Book Bout-Book Review of The Fuller Memorandum

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Book– The  Fuller Memorandum

Author– Charles Stross

Voice- Gideon Emery

Book- ~$8 http://www.amazon.com/Fuller-Memorandum-Laundry-Files-Novel/dp/044102050X/ref=sr_1_1?s=books&ie=UTF8&qid=1420247010&sr=1-1&keywords=the+fuller+memorandum

Audiobook- ~$15  http://www.audible.com/pd/The-Fuller-Memorandum-Part-1-Audiobook/B004V4O9W6

TL; DR– Sit down and learn about the Laundry.  93%

 

Basics-Bob Howard has been pulling a few too many hours at the Laundry.  He makes a rookery mistakes that shouldn’t happen, and now is sent out on personal leave after someone dies.  However, strange cults across the world never take personal leave.  Can Bob survive an attack on the Laundry, keep his sanity, and learn more about some ancient Laundry secrets?

 

Characters– Bob’s really Bob in this one.  Moe is Moe, and you also get to learn a bunch more about the other characters in the Laundry with this one.  Based on the previous books, every character is well described for the new readers, and every character stays in character all the way through this book.  Excellently done.  5/5

 

Setting– I have never been to England and much less to London.  But, Stross does a great job of describing the city and making me see places and geography in my head.  It almost makes me want to go and see if I could track Bob through the city and see the hidden sights Bob describes. 5/5

 

Story-The Laundry is a book series about middle management always screwing with the people who actually get the work done.  However, I can’t see how anyone might get their work done when they have to account for everything even when they know the penalty for such actions is not being able to get fired?  I’m complaining a bit, but I don’t enjoy the amount of possible threats from inside the Landry.  That kinds of gets a bit boring.  What I did enjoy was the amount you get to learn about the history of the laundry.  Stross does an excellent job of telling bits of Landry and character history over the course of the novel.  I loved that even if I didn’t enjoy the internal threats and bureaucracy as much. 4/5

 

Summary-I really like the Laundry novels.  Stross does an excellent job of bringing Cthulhu mythos to the masses while still being true to its roots.  I do bet a bit bored with the inter-Laundry problems, but this one is a great read.  I got to learn a bunch about the Laundry and its members.  This was done in some text dumps, but it was done in a smart way throughout the book.  If it’s at least as good as this one, I can’t wait to pick up the next one!  93%.

 

Audiobook Extra- Gideon Emery is Bob.  And, he also does a great female voice with an accent as Moe is in this novel a lot.  Well done! 5/5

Ring Side Report-Board Game Review of Skull & Shackles Adventure Deck 2 – Raiders of the Fever Sea

Product– Pathfinder Adventure Card Game: Skull & Shackles Adventure Deck 2 – Raiders of the Fever Sea

Producer– Paizo

Price– ~$20 here http://paizo.com/products/btpy95dj?Pathfinder-Adventure-Card-Game-Skull-Shackles-Adventure-Deck-2-Raiders-of-the-Fever-Sea

Set-up/Play/Clean-up– 30 to 60 minutes per scenario (1 to 6 players, five scenario)

TL; DR-BEST AD SO FAR! 98%

 

Basics-Let’s be bad guys!  In the last adventure deck, the pirates get their first ship.  Now it’s time to be real pirates.  Loot as many ships as you can, earn the favor of Tidewater Rock, and go on an adventure in the deep sea!

 

Mechanics– The game really ties the theme to the mechanics.  It still has the randomness that somewhat hurts the theme, but the new mechanics really hit the theme hard like a sledgehammer on a tack.  Pirate hunting with the chance of catching the attention of the authorities?  Awesome.  Having to find a particular villain to open up a dungeon?  Even better!  It’s a well done adventure deck! 5/5

 

Theme- This game really hits home the theme.  It has lots of piracy with the mechanics to back it up.  Also now new mechanics for the specific missions are introduced to really make a dungeon crawl come alive.  Well done!  Do this more often! 5/5

 

Instructions– The base instructions are all you get besides the stuff on the cards.  I still want a sheet with more story and instructions for the game.  What is on the cards is good, but I still want a bit more.  Also, explaining who the characters are, especially the allies, would help me get a bit more into the feel of things. 4.5/5

 

Execution– Tell you what, Paizo has heard some of what I’ve said and this proves it.  It’s a card game, so it’s got good card stock and art.  Fine, I expect that.  But you know what, SIDE OPENING FLAPS! I can open up the package while not destroying the box.  Here is your five for that. 5/5

 

Summary– This adventure deck is the best adventure deck so far for either season of the card game.  I felt like a pirate.  The mechanics are slick.  The theme is awesome.  THE BOX OPENS ON THE SIDE!  Well done!  98%

Silver Screen Smackdown- Movie Review of Big Hero 6

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Movie– Big Hero 6

TL;DR-A nice movie about family and belief 93 %

 

Basics- Hiro, our hero of the film, is the orphaned robot design prodigy.  His older brother sees him wasting his design potential away with underground robot fighting and convinces him to compete for a scholarship to a robot design university.  He wins, but fire at the competition clams Hiro’s brother’s life.  Hiro finds that his award winning robots were stolen in the fire, and now Hiro must team up with his lost brother’s last robot project to defeat the evil villain who stole his project and his brother’s life.

 

Story– This is a kid’s movie, and therefore a bit too short.  But that’s a good feeling!  I’d rather be left wanting more than being bored.  This movie doesn’t pull any punches though for a kids movie.  Lots of different themes are discussed, and the villain when he/she shows up is well conceived, not over the top, and somewhat sympathetic.  It’s a sleeper hit just like Meet the Robinsons.   4.5/5

 

(voice) Acting– The dialog is well done here.  There is even a Wayans brother in this one, and it’s well done!  All the characters feel real. 5/5

 

Cinematography– It’s a cartoon world, but it still does look well done. Everything is the right amount of cartoony while still looking semi-realistic.  I like what I see in this one. 4.5/5

 

Summary– This is a fun little movie.  It’s over way too quick, but the stories and characters in this one are a blast.  Honestly, this movie and Meet the Robinsons seem to be on par with one another.  Both are animated sleeper hits.  Great fun, but overshadowed by some other movies that recently came out.  93%

 

Book Bout-Book Review of The Jennifer Morgue

Book– The Jennifer Morgue

Author– Charles Stross

Voice- Gideon Emery

Book- ~$8 http://www.amazon.com/Jennifer-Morgue-Laundry-Files-Novel/dp/0441018149/ref=sr_1_1?s=books&ie=UTF8&qid=1420067745&sr=1-1&keywords=the+jennifer+morgue

Audiobook- ~$15 http://www.audible.com/pd/Sci-Fi-Fantasy/The-Jennifer-Morgue-Audiobook/B003E8AA2I

TL; DR– A twisty turny international affair  95%%

 

Basics-Bob Howard still works for the laundry.  Now instead of fighting domestic terrorists and interoffice politics, he’s dragged into the world of international super spies by being paired with sexy she sea devil trying to stop a plan that will not only fight a crazy American billionaire but the most devious of evils-POWERPOINT!

 

Characters– Stross writes some great characters.  The sexy she spy Ramona Random is well done.  She starts off standoffish, but through some show/don’t tell you learn a ton of her background.  The second main character Bob Howard is done well.  There are a few moments where he does some stuff that seem out of his character.  It’s not horrible by any means, but there are a few moments like when Bob and Ramona go swimming together that I feel he doesn’t feel quite right. 4.75/5

 

Setting– The setting is the Caribbean.  Bob doesn’t spend a ton of time at the office, and that really only helps the setting.  Bob gets to go somewhere without florescent lights, and he takes us with him.  Since this place is new to me, I felt like I was taken on a new and exciting trip. 5/5

 

Story– The story of this book is a fun one.  It’s full of all kinds of twists and turns following all the old cliché’s of a Bond novel.  Some of these twists you won’t see coming, and that makes it all the more fun.  There are a few dull moments that are not as fun, but overall you will enjoy this one. 4.5 /5

 

Summary-I love the Laundry books.  Stross does a great job of bringing the Lovecraft and mixing it with the science.  That’s a fun combination.  This story has several different perspectives that all build a great cohesive tale together.  It’s a fun romp that will twist and turn, and you will enjoy every minute of it. 95%.

 

Audiobook Extra- Gideon Emery does a good job being Bob Howard.  He sounds English enough and as much of a technogeek as Bob is.  Well done. 5/5

 

Ring Side Report- RPG Review of PFS Scenario #6-08: the Segang Expedition

Product– Pathfinder Society Scenario #6–08: The Segang Expedition

System– Pathfinder

Producer– Paizo

Price– ~$ 4 here http://paizo.com/products/btpy9a1w?Pathfinder-Society-Scenario-6-08-The-Segang-Expedition

TL; DR– A good mix of combat and roleplay. 90%

 

Basics-Time to hitch a ride!  Funds for the Pathfinder Society are low after the adventures in the Worldwound.  Now Pathfinders are working with new allies to find old archeological sites.  Can you find and explore a new site while working with and befriending some new patrons?

 

Theme or Fluff-This is an interesting one.  It’s two separate missions.  Befriending one of two patrons while still finding what you want in an island Jungle.  As a dungeon crawl alone, it’s not that best one I’ve played.  As a pure roleplaying experience, it’s not complete either.  But this one combines the two well and really does have something for the combat monkey and the thespian in your groups.  It’s not perfect in either, but it does a good job balancing the fun. 4.5/5

 

Mechanics or Crunch– The adventure provides a new mechanic for how to befriend one of two wealthy backers.  My players constantly tried to keep finding ways to secretly befriend both.  You will have to think on your feet with this one.  The combats are quick, and the adventure does give some extra mechanics fun for allowing players to go hunting from a hunting lodge.  For its fights and non-combat encounters, it’s reasonably well done experience. 4.5/5

 

Execution– My main problem with this PFS scenario is the same problems I have with all of them.  Paizo only publishes PDF adventures for the society.  Paizo try to keep all the adventures a set length, but honestly, the PDFs could be infinite length providing all the rules I need to run the adventure from how the spells work to basic random dice rolls.  This adventure lists a bunch of different creatures, and I have to have the books to look them up.  Why not just give me the full stats?  It won’t hurt to expand a few extra pages and give me those stats, since I know more and more people are now running adventures as PDFs off tablets.  It’s just a pain to have to dig up all my books to get one stat for from one book and another stat from another book.  Otherwise, the text if sized fine, the art is good, and generally, I have what I need to run this adventure. 4.5/5

 

Summary– I liked this one.  A father and a son-in-law are off hunting and the players act as guards while still trying to be Pathfinders.  I can see repercussions from last year’s Pathfinder’s affecting the future, and I like it.  The adventure itself is fun, has roleplaying and combat well done, and fits neatly within the time frame for a PFS game.  I had a blast and so did my players.  Well worth running at your tables.  90%

 

Book Bout-Book Review of Rise of the King

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Book-Rise of the King- The Companions Codex #2

Author– R. A. Salvatore

Voice- Victor Bevine

Book- ~$14 here http://www.amazon.com/Rise-King-Companions-Codex-II/dp/0786965150/ref=sr_1_1?ie=UTF8&qid=1419984295&sr=8-1&keywords=rise+of+the+king

Audiobook- ~$20 here http://www.audible.com/pd/Sci-Fi-Fantasy/Rise-of-the-King-Audiobook/B00NFO4TH8

TL; DR-Best Drizzit Book so far! 93%

 

Basics-The orcs are on the move!  Can Drizzit stop the orc hoards with their drow puppeteers and grapple with the moral implications of orc right and wrong?  Can Drizzit save the Silver Marshes or will the world fall into the clutches of Loth?

 

Characters-I’ve written about Drizzit before.  He’s not my favorite fantasy character, but this one doesn’t just focus on him.  He’s here in this book, and he’s in the spot light just the right amount.  This book is truly an ensemble cast with both enemy drow and distant humans all taking a turn in the spot light.  It’s a well done book with lots of different characters.  A character might only get five pages of screen time, but you do feel like that person is a whole.  It’s not perfect, but it’s done really well. 4.5/5

 

Setting-It’s R. A. Salvatore and Drizzit.  Of course the Realms gets a great treatment.  The Silver Marshes and Sword Coast are being dragged through the mud, but it’s still well done Forgotten Realms. 5/5

 

Story– Here’s where everything comes together.  Salvatore is using lots of different characters to tell lots of different perspectives on the same story.  He’s using the best show don’t tell I’ve seen from him in a while.  Instead of letting Drizzit monologue about “Can orcs be good?” he’s got lots of people running around as a giant plan is coming together.  What hamstring all this is that the book is set in the past.  Drizzit and his creator Salvatore are both telling another side of the history to a DnD encounters season.  It’s well done, but you know Drizzit will win, the Sword Coast is ok, and his friends will be fine.  But, it’s still a fun ride.  4.5/5

 

Summary-Honestly, it’s taken me a bit to love the Drizzit story.  I stared reading Salvatore because he writes for the realms.  I love the Forgotten Realms, and to know what’s going on, I had to read his stuff.  But, now after books like this one, I have to say, I’m pretty happy I stuck it out.  This might not be the best place to start reading Drizzit books, being the middle of a series and all, but this book made me the happiest to read.  I’m now on board with this series and Salvatore’s writing.  I can only hope the next one is just like this one!  93%.

 

Audiobook Extra- Victor Bevine has to cover a ton of ground for this one.  If a book only has one character, then a reader only has to cover one voice.  Salvatore wrote a bunch of different characters, and Victor rose to the challenge.  Well done!  5 /5

 

Ring Side Report-Board Game Review of Sushi Go!

Product– Sushi Go!

Producer– Gamewright

Price– ~$13 here http://www.amazon.com/Sushi-Go-Pick-Pass-Card/dp/B00J57VU44/ref=sr_1_1?ie=UTF8&qid=1419311517&sr=8-1&keywords=sushi+go

Set-up/Play/Clean-up– 30 minutes (2 to 5 players)

TL; DR– Quick family fun. 90%

 

Basics-Hungry for some more quick sushi games?  Sushi Go! is a simple family card game that follows many of the same drafting mechanics popular in 7 Wonders and Among the Stars.  Players start with a hand of cards and choose a card.  All players reveal their chosen cards simultaneously.  Some cards are instant point cards like nigiri cards.  Other cards are worth more as you gain more of the same card like dumplings.  Yet others need a specific number of cards of one type to get any points like tempura where every two score points.  And some are worth more depending who has the most of them at the end of the game.  There are also wasabi that multiply other cards, and the chopsticks card.  If players have a chopstick card, they can shout “Sushi Go!” and take a second card from the same hand of cards.  After selecting your card for the round, you pass the cards to the left.  When you only have two cards, you choose one card, and then throw the other into the center.  After three total hands like this, players determine who has the most points and is the winner.

 

Mechanics– I like a good drafting game.  This one plays quick and teaches even quicker.  My sister who can’t read scored as many points as I did while my mom scored the least points.  It’s a blast to play and won’t require encyclopedic knowledge of some obscure rules.  5/5

 

Theme- Here is where the game suffers.  I don’t get the feeling I get from Wasabi of being a chef.  This game has cute sushi, but beyond the box and the art, there isn’t really a story here.  If story doesn’t matter to you, then this game is great.  3/5

 

Instructions– The instructions are a single booklet that’s less than ten pages.  It doesn’t take much to learn and play this game. 5/5

 

Execution– The cards are decent quality and the whole game comes is a metal tin.  The art is great and all cutesy.  And for less than 15 bucks?  Well worth the price of admission.  5/5

 

Summary– This game has the family board game awards all wrapped up, and I can see why.  It’s cheap, easy to play, and doesn’t require a ton of priming to get into.  It’s a great intro board game that doesn’t break the bank and travels well too. 90%

Ring Side Report-Board Game Review of Panamax

Been teasing this one for a while.  Here it is, my review of Panamax!

Product– Panamax

Producer– Stronghold Games

Price– ~$50 here http://www.amazon.com/Stronghold-Games-6001SG-Panamax-Board/dp/B00OMXW4U0/ref=sr_1_2?ie=UTF8&qid=1419308500&sr=8-2&keywords=panamax

Set-up/Play/Clean-up– 60-90 minutes (2 to 4 players)

TL; DR– Lots of fun stress between your life and the company. 94%

 

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Basics-All Aboard!  Panamax is a game of becoming the best shipping moggle out on the Panama Canal.  The game even gets its title from a shipping designation Panamax which means the largest measurements a ship can be and still go through the canal.  This is a relatively simple  to play Eurogame.  During set up, players get personal stock and money, and their companies also get money as well as shipping contracts and starting boats.  The shipping contracts are represented by dice on a small card with one to three numbered boxes.  The numbers on the boxes are used to indicate the face up side of the dice placed on them of your color.  Boats have numbers on them ranging from 2-5, 9-18, and so on.  These are the minimum and maximum total dice value that can be placed on a ship.  Players get a chance to load up their dice on ships on the proper sides of the canal during set up.  When a player clears a shipping contract, either in setup or the regular game, they get to place a country flag marker on their companies’ board.  The markers may cover extra powers such as adding shipment dice to the rail board, moving ships, buying stock, and loading extra dice.  Then the main game starts.  For a four player game, twelve dice are rolled, and the dice are placed in columns covering the die face it rolled to indicate different actions a player can take.  At its most basic level, this game is an action selection game.  Players select a die, do the action associated with it, and the turn passes.  You draw three dice a round, and then pay for where your company’s cargo still is and get money from your stock options for the different companies stock you own.  Sides one to three of the action dice indicate ship movements.  When a ship has enough dice on it to cover its minimum value, the ship can be moved.  There are two types of movements: lock and waterway.  Each movement is well indicated on the board with different icons.  When you select a movement die, you use a small tracker at the top of the board to show what movements you have left. When a player selects movements, they have to move all the ships that they can possibly move.  Hidden in movements in a major factor of the game-pushing.  The title of the game refers to how large a ship can be, and that’s the most important factor for pushing.  When you move ships out of a large body of water like an ocean or lake, you can group ships together.  The ships come in sizes ranging from one dice to four dice.  The maximum size that can fit in one lock is four dice.  So, if you would move a group of three wide ships into an area where a three wide ship already is, you push that three wide ship ahead one space.  This can result in chain reactions where tons of ship will move through the canal.  Mastering this will get you the win!  When a ship crosses the canal, players earn money from the die’s values on the ship, and the player who owned the ship can get cards that give you extra moves, load cargo, or give you extra money at the end.  Sides four to six of the dice represent loading cargo actions.  Just like in set up, you take a card with different cargo values on it with the different countries.  The dice you pick up will also show you how much cargo you can load this turn ranging from one to three dice.  If you don’t load cargo from the warehouse, it costs lots of money per die, while having cargo waiting to go into the canal still costs a ton, but slightly less.  Having cargo moving through the canal is slightly less expensive.  And, just like setup, completing country cards will get you markers for each country.    In addition, four more dice are rolled and these are placed on a separate area for executive actions.  These extra actions allow you to buy more stock, have three unrestricted moves, load new cargo/take country cargo cards, and change the value of your stock.  You can only take an executive action die after all the other dice of that number have been used up.  While that’s a lot of words, this game is surprisingly simple, but deviously complex.  Know when and what to do will help you maximize your income.  There are also military ships, cruise ships, and rail cargo.  Moving military ships will earn you a once per turn money bonus equal to the number of country cargo markers on your company’s board.  Cruise ships earn your cruise ship markers that have values from 1 to 5, and you get to place that marker on your company board earning your permanent powers like extra loads and extra cargo cards to choose from.  Some cargo has a rail icon next to it, and you place that cargo on a separate section of the board. Rail cargo dice number is used to change what player goes first and get you extra country cargo markers.    After three rounds, you sell off your stock to the bank, count all your money, and just like life, player with the most money wins!

 

Mechanics– This is a hard Eurogame.  Nothing is too difficult here once you get the hang of it.  However, knowing what you need to do make this game some brain burning fun.  This game has two levels to it:  your personal money and your companies.  You might be the best player in the game, but if you don’t invest wisely, you could lose.  Those levels of the game make this much more interesting that just who has the largest company at the time.  Also, these different levels of play make a player have to consider when that player will take stock market options to be selfish and when a player will take actions to better his company.  Constantly having smart choices to make makes this an amazing experience.  My only problem is you will most likely only get the option to buy stock on round one and round three.  I haven’t found a way to buy stock all three turns.  Wish there was a way to make a bit more personal money.  4.75/5

 

Theme- This game does make you feel like an executive at a cargo company.  Do you better your own company or do you better your own stock portfolio?  Focus too much on one you will fail.  Focus too much on the other and you won’t have enough personal money to win.  Choosing what to do makes you really have to think and adds a tension to the game you will enjoy.  Also moving all the ships is fun and does make you feel like a shipping magistrate.  All said and done, it’s a blast.  5/5

 

Instructions– This game plays like chess, and to win you need to really understand the rules.  The rules do a decent job of communicating the game, but lots of little details are semi-hidden in the rule book.  They are there, and after two read through of the rules, you will get them all.  But that’s after two good read throughs.  4.5/5

 

Execution– Stronghold Games makes great games, but for some reason, their Eurogames tend to get light-weight boxes.  My copy of CO2 is flimsy and this box is flimsy as well.  My copy of Panamax even came dented up.  Inside the box, the game is great.  AND IT COMES WITH BAGS!  That right there is worth a 4!  I did have a small problem with the layout of the game.  I would have liked an area where my personal stuff went besides just in front of me, not on my clipboard.  All told, few small changes would easily get this up to a 5.  4.5/5

 

Summary– I love Stronghold Games and the hardest working man in board games Stephen Buonocore. I’ve been waiting for Stronghold to make some more hardcore Eurogames.  And, when this one came out, I bought it as soon as I could.  I’m happy to say this is an awesome game that gives you a great Eurogame experience.  Choices on what to do each turn, how to maximize your actions, and still get enough money to be better than the Joneses dominate this game and provide the positive stress that makes Eurogame so much fun.  Want a new game that focuses on ships and international relations?  This game is well worth the price of admission. 94%

Ring Side Report-Double RPG Review of Uber RPG! Uncharted Steampunk and Universal Airship Combat System

Product-Universal Airship Combat System

System– Uber RPG: Steampunk

Producer– Uber Goober Games

Price– ~$ 13 here http://rpg.drivethrustuff.com/product/101071/Universal-Airship-Combat-System-ber-RPG-Steampunk-sourcebook

TL; DR– Two books in one! 87%

 

Basics-Time to hit the sky!  Universal Airship Combat System is a book covering the rules for airship and mech combat in the Uber RPG system.  This book covers combat in the RPG as well as giving simple rules for a tabletop miniature system.

 

Theme or Fluff- Back to the fluff first reviews for the Uber system.  This book is not a theme book, but it gives enough options that you can fit any theme into it.  Uber RPG: Steampunk doesn’t have a default setting, so this book provides the mechanics to build whatever options you want into your own world.  One of the saving graces for theme in this book is how damage is dealt.  The system uses a 52 card deck to determine where shots hit and how it damages the ship.  That kind of story elements really marries theme with mechanics as you get a short snippet on how the attack happens and some mechanical details to.   As with the base Uber RPG: Steampunk, the book doesn’t do much give you a world, but provides the tools to build it.  The only problem with that is you, the GM and players, have to do much more heavy story lifting.  4/5

 

Mechanics or Crunch– While this book isn’t a theme book; it is an amazing book for its mechanics.  Much like Uber RPG: Steampunk, the base system is d6.  The system presented here is amazingly simple and quick.  Movement happens in ascending dexterity order.  Slower ships move, and faster ships can react.  Attacking happens simultaneously.  You add up all the attack power your ship has, and then subtract the defensive powers your target has, and roll six sided dice.  For each five rolled, draw a card from a deck of cards.  For each six, draw two.  The book has a chart detailing how the card damage and affects the ship as each suit and number focus on specific areas of the ship.  Done!  It’s a slick and quick system that makes combat not drag as some large scare combat systems do.  The book even provides mech combat if you want to climb into a steam powered mechanical walker.  And rules for mech vs. airship combat!  AND rules for a table top miniatures game!  Honestly, this book is jam packed with a quick, easy to use, fun to execute combat system. 5/5

 

Execution– Uber Goober is a small company, and small companies don’t have the art resources to make large scale book full to the brim with art.  This book has lots of pages with only text.  That kind of hurts the overall appeal as you have major textbook problem.  However, this book has more tables and lots of art to show what the authors meant for each type of ship and mech. It’s better than the original book, but still a bit flawed. 4/5

 

Summary-This is an easy to use, short book that give you multiple ways to integrate steamtech into your world.  This book isn’t the most reader friendly, but there is more art than the base book for the system.  If you like the quick combat style of Uber RPG: Steampunk, then this build upon that and give more flair to large scale combat.  Honestly, if Uber would add the random table of hit locations to the base Uber RPG: Steampunk I would love that system even more.  If you you’re looking for a good tabletop system to handle steampunk miniature combat or a way to integrate more steam machine combat in your Uber RPG: Steampunk game, this is a great book to add to your collection.  87%

 

And now another Uber RPG: Steampunk Product!

 

Product-Uncharted Steampunk

System– Uber RPG

Producer– Uber Goober Games

Price– ~$ 13 here http://rpg.drivethrustuff.com/product/102911/Uncharted-Steampunk-ber-RPG-Steampunk-sourcebook

TL; DR– Marry this with the base book, and it’s amazing. 83%

 

Basics-Need a world for your Uber RPG: Steampunk players to roam in?  This is a companion book to the base Uber RPG: Steampunk game.  This book provides a world to play in/destroy while still letting GM’s build their own world.

 

Theme or Fluff- Uber Uber Goober likes to let GMs build their own world.  This book, while a setting book, still let’s GMs build their own world.  How?  Well each part of the world gets a description in the three main Steampunk styles that Uber introduces at the start of their books: steam tech focused, rebelling against society, and fantasy steampunkHonestly, this has to be the best approach I’ve seen to getting the theme of your game out there.  The author basically says “Here are three different worlds and their themes to play with.  Choose one and go!” 5/5

 

Mechanics or Crunch– And here is where the book suffers.  The book discusses the survival skill and gives ideas for encounters, but this book doesn’t have many new mechanics in it.  What is here is good, but the books main purpose is to build the world for you, got give you new toys for that world.  It doesn’t add to many new enemies or options, but what is here is well fleshed out. 3.5/5

 

Execution-PICTURES!  This book has more pictures!  The pictures of the continents are well done.  However, much like Uber Goober’s other books, there are still a ton of pages with just black text on white page.  This book is, by definition, a geography/history textbook, and it suffers from many of the same problems old textbook do.  That makes this much less exciting to read.  A few more pictures of the peoples and scenes of different places would have really helped draw the reader in.  4/5

 

Summary– If this book and the core Uber RPG: Steampunk book were put together, they would add up to one amazing book.  This book has all the world building and steampunk theme any player could ask for.  The core book has sleek mechanics that make the game run well.  This book and the core both fill the gaps the other is missing.  On its own, this book is a good world book that gives the GM enough options to make the game they want happen in the world of their choosing.  What this book doesn’t have are many more mechanics and some more pictures to help set the stage and scenes.  All together, this is good foundation for GMs to build the world they want. 83%

Ring Side Report-RPG Review of Uber RPG: Steampunk

Product-Uber RPG: Steampunk

System– Uber RPG

Producer– Uber Goober Games

Price– ~$ 20 here http://rpg.drivethrustuff.com/product/100784/ber-RPG–Steampunk?site=&manufacturers_id=2798

TL; DR– A dense, but good, all purpose steampunk RPG. 82%

 

Basics-Have a steampunk idea in your head, but don’t have a way to execute it?  This is the RPG for you.  Uber RPG: Steampunk is a generic system designed to allow players and GMs to build the Steampunk world they want.  Let’s dig into the individual parts.

 

Theme or Fluff- Usually I look at the mechanics of a book first, but this RPG’s theme needs a bit of an introduction First.  Uber RPG: Steampunk is designed to be completely setting agnostic.  If you want superhero Steampunk, then you can make this game superhero Steampunk.  You want fantasy Steampunk, here you go.  Magic?  Same deal.  That’s great, but you now have to bring many more of your own ideas to the party.  The book does have examples of what kind of worlds you can build, but you’re the director on this one.  This level of freedom is a double edged sword as now a GM and the players have to do much more of the heavy lifting instead of letting the RPG come prebuilt and prepackaged with its own world.  The Steampunk is strong in this one as the author spends an incredible amount of time describing steampunk and the different forms of it.  That is an excellent introduction to anyone who isn’t sure what Steampunk is.  But, the saying “good at everything, master of nothing” kind of creeps in as so many different ideas a brought forth with only a little focus on each one.   4.25/5

 

Mechanics or Crunch– The system is a d6 based system.  It’s quick and painless when you know what you’re doing.  Let’s break down the different areas of the game.

Character Generation-Characters are made via a point buy system.  As with the theme, anything goes as long as you all agree with what you want in your world.  Several different examples of prebuilt characters are in the book, so you get a great idea of how to build a character.  Look at the examples as your character build can kill you if you do it wrong!  There is that much freedom here.  If you know what you want, you can build that person from the get go.  However, if you go in blind, you can make some serious mistakes that will end you in the first fight you get into.

 

Base Mechanic-This system is a d6 based system, but does not use the standard two numbers are good/one bad mechanic.  Fives are one success, six’s are two successes, and ones represent complications. Every roll is mostly independent of any other number with successes dictating how well you succeed at a task.  Dice pools are made in the standard attribute + skill ranks method common to d6 systems.  If you roll more ones than total successes a botch happens where the GM dictates your failure somehow.  This system is meant to speed up the game as the size of your dice pool can also dictate automatic successes.  The larger the pool, the mightier the task you are assumed to instantly succeed at.  I think that’s an awesome addition to the rules of any RPG.  You reward players for building in one direction, but don’t slow the game down having to make them roll the dice.

 

Powers-This game uses powers to determine your attacks and other actions.  Since the game doesn’t have one setting, Uber RPG: Steampunk gives you the ability to build whatever power you need ranging from magic missiles to Tesla coil ray guns.  Each power builds a Mighty Dice Pool which keeps powers balanced.  It’s easy to build lots of different powers quickly, and the balance also keeps things working like clockwork (Ha, Ha, Steampunk pun!) during combat.  Powers can also be pushed which means that you roll extra dice or do extra effects, but this comes at the cost of doing damage to yourself or reducing the Mighty Dice Pool of your weapon.  This represents over exerting yourself, running out of ammo for the gun, or causing some Steampunk device to go haywire.

 

Combat-Combat is quick and deadly!  Each turn players get to announce and perform an action in descending dexterity order.  Attacks use the Mighty Dice Pool determined earlier during character creation.  Some powers reduce the effectiveness of an attack, but aside from that, there is no set number to determine if an attack hits and how hard.  Characters do not have hit points.  Instead, characters have conditions ranging from stunned (out of combat for one turn) to dead.  After your attack with a power, you determine the number of success you got on your roll and compare that on a chart to the constitution of the target.  Some powers and abilities reduce the dice pool rolled, but beyond that there is no defense roll or armor class from the target.  It quick, clean, and very deadly!

 

Summary-This is well done universal system.  You get all the toys you could ask for, but you have to build them yourself.  Again, that’s heavy lifting for the GM as well as the players.  Combats quick, but you do give up some say in what happens as aside from some powers, you don’t get to determine how attack affect you.  This system works well if you invest time into it, but you do have to invest that time.  You can also see the LARP roots in this system keeping combat quick and focusing on the narrative on the encounter rather than the numbers of the encounter.  4.5/5

 

Execution– I like the system, but the book itself has a classic case of text book problem.  The book is incredibly full of information leading to several pages of text with few pictures.  The text is small, but you can easily resize on an iPad if you read the PDF.  I do like the quick summary of the game in the first few pages, but the sheer number of pages with text explaining everything in this book makes the book drag a bit.  The content is good, but more pictures and white space would really help this one.  3.5/5

 

Summary-If you want flexibility; this is the system for you.  The rules are well done to the point that anything anybody could want to make happen can happen.  The theme is light, but that’s a direct result of the book being open to anybody who wants to make their own Steampunk game.  The mechanics really reinforce that theme of open Steampunk design by focusing on balancing all the different things people could create.  I do like the balance presented in this game.  My only real concern with this game is it gets lost in its own open design and the density of material presented.  The art is good, but there just isn’t enough of it.  And, white space is your friend!  However, if you can get past the problem of getting too much in a book, and don’t mind completely building your own world and powers, this book is a well stocked tool box for building your own Steampunk world. 82%