Ring Side Report- RPG review of ALIEN RPG Colonial Marines Operations Manual

Product– ALIEN RPG Colonial Marines Operations Manual

System- Alien RPG

Producer– Free League Publishing

Price– $11.99 here  https://www.drivethrurpg.com/en/product/356935/alien-rpg-colonial-marines-operations-manual?affiliate_id=658618   

TL; DR-A few issues don’t keep this from being a fun book.  93% 

Basics– Game over man, GAME OVER!  Colonial Marines Operation Manual expands on the world of Aliens, focusing on the military men and women who will defend the frontier from both men and monsters.  This book features a few new careers, talents, and items for the players and for the GM it has a TON of story and a whole campaign.

Mechanics or Crunch– This is a classic example of what’s here is good, but there needs to be more.  There are a TON of ships and tanks, so if you wanted to have more of that in the game, you are going to love this.  But there is not much new for characters to directly build themselves.  What’s here is good however.  The new military careers are fantastic and will make your character feel more like they are more than just generic soldiers.  I would just like more player specific options.  For the GM, there is an impressive amount here to throw around with a guide on how to make a military campaign and a full military campaign in the book!  4.5/5

Theme or Fluff– Want to learn over 200 years of history and culture in a book?  This is that book!  This book goes deep into the lore of the universe, and it’s well done.  You get small glimpses into individual soldiers’ lives and an overview of nearly two centuries of corporate intrigue and international and planetary politics.  This doesn’t even cover all the multitude of new aliens added to the lore or added to this game.  This is a solid story hit.     5/5

Execution– I like what’s here, but don’t completely love it.  The layout is ok, but it’s lots of green boxes with a black background.  There are pictures, but not many when it comes to the aliens.  Humans and weapons yes, which I like, but not many to show the new xenomorphs.  The book does read easily and has hypertext, so I love that.  The campaign is good, but I don’t like the layout as I feel some of the style hides the lead and makes it a bit hard to run on the fly.  But, I do appreciate it.  I’d like the pregens to be separate, but they do exist in the book.  Not as character sheets, but as blocks that you can print out.  It’s good, but I would like a few improvements.    4.5/5

Summary–  If you want to run a military campaign for the Alien RPG, this is the book you need.  Heck, it comes with a military campaign so you don’t event need to do hard work as a GM for the first 8 sessions!  It’s not perfect; I want more player options and some changes to layout and writing.  But these are small complaints compared to the parts of the book that are well done.  93%

Ring Side Report- RPG review of Pathfinder Howl of the Wild

Product– Pathfinder Howl of the Wild

System– Pathfinder 2nd Ed

Producer– Paizo

Price– $64.99 here  https://paizo.com/products/btq02f09?Pathfinder-Howl-of-the-Wild   

TL; DR-Solid nature materials with a layout misstep.  98% 

Basics– Who let the centaurs in the sub?  Howl of the Wild is a character options book with new races, spells, items, and archetypes for characters who want a bit more animal in their characters.  In addition, the book has a framing story about an expedition to uncover the guardians of the wild and the monsters they encounter, providing GMs with new monsters and story hooks for them to dig into.

Mechanics or Crunch– Paizo knows their math and it shows here.  The new items, options, monsters, and characters all expand Pathfinder into fun new places.  And the new grafts allow characters who are plain human to even get into the action.  Some archetypes require the characters to have some animal parts, but with the right addition, anyone can play.  It doesn’t feel exclusionary, but lets people specialize into something new at the same time.  The monsters are fun and bring some old creatures back into the mix as well.   5/5

Theme or Fluff– Howl of the Wild feels like it fits in Golarion and adds to it at the same time.  I love the new races, and since its set far away from the main setting areas, they don’t feel like they are tacked on.  The new stuff all fits into the world and has fun descriptions and art to help you see what the authors wanted to add.  I also enjoyed the story the book told as the explorers try to find the guardians of nature. They do, AND THEY ARE BIG.  If you want some end bosses for a nature based game, here you go!     5/5

Execution– This book is good, but feels like a step back for Paizo’s normal work.  What’s here is good.  I like the flow and pictures, but this book doesn’t have the short tables and descriptions of feats, spells, and items.  It honestly makes it a pain.  Also, while there are dividing pictures, the different sections are not as well defined.  One change to a new subject was so jarring, I redownloaded my copy thinking I missed some pages in an error.  I figured it out, but the older layout decisions are a better way to display the materials.  I’d rather have less stuff and more tables to summarize all the pieces than too much to really take in.   4.5/5

Summary–  This is a good book with a single error.  I love the new crunch; it adds new character options and even tools for the GM to get to play with.  These are all great additions to the game.  I love the new story.  It’s fun to see a new part of the world and to see the new characters who live in it.  It also builds out the world for the GM, so they can make new stories and monsters to challenge the players.  My one issue is the layout.  What’s here is good.  It reads fast and easily, but the lack of tables makes skimming hard.  As both a GM and a player, I want to be able to skim character feats, spells, and items quickly.  Bring those back!  But, overall this is a good addition to the world of Pathfinder.  Check this out if you want to walk on the wild side. 98%

Ring Side Report- RPG review of Death Metal

Product– Death Metal

System- When the Wolf Comes

Producer– Schwalb Entertainment

Price– $3.99 here  https://www.drivethrurpg.com/en/product/486488/death-metal?affiliate_id=658618    

TL; DR-NORSE NUKES!  98% 

Basics– You know what Vikings need?  NUKES!  Death Metal is less about hard core bass riffs and more about particle physics and Norse scientists inventing nukes to finally deal with those pesky giants.  Death Metal refers to radioactive metals that cause death in those that play with them. This book has class options, story and theme, and weapons for both When the Wolf Comes and standard Shadow of the Demon Lord.

Mechanics or Crunch–  Death Metal has a decent amount of toys for the GM and player.  There are three expert and four master paths.  This is primarily written for When the Wolf Comes, but it crosses into standard Demon Lord, so the mythic paths are not tied to race.  I honestly enjoy that more.  It has a few alternative race options for your characters to take in Wolf as well. There are rules for nukes.  Everyone loves handheld nuke grenades, so that’s new fun for the party.  There is not a ton of new crunch here as this is very much a theme heavy book.  It’s good, but I would like a bit more.  Overall it’s solid work that fits well into the crunch that’s out there already.  4.75 /5

Theme or Fluff– This is where the book shines the most.  There is LOTS of story for both Wolf and Demon Lord here.  Heck, as a chemist, any book that includes what the Norse would have called beta particles makes me irrationally happy.  You have an in-lore explanation of why different Norse races would have made reactors, and in Demon Lord you have a story about how a space man created a space elevator to get home and left nuclear tech with some people stuck in gothic horror.  It’s a ton of fun!    5 /5

Execution– This book is easy to read, fun to read, hyperlinked, and has good art.  That’s honestly all I want in a book.  For the page length, the price is pretty standard, but I need to stress it’s well put together. 5/5

Summary– Nothing like nuclear Vikings and atomic weapons to brighten your day or entire coast line!  This is a solid book adding new fun twists to both Demon Lord and Wolf.  I enjoy how these are added and and something that you can bring in if you want.  The crunch is good, but maybe need more.  The story is amazing, and something I enjoyed reading from multiple angles.  The book itself is a pleasure to read.  This is something you should check out if you play Demon Lord or Wolf! 98%

Ring Side Report- RPG review of The True OSR – Obsolete Shi**y Rules

Product– The True OSR – Obsolete Shi**y Rules

System- The True OSR – Obsolete Shi**y Rules

Producer– Tin Hat games

Price– $25.00 here   https://www.drivethrurpg.com/en/product/454627/the-true-osr-obsolete-shi-y-rules-eng?affiliate_id=658618   

TL; DR-What the hell just happened? 87% 

Basics– Why don’t we fight about the rules!  OSR is to RPG as metal is to music.  OSR is an EXTREME rules light RPG.  Let’s break this down.

Base Mechanics- This is a d10 based system.  You want to do a thing? Roll a d10 and add a bonus from the associated statistics.  You get a 6, you succeed!  Or not, if the Master(GM) decides the number is higher, or if he or she is just mad that day!  This is a rules based game, but not the kind of game where there are many rules.

Combat- Combat is quick and simple.  All characters roll initiative. Then in initiative order, you get 2 actions.  Actions are moving, attacks, reloading, and anything else you might want to do.  When you do an action, you can make it heroic by spending XP and roll on an epic table where you may be awesome or completely fail!

And honestly that’s it!

Mechanics or Crunch–  This is an interesting one that might be too streamlined!  The game is VERY theme heavy and rules light.  It might be so rules light that new players might not know how to play, much like early DnD needing a friend to bring you into the cult because the rules were so obscure. That said, it aims to be very punk forward and rules light.  And in that it succeeds.  What this book does have that is amazing is over 100 pages of random tables full of crazy things for the players to interact with. However, I feel that the rules-light nature hurts it a bit when new players are learning what the hell is happening!  4/5

Theme or Fluff– You can say many things about OSR, but you cannot say it has no theme.  This book oozes theme.  It’s like hitting a rock concert after hard drugs in a spray painted van.  Every page is full of crazy things, art, and words.  It is an assault on the reader how much is going on on each page-in a fun way!    5 /5

Execution– This is a good book with one unforgivable sin.  This is a fun book, but not a book that honestly reads easily.  I “think” I know how to play by reading, but the layout makes following everything a bit hard.  There is amazing stuff here, but the disorder overshadows the text.  It honestly verges on the distracting sometimes.  Also, there are multiple random characters, but I wonder if those are pregens or NPCs.  Does it matter?  This book also doesn’t have an adventure.  Give me an adventure to play out of the box please!  4/5

Summary– Someone once said, hippies were mean people cosplaying as nice people and metalheads are nice people cosplaying as mean people.  This book feels like that.  The book is a full-on assault on the senses, but it’s fun.  The layout of the rules are kind of all over the place and hard to follow but they are there. Also, they, meaning the author, the rules, or even the community of OSR players, don’t care if you use them or not.  It’s more about crazy gonzo fun.  And that is where the book succeeds.  This is pure grab your buds, hope you played right, but if you had fun you had fun!  It is not balanced in any way, nor is it any sort of guidance in how to run the game.  But that’s not the kind of game this is.  If you want some even-more-crazy-than-DCCRPG old school tabletop fun, then give OSR a try.  If you need even a hint of structure, then this might not be for you.  87%

Ring Side Report- RPG review of When the Wolf Comes: A Vikingverse Roleplaying Game

Product– When the Wolf Comes: A Vikingverse Roleplaying Game

System- Shadow of the Demon Lord

Producer– Schwalb Entertianment

Price– $19.99 here   https://www.drivethrurpg.com/en/product/443491?affiliate_id=658618 

TL; DR-Solid sci-fantasy Viking Shadows of the Demon Lord fun. 99% 

Basics– Where will you be when the wolf comes?!  When the Wolf Comes is a semi-post-apacalypic, semi-fantasy, semi-futuristic Viking version of Shadow of the Demon Lord.  This book covers everything from basic mechanics to how to run a full campaign.  Let’s break this down.

Mechanics or Crunch–  Do you like Shadow of the Demon Lord?  Do you like Vikings?  Do you like Space Vikings?  Then you will like this.  This is just Shadow of the Demon Lord extended to its next evolution as the game moves forward in a solid way.  My one minor issue that is more a personal view is that the end mythic paths are tied to race.  That’s not even bad, just my personal taste in the issue.  The mechanics work and the new stuff here is fantastic.  One of my complaints in TTRPGs in recent years is that character progression was too linear.  This version adds gifts which are akin to feats.  And I love it!  This version fixes my one issue with this system, so this is a solid improvement on an already excellent game.     5/5

Theme or Fluff– The opening of this book is from Schwalb himself praising the author.  This is a solid introduction to the world the author created and ancient Norse as a whole.  It’s a world like our own, but with a split a thousand years ago.  This also isn’t just a reskin of a Norse god textbook.  One of the races you expect, dwarves, is not here.  Now you have robots.  Robot servants, so if you want to explore the themes of slavery in your game, have at it!  The base classes are different, and the classes that build off it are all different as well.  This is not just a can of paint on an existing Shadows game, it’s a whole new world to play in.    5 /5

Execution– This is a solid book with one semi-unforgivable sin.  The layout is excellent.  The art is amazing.  And, the book reads well, fast, and fluidly.  I can find what I need as the hyperlinks guide me easily.  There is guidance for new GMs and how to play the COMPLETE system.  This is not just a fluff book, but honestly the whole Shadow of the BLANK system.  There is even an adventure in the back to play right away!  The one thing I want that is not here is four to six premade characters. I know Shadow characters are easy to make, but give me them so I can slam them down and have my friends play in exactly 10 minutes.  Aside from that one, minor issue, this is a fantastic book.  4.9/5

Summary– The most unkind thing I can say about this book is it’s simply a splat book for a different version of Shadow of the Demon Lord.  But that does not do this justice.  Any time there are robot dwarves that are not just brass spray painted dwarves with some gears stapled on by another name, but a real, honest to god servitor race with their own issues and even capitalism killing them so you the homeowner have to buy the newest model if you want your floors vacuumed like a roomba with a death sentence, I am hooked.  This takes the simple Shadows gameplay I love and builds it out to a completely new world with new themes and mechanics to explore.  I even get my feats!  It’s not a massive part of the world, but even that small change adds new things mechanically to the system.  I love how the book is put together.  The one thing I want Schwalb Entertainment to do is give me pregens and it will be a near perfect book.  If you even just like the Shadows system and you even just barely like Vikings or you just want to learn more about Norse mythology, then this is the book you need to pick up.  99%

Ring Side Report- RPG review of Caverns of Thracia Legendary Adventure 5E+DCC preview

Product– Caverns of Thracia Legendary Adventure 5E+DCC

System- DCC+5e, note I am only reviewing the DCC version

Producer– Goodman Games

Price– FREE here   https://www.backerkit.com/c/projects/goodman-games/caverns-of-thracia-legendary-adventure-5e-dcc 

TL; DR-More of what I expect from Goodman Games!  97% 

Basics– Will you face the minotaur?  Caverns of Thracia is a republication of an older DnD module from 1979 by Jennell Jaquays.  Players enter the dreaded Caverns of Thracia to face the minotaur after multiple layers of adventure.

Mechanics or Crunch–  Like dungeon crawls and DCC?  Then you will like this.  This is the normal DCC mechanics.  It’s rules light, so it’s fast.  It’s got lot’s of novel things here with over 100 new monsters to throw at the players and all kinds of traps along the way.  It’s more of the same from Goodman Games.  If you liked their previous materials, you will like this.  5/5

Theme or Fluff– I like what’s here, but I need a bit more story. The preview is just the first level with no other story.  That’s a bit nondescript.  I am not sure why there are the things that are here.  The things are the Gonzo crazy off DCC’s appendix N fantasy, but the preview lacks all the context of the book. I’m interested, but I want to know a bit more as well.   4.5 /5

Execution– Like DCC’s layout?  Then you will like this.  This is the classic DCC layout you have either come to love or hate.  It reads fast and clean, but it has lots of black and white pages.  There is art and layout to help it read fast and easily, but it is minimal.  I enjoy it, but it’s also very old school. So, I can see why it might drive away some people.  5/5

Summary– I love DCC and Goodman Games.  I’ve backed all their kicksarters/backerkits and this will be no exception.  It’s a fun book with lots of fun crazy stuff.  I want to know more about the adventure, but when it releases I will get my chance.  Now, it’s a fun adventure that has all the pieces I expect from Goodman Games.  Check out the preview and see what you think!  97%

Ring Side Report- RPG review of Castles & Crusades Reforged Player Guide

Product– Castles & Crusades Reforged Player Guide

System- Castles & Crusades Reforged

Producer– Troll Lord Games

Price– FREE here https://www.kickstarter.com/projects/ckg/castles-and-crusades-reforged   

TL; DR– The C&C I love from before just better at it.  97% 

Basics– Are you ready to OSR?!  Castles and Crusades Reforged is the newest version of the C&C rpg.  Let’s break it down and get to our thoughts

Base mechanics- The basics are D20+ bonuses + ability modifier.  You know this, and like most of you, I love this too.

Siege System-Where this version of D20 separates itself from all others is the Siege system.  In this system, a character gets two to three primary abilities.  When a character tries to do something, you roll as above and add your level to the check in place of the bonus.  The interesting part is what DC the character is trying to hit.  If the check is something in the primary attribute’s area, then the DC is 12 plus a difficulty check from 0 to 10.  If the thing being done is not within a primary attribute for the character, then the check is 18 plus the difficulty from 0-10.  Easy and quick enough.

Actions- Combat is just like you’d expect.  Move, attack, don’t die. Character rounds are based on initiative.

Ok, that’s the basics, let’s discuss.

Mechanics or Crunch–  Do you like DnD 3.5 and and the OSR?  If yes, then you will love this.  It’s the same basics we got from the previous edition of the game, but with better explanation.  My one thing I really wanted but didn’t get is at-will powers so wizards and casters can do something magical when they don’t have phenomenal power at low levels.  Also, I miss feats.  This game is not rules heavy.  The rules exist, but it’s less crunch than 3.5 DnD was at the end, and I miss that amount of character customization in this game. 4.5/5

Theme or Fluff– Do you like serious OSR?  Then you will like this.  This is not the gonzo fantasy of DCC.  This is more old school 70s/80s fantasy themes.  You have the standard fantasy stuff for a standard fantasy world.  And as someone who loved the C & C world before, I love what’s here.  5 /5

Execution– Honestly, this is the biggest glow up for the Reforged Kickstarter.  Honestly, how DnD got past the first edition with the strange layout of materials is beyond me.  The last version was fun, but the layout and explanation of the game was kind of messy.  Here it is much nicer and easier to understand.  Solid layout makes this book so much easier to read and use.  This book even levels all the way to 20! 5/5

Summary– So the simple question to ask yourself if you want this book is – Do you want serious DCC?  I love DCC.  Simple rules are fun and OSR is a fun game to play when you don’t want to spend 10 hours building a character and math that involves light calculus.  I love DCC, but it is NOT a serious game.  Fun yes, but gonzo fun.  This is more old school Lord of the Rings gaming with 3.5 base mechanics.  I would like a few more modern touches, but then again, if they do that then they may betray their core OSR design.  It’s not enough to keep me away, and for the price of free it’s worth it to check out for the Kickstarter!  97%

Ring Side Report- RPG review of DC20 Preview

Product– DC20 Preview

System- DC20

Producer– The Dungeon Couch

Price– $FREE here https://www.kickstarter.com/projects/thedungeoncoach/dc20?ref=7s275s&gad_source=1&gclid=Cj0KCQjwsaqzBhDdARIsAK2gqnc5Hg8g0LanCi5wZMQUViNcAlYb8RXGRme_aLk__R0LEqZN0HpldmQaAuo6EALw_wcB   

TL; DR– DnD5e, Pathfinder 2nd Ed, Final Fantasy, and OSR all in a blender.  90% 

Basics– Are you ready to RPG?!  DC 20 is The Dungeon Couch’s new RPG.  The kickstarter has a preview of the game with enough mechanics to run a level 1 to 2 character.  Let’s look at how it plays.

Base mechanics- It’s D20.  You know this.  Roll d20, add numbers, did it beat a different number?  The numbers you add are interesting though.  Each character has a prime attribute.  This doesn’t have to match what you think it should for the class.  The classic idea they give in the book is a barbarian who is a charismatic man who would use his charisma for his attacks because thats his best attribute.

Beating the DC by 5- This system often has you roll dice and compare to a DC.  Many of the things you do like attack and spells have you check to see if you beat the DC by 5 or multiples of 5.  Every 5 you beat often have you gain more effects, save, or even flat out damage.

Advantage and disadvantage- This takes more of a Call of Cthulhu approach with multiple advantage or disadvantage dice.  You roll all the advantage or disadvantage dice you have and you take either the better, advantage, or worse, disadvantage, die.

Actions- At the start of combat and end of each turn, you gain action points.  You can spend as many as you want to do actions.  Move uses an action point.  Attack uses an action point.  Making an opponent have disadvantage is an action.  Spells might use multiple action points.  At the end of a round you get action points back and you can use those for reactions, but you will then have less in the next round.

Leveling up- As you advance you gain powers, talents, and class features.  It’s very much like some OSR RPGs where you will not gain tons of hit points.  You gain additional mastery of skills and bonuses to attacks with some classes being able to exceed the normal maximum.

Abilities- Spells and techniques all have a bit of additional resources as well.  Some techniques can use stamina points to pull them off.  Magic uses magic points that spell casters can spend to cast spells.  So you can cast any spell you have, but bigger spells use more MP.

Combat- Won’t be fantasy without killing things!  Combat is initiative with everyone rolling, but the highest on a side determines which side goes first.  Then it’s back and forth between the players and monsters.

Ok, that’s the basics, let’s discuss

Mechanics or Crunch–  This game feels like all the things I love.  The base dice is DnD.  The base action mechanics are Pathfinder 2nd Ed.  The base leveling layout looks like OSR.  Spell casting feels like Final Fantasy.  I love all those things, so that’s fun!  I know this system, but because I’ve played all the things that made it multiple times over.  And, that’s not a bad thing!   5/5

Theme or Fluff– Not really a story as this is more to show off the rules, but what’s here feels right.  The classes feel like classes, and the included things feel like they should.  The kickstarter art is nice, but the book itself doesn’t have any.  I’d like a bit more of the creators’ world to help me understand what the story will be.  4.5 /5

Execution– This is a solid enough preview, but it’s missing a few things.  The book has lots of stuff and is decently laid out.  It’s easy to read with good directions.  It’s even hyperlinked, so I’m happy there.  The bad is there are no pictures in the book, nor in the monster book.  The kickstarter also doesn’t have an adventure.  Give me an adventure and four to six pregens to play with!  I think I like the layout, but if you have done all this, give me a simple “kill the goblins save the village lady” quest to kick the tires on the system.  In addition, some classes can exceed the maximum skill bonus. Why not just include the maximum skill bonus on that table instead of making me infer them?  Those are small issues but will help me better understand your system.  4/5

Summary-I’m interested.  This will be a big kickstarter.  The things I love are the basics that combine all the fun things from all the other fun things I enjoy.  I need more of the world and adventure.  Show me how you want this played.  Is this pure murder on the players or a cake walk?  I don’t know, so show me!  That said, I’ve backed it, and for free, I definitely think it’s worth a look for you too.  90%

Ring Side Report- RPG review of Starfinder Society Scenario #7-02: Zo! vs. Zo

Product– Starfinder Society Scenario #7-02: Zo! vs. Zo

System- Starfinder

Producer– Paizo

Price– $8.99 here https://paizo.com/products/btq02eza?Starfinder-Society-Scenario-702-Zo-vs-Zo  

TL; DR– Fun, logic be damned!  87% 

Basics– What’s ya name!?  In Zo! Vs. Zo, the Starfinders are asked to help Zo! Defend his semi-good honor as his name is threatened by a city called Zo.  How will your group of Starfinders fare as lawyers and in combat?

Mechanics or Crunch–  This is a fairly simple adventure with some combat, some social, but no exploration.  It’s all set in cities as the Starfinders have to prove they can do the fighting, then attempt to set up a legal defense, and finally a real defense in legal combat. It’s a bit on the rails, but still good.  The mechanics are well done and felt fair and fun. 4.5/5

Theme or Fluff–  The story is a bit off here.  The basics are to prove you can fight, do legal skill checks, do more legal skill checks, and then fight no matter what.  The legal stuff felt off.  I would like the option to just not do the second fight if the characters succeed enough or for them to just push for combat.  That’s how I would run this for a home group, but for Society, the flow makes the adventure feel strained.  It works, but the logic is a bit off. 3.5/5

Execution– Yeah, we all know this was gonna be a 5/5.  It’s a Paizo book.  I keep saying this exact sentence when I write about Paizo.  They know layout, text, and art.  It’s an easy to read adventure.  Maybe the one thing that would help is having separate art from the other legal combatants, but that’s extremely nitpicky.  This is well done.  5/5

Summary-This is a fun adventure, but maybe not the most logical adventure.  Any group of guys and gals will enjoy the adventure, but it’s a bit linear and a bit nonsensical.  That said, it’s an adventure to a world that most Starfinders have not been to and some courtroom drama that almost no players outside of those brave profession (barrister) players do.  You will have fun, but maybe don’t think too hard about why things are happening.   87%

Ring Side Report- RPG review of Pathfinder Monster Core

Product– Pathfinder Monster Core

System- Pathfinder 2nd Ed 

Producer– Paizo

Price– $59.99 here https://paizo.com/products/btq02ej4 

TL; DR-Another Solid Addition to the Core line. 97% 

Basics– We’re all gonna die!  Monster Core is the last of the three main books needed to play Pathfinder, providing the foes that the heroes will face in their journeys.

Mechanics or Crunch–  Paizo knows their math.  These monsters are the ones we know, mostly, and love.  The Paizo staff designed good monsters and this just gives them the 2.5 glow up new coat of paint the system needed to get them fully ORC compliant.  It’s well done. 5/5

Theme or Fluff–  The story of the monsters takes a tiny bit of a dip.  As we move from 3.5/SRD base to ORC/Paizo’s own world, we lose a few things.  A major example is alignment.  We have Demons, Daemon, and Devils.  We have three different groups that are basically out to destroy everything but all just end up with the bad guy banner.  There is a story, but it’s that part of the story supported by differences in alignment and motivations that really separate these different D-based bad guys (that and centuries of European occult history).  The same goes with different dragon types.  I want to reiterate that what’s here is good, but the theme of these different monsters does miss alignment. 4.5/5

Execution– Yeah, we all know this was gonna be a 5/5.  It’s a Paizo book.  It reads fast, well, and is pretty.  Monsters get art for me to show players.  I get a good layout and hyperlinks.  Heck, there are even a few player things like a few rituals to sell your soul or talk to god!  5/5

Summary-This is a good book.  My view might be tainted by the changes from 3.5 to ORC.  I love the ORC, but we do lose some things along the way due to the legalese.  Those are things you will have to bring with your own stories to the table now.  This book will easily give you the foes to make those stories full of conflict and victory.  97 %