not walk among us because they are very different from us. They interact with the rest of the world through the Nocturne. They do not walk among humans because due to evolution, humans are genetically coded to react violently to Others. There are also half-breed Others, who in most cases live near the full-breeds and sometimes serve them. This is one of those subtle nuances I like in a Greg Porter game. It is one of those nuggets that I either really like in the game or use in another game. The Apocrypha is that area that lies on the other side of the Nocturne where the souls of the dead are drawn into and occasionally visit the Nocturne in the form of Shadows. This is the basic afterlife concept, with its own Hell and Heaven interpretation. There are Primal Forces identified for each - Lucifer and the Creator, respectively, and have their respective minions. It also integrates concepts of Reincarnation and the Abyss (the Nocturne well of human extreme negative emotion and desires), as well as a place called Valhalla (resting place of warriors and dead gods).

The PDF ends with an adventure, advice on campaigning, and a list of Nocturne personalities. All this of course is handy in getting a perspective and inspiration for the game.

System: Characters, if playing a pure-Nocturne game, are normal human characters. If using Nocturne as an overlay, then you would use the character generation rules of that world, plus add in the additional traits and skills the Adventurers chapter supplies. The new skills relate to Dreaming and manipulating the Nocturne. Additionally, there are some minor rules additions like Cooperative Skill Use.

Supernatural powers and magic is handled through the either the new Threading skill (will-based skill that allows you to change how you or someone else appears in the Nocturne), Weaving (an awareness-based skill that allows you to change the nature of the Nocturne itself), Creating (will-based skill allowing you to create illusions within the Nocturne), Projection (will-based skill that allows you to project your will on others and manipulate things created by Threading skill), Invoking (a skill that allows you to summon a Nocturne "elemental" of sorts) or a Sorcery Skill as described in the core rulebook. As with the other skills, the Sorcery magic only occurs in the Nocturne.

From the website: “All Dreamers know that the Cycle is drawing to a conclusion, and there are many who are not content to simply observe, but want to shape the Cycle for their power and profit. And behind all are the Others, the first Dreamers, implacably hostile to humankind, and very much alive and scheming.”

Layout: The art is pretty good, but not on par with the art usually found in BTRC's stuff. The layout itself is very similar to other EABA PDFs and easy to follow. I have said it before, Greg is a master PDFer. The clickable Table of Contents (which not everyone includes) is very handy and makes things easy to navigate through.

In conclusion, of all three EABA-verse PDF settings I have read, I feel this is my least favorite. It is very representative of Greg Porter's imagination and ingenuity in game setting design. However, it is a little too "Acid-Trip" for me. Much in the same way I never liked Call of Cthulhu Dreamlands, this game world simply did not appeal to me as a stand alone world. I can see the potential as an overlay to another campaign, but not sure I would dedicate too much time in it. The world is part Nightmare in Elmstreet and part cyberpunk cyberspace. There was an old movie from the 80s that this game reminds me of - Dreamscape in 1984 with Dennis Quade. These Power Groups get into the meat and potatoes of what a Nocturne campaign would entail - Intrigue, mysticism and factional loyalties. Between that and the bizarre world of Nocturne, I can see an interesting campaign developing.



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EABA Nocturne v1.0a
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EABA Dark Millennium v1.0
von Ron M. [Häufiger Rezensent] Hinzugefügt am: 06/04/2009 14:58:20

Dark Millennium (EABA) From: Blacksburg Tactical Research Center Reviewed by:  Ron McClung

Dark Millennium (EABA) is a new EABA Setting PDF from Blacksburg Tactical Research Center. You can find my review on the EABA system and other EABA settings on Gaming Report. Greg Porter is a very imaginative and gritty game writer.  Dark Millennium is another example of Greg's unique vision and passion for gaming.

From page # 1.3: “The ones behind. The ones behind, they ate Father Olsaf. They are dead yet they walk. ”

Setting:  Dark Millenium takes a dark world and makes it darker. It is the classic "what-if" scenario merging two not-so-original settings into one dark world. The concept - What if the apocalypse started during the Dark Ages, one millennia after the death of Christ (1033 AD). What if the events as described in Revelations started just after the collapse of the greatest empire and barbarians were ravaging the land. This is the setting for this EABA sourcebook PDF. It is a gritty and dark world where human hope is at its dimmest. The world around the humans of western Europe has collapsed around them with the fall of the greatest empire the world had seen. However, they have no idea how bad it has gotten. The first seal on the scroll of seven has been broken in Heaven and events are in motion to bring the world to its final destruction. With the Heavens wrangled in a war with themselves, man is left with only faith and steel to fight off the dead arising again, hungry for the flesh of the living.  

And this is only the first seal...

The setting's history is our own up until 1033. That is when things change and everything is different from there on out. It is not the quaint and honorable fairy-tale world of classic fantasy or the feudal world of late middle ages. It is a world left behind by the great Roman empire, striving to recover. Kings and other nobles have only just begun their reigns. With the apocalypse coming, the world from 1033 onward is going to be a much different one than the one we know from the history books. In this setting, the author starts out by explaining an intriguing concept - playing two characters. Of course, it is not original to play more than one character, but in this setting, he encourages to play two types of characters who are on totally separate campaigns or adventures. The first (and traditionally the primary character) you play is a regular adventurer from somewhere in Dark Age Europe. The other is something else entirely.  

The second character is optional, if the player and the GM agree. It is called a Lesser Fallen - a demon with great power that seeks to redeem himself. While the player plays the adventurer seeking to gain power, the demon works to lose power the sins have granted him and return to Earth forgiven and atoned. The two characters do not have to meet or be in the same party, and in fact the author encourages two separate adventure paths. They may meet occasionally, but they both are usually on separate journeys.

This kind of thing makes a regular old setting book something more. It adds more to the game than NPC and monster stats. I like this approach simply because of the story possibilities.  

Content: After the obligatory introductory short story and general informational introduction (Chapter 1), Chapter 2 covers the above and everything else you would want to know about characters in Dark Millennium (DM). It provides more traits specific to the DM setting which includes an extensive explanation of Status, which is very important in the world of DM. From Nobility and Clergy, the adventurer's position in life usually is key. Also the character's gender has an effect on the type of character they can play. I like social realism, and this contains a satisfying amount. Also included are new and expanded skills for the DM setting, as well as a section of goods and money. Because EABA is a generic system, it uses the metric system for measure as well as the generic credit for money.   The last third of chapter 2 covers the Second Adventurer a player can role-play if he and the GM so chooses. It explains the power that a Lesser Fallen would have in game terms as well as its motivations and destinies. It is safe to say that they are considerably more powerful than your regular adventurer and until the Lesser Fallen has come to grips with his destiny, the two should not meet.

From page # 1.6: “This island, this place, is no longer a place for a village, for women, or for children.”

The other major thing this setting books brings to EABA is its rules on Supernatural. Chapter 3 delves deep into the supernatural of Armageddon, which primarily involves the living dead and divine or faith based magic - the enemy and the ways to fight it.  In general, the undead in DM are zombies, vampires and ghouls, but they are not your standard "text-book" or "Monster Manual" creatures by the same name. They are weaker in some aspects and stronger in others. Using clever Latin derivations of their names, the author takes you into his own interpretation of the undead. The originality is in the subtle nuances and how inspiring they are. Of course, the dead crave human flesh or blood, and the author goes into detail on what happens when they do not get it, how much they need, and what else they must feed on.

The powers of undead vary from creature to creature except the one primary ability which is they are all hard to take down. Each is detailed with strengths and weaknesses. Following this are the powers of good, which includes blessings (like Laying of Hands, Communion, Consecration), which are simple powers that just happen but require a certain amount of faith to maintain, and rituals like Last Rites, Baptism and Marriage. It also includes other supernatural items like dark rituals, relics, and finally magic (white and pagan).

This marks the halfway point of the PDF. The remainder of the PDF contains background to the game world, equipment, and general advice on adventures in the dark millennium. This is where Greg's unique sense of history and imagination comes out. He provides small nuggets of knowledge about society, geopolitics, and history of the time period the game is set in. It gives an abridged version of important subjects like surnames and naming conventions in 11th century Europe, important people of the time period as well as the nations and kingdoms. One thing I found interesting is his section on games of the period. A very valuable section is the one about professions of the time, giving an accurate perspective on what people can play rather than using the standard D&D templates. There are also sections on commerce, mining, warfare, and ways things were constructed back then.

The Campaigning section really delves into the concept of DM - the coming end. Portions of this draw from the Book of Revelations as well as Judeo-Christian apocalypse mythology. It provides you an outline of the events that occur during the dark millennium and how to deal with them. They are basically events that are prophesied, and the characters will either know of them or learn of them during the campaign. All of these events are collectively called the Secret Revelations. There are several series of Revelations to choose from, and in fact the author recommends not using certain ones because they are simply too devastating. They are simple included to give the reader some perspective on the End of Days. These Secret Revelations include the Seven Seals, The Great Battles, and the Seven Trumpets.  Logically following the Campaigning section are three short adventures to help the reader get started in this campaign world. These adventures show that not only is the game about taking our walking dead, but also it is about the human condition, human failing, sin, and faith. Because of the Judeo-Christian inspirations of the game world, there is a fairly strong spiritual side of things.

The book ends with a fairly comprehensive Gear chapter and an index.

System: This setting book does not bring a lot to the system, but it does bring a little. For one, setting specific traits and other traits re-interpreted for the setting are included. Also, the rules surrounding the undead and the powers of good are new approaches to powers and the supernatural in EABA, using the same system of powers and traits as the core system. The powers include blessing and rituals for believers in the Creator as well as Pagan rituals. The Magic system is framed just like powers in the core system and include spells like Loaves and Fishes, Heal the Sick, Walk on Water, and many others inspired by Biblical miracles.

Layout: The art is fantastic, as it usually is with BTRC's stuff. Ever since I bought Guns, Guns, Guns way back when, I have liked his taste in art. The layout itself is very similar to other EABA PDFs and easy to follow. Greg is a master PDFer. The clickable Table of Contents (which not everyone includes) is very handy and makes things easy to navigate through.

In conclusion, Greg Porter has done it again with a powerfully original and different setting. The two I have reviewed - this one and Age of Ruin - although dealing with similar concepts - the end of the world - actually are markedly different. The originality is subtle and those amount of a subtleties effect the game world significantly, making every EABA experience different. This is a game that combines the hack-n-slash of a zombie game with the deep and heavy subjects of spirituality and sin in the Dark Ages. It is an interesting trip into two very key facets of gaming in general.



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EABA Dark Millennium v1.0
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Dumbass!
von Paul B. [Verifizierter Käufer] Hinzugefügt am: 10/07/2008 06:33:02

I enjoy simple games. I enjoy tile-based games. I enjoy Scrabble-esque games. Dumbass involves taking a hand of cards and creating phrases that represent daft, dangerous and stupid things to do, which quite possibly might see you jailed or hospitalised.

There is a need for strategy and tactics here - you need to plan ahead, think on the go, and make the most of what the other player's play without giving points away.

There was a little moaning about the lack of Start cards in early hands - but that probably comes down to how well you shuffle the deck... and, if I use the expansion pack I could always create more Start cards.

The game is simple and fun, and I can conceive this making regular trips out with me to various events to kill time and break up the mood of serious gaming. I printed the cards out on premium paper - but they definitely need to be on card. Still, the paper copies will allow me to play a few games to work out where I might need to enhance or tweak with house rules and cards.



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Dumbass!
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Guns! Guns! Guns! v1.1
von William H. [Verifizierter Käufer] Hinzugefügt am: 07/05/2008 18:35:55

Greg Porter's most powerful book... Given the lack of weapon design systems for most games, this fills a much needed niche. I have used this system for years, having two editions on paper. Once you develop a conversion from the core stats to your favorite system, the system becomes a wonderful design and customization tool for weapons. If you are a Timelords, SpaceTime, or CORPS GM, this is your weapons design system. It covers melee and a variety of ranged weapons, and works in real world units, with generally about a 10% of real result. Included sequences are Chemical-Explosive Propelled Rounds, Railguns, Lasers, Particle Beams, and Melee weapons.



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Guns! Guns! Guns! v1.1
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EABAlite v1.0
von JD S. [Verifizierter Käufer] Hinzugefügt am: 04/03/2008 12:46:03

Its free. You can never go wrong with a free product. Why are you bothering to check out a review-download it and read for yourself!



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EABAlite v1.0
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EABA Ythrek v1.1
von Miguel d. L. [Verifizierter Käufer] Hinzugefügt am: 02/03/2008 08:59:33

Ythrek makes an interesting setting. A post-holocaust area set in the west of an Iberian peninsula (that's half Spain + Portugal) for ever changed for some unnamed disaster.

Yet there are some hints: the coast has receded, making most of the Guadalquivir valley (Seville is there) now part of the sea as well as the area around Lisbon, portugal, and so it's the fate of many of the rias (sorta small fiords) of Galicia. Besides the desert has accquired most of the land. Rain is scarce and survival difficult.

The society and language seems to me a pseudo-Spanish, and so it is the society which is close to the "mythical" holywood Spain, complete with duels and everything. However there are areas populated by the Northen people, which look germanic to me. I wonder what ever happened to the French :)

There are no horses so most transportation is by foot or pedal. Technology is mostly Reinascence, but with some additons like bycicles.

The setting is pretty solid and offers many interesting possibilities for adventure, specially with a looming crisis.

However it feels sketchy at times, and there are a time or two where I feel more detailed maps would have served us well. Some more illustrations would have been cool, too, but again nothing essential.



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EABA Ythrek v1.1
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EABA WarpWorld v1.0
von Miguel d. L. [Verifizierter Käufer] Hinzugefügt am: 01/30/2008 05:37:39

Too weird to my taste, that's my main criticism. Unfortunately it seems that since the demise of Twilight 2000 there is no realistic post-holocaust setting in the market.

This setting is one of fantasy, not of science fiction of any kind, no matter how hard the author tries to present it as plausible. Of course, there is nothing wrong with fantasy. Guess I'm getting older.

Basically put, the ancient gods have came back and they disrupt our technology so we are forced to worship them. Literally.

Anyway, the setting is, disbelief aside, solid; the level of quality is up to par with BTRC, clean, well organized, smart, and fits perfectly within EABA.

(I only hope Greg would write some serious no-mutants, no-weirdness post-holocaust game... but I guess I'm in the minority here).

The part dedicated to the religion is very well researched in terms of the ancient gods. However the prediction about Christianity and all other modern religions disappearing quickly seems false to me.Not so much as the part about the ancients gods making a comeback) . Surely, number of christians will be smaller, but both Judaism and Christianity are made to give hope in a time of crisis.

So do you love fantasy and can accept a little weirdness? Then you will love this product.



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EABA WarpWorld v1.0
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EABA WarpWorld v1.0
von Glenn G. [Verifizierter Käufer] Hinzugefügt am: 01/17/2008 22:05:41

Greg Porter is one of those people some (if not most) casual gamers envy--he has the ability to create and flesh out an entire universe. Fortunately for those of us without the time, or the sheer scope of mind to do it, he then allows us to play in his sandbox.

This is another title for his EABA game system, which deserves praise of it's own for usabilty and scalability. And, like his other world-books, if you just want to use WarpWorld as a sourcebook for your own favorite system, you certainly can. And what a world! Three centuries to play in, a setting that demands high drama...but not ALL the time...and different enough from the first release of this title (Which called for a different gaming engine that Greg had developed) that's it's certainly worth the pittance you're paying to have the same title (though a different game) twice.

Thanks, Greg. I have a feeling my players' characters won't be thanking you, however....



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EABA WarpWorld v1.0
von Niles C. [Verifizierter Käufer] Hinzugefügt am: 01/17/2008 05:50:22

Caveat: I playtested this as GM so I might be a mite biased.

In a nutshell WarpWorld is a self-deploying post-apocalyptic 'fantasy' campaign. I say "self-deploying" because once the PCs are created the campaign pretty much writes itself. All I needed to do was keep up with the players and slip new story arcs under their feet. And what a campaign, going from a few moments before the mysterious event known as "The Warp" to some three centuries in the future and beyond.

It's a brilliant setting with a huge amount of work and forethought in bringing it to life. It can be run pretty much straight out of the 'box' and will give you years of gaming pleasure.

Oh and if you're played the original WarpWorld then the EABA version is completely reimagined apart from name and general theme.

Well worth the buy.



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Posturing and Pretensions
von William H. [Verifizierter Käufer] Hinzugefügt am: 10/27/2007 14:48:35

Let me preface this: I am a fan of Greg's. This is far from his best work. ¶ It is not really roleplaying in the normal sense. It's a competitive story telling game in the same style as "Once Upon A Time." You play a competitive game by teling a story. In this case, in a very annoying but funny way. It's fun (I have played it), but as it says, it's a diversion. It's a fun warm up while waiting for that guy who's always late to game. ¶ The layout, as with all BTRC products, is crisp. The rules are clear. It is two pages, one of which is the cover. ¶ Since it's free, and you can get a good 30 minutes of enjoyment from it, it's definitely worth the 2 minutes download time. But it hits burn out right quick.



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Posturing and Pretensions
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