I’m going to try something new here. I have a pile of products to review and, to be quite frank, I don’t like doing long-winded reviews anymore. I think that the true appeal of a product can be projected in less than 100 words. I also believe that what many people look for in a review is someone else’s opinion about the piece.
So I’m going to propose to you a new review format. The Three Paragraph format:
- One paragraph saying what the product is
- One paragraph saying what I think of the product
- One paragraph telling you how/what I would use the product for.
- A one liner to summarize it all
Also please note that I received review copies of all the products featured below.
So here we go:
Heavy Gear Blitz Locked and Loaded
What it is
This product is a stand-alone rulebook detailing the latest version of the Heavy Gear Miniature game of Mecha combat. Richly illustrated with the very distinctive anime look of the Mecha and with very detailed description of the planet where the game’s action is set, the book is a eye-pleasing, high quality product.
What I think of it
When I contacted Montreal-based Dreampod 9 shortly before Gen Con, asking for the latest version of Heavy Gear, I expected to get a copy of the Roleplaying game. When I realized I had a wargame in my hands, I stopped reading it and instead flipped through the rest. The content I read was immersive and top-notch. One of the reasons I stopped reading it was because I got it as a PDF and I’m not prone to go and load it up when I have a few minutes to spare. Had it been a book, I might have finished it. Anyway, Heavy Gear is one of those games I’ve long wanted to have someone teach me instead of going through the rules. I’m curious to see where it stands in terms of gameplay vs Battletech and Warmachine.
How would I use it?
There’s not much in Heavy Gears that I would use in my other games, save maybe I’d inspire myself of the very rich gameworld: A nearly waterless planet whose poles are the only non-desert regions and both poles are held by opposing groups of factions barely maintaining a fragile planetary peace. This is a good model for straightforward Us vs Them campaign.
Verdict: It’s not a RPG and I haven’t delved into the combat mechanics but it’s got solid writing, top notch art and cool looking anime minis!
So yeah, as a first review, it’s not impressive, I hope the next one is better 🙂
What it is
This book is the second (duh) collection of items for D&D adventurers. Divided along the lines of the D&D4e item categories (Armor, Weapon, Hands, Feet, Head, etc) the guide proposes new magic items, including items specifically for the classes introduced in the Players’ Handbook 2.
What I think of it
To my jaded DM eyes, many of the Adventurer’s Vault 2 items were yawn inducing… In all honesty, so were many of the 1st volume and the Players Handbooks. In fact, I’d say that 4e’s items are the new feats…hundreds will be created, a handful will ever see prolonged use. However, when you take the time to dig through it, some very interesting items that push the item design space can be found. My favorites are the tattoos and skin grafts, disturbingly cool. Plus, there are now a few ‘item stories’ sidebar that give plot hooks to build adventures around specific items. That’s solid added value just there.
How would I use it?
Adventurer’s Vault 2 will only see very limited use at my game table. Being a group subscribed to D&D Insider, the actual content of the book is available to us all so the book becomes only useful when players shop for item during the game (we don’t usually have laptops at the table). So I’ll use it’s content (We already have), but not in dead tree form. However, for people without the luxury of D&Di, this book is a decent (given the relative blandness of all 4e items) addition to expand the magic item selection of your campaign.
Verdict: Get it only if you aren’t a D&Di subscriber or need item books at the table.
I don’t need 3 paragraphs. Buy the freaking book…NOW. Okay, I won’t break my format too much on the first try.
What it is
Second in the yearly release of campaign supplements, the Eberron Campaign Guide is the DM’s resource to run any type of Eberron games. It includes campaign themes, world history, gazetteer, factions, cosmology and a sample adventure. All chapters are peppered with NPC/monsters and adventure hooks. The world is based on standard fantasy with a kitchen sink approach (there’s a little bit of everything thrown in).
What I think of it
I must confess that I was hooked on the campaign guide from the first paragraph on and I’ve been dragging the book around so I could read from it whenever I get a minute. It’s that good. The writing is excellent and Keith Baker’s world is engrossing. It presents a wide assortment of playing styles but seem to be best suited for Fantasy Noir, where the stereotypical Good vs Evil conflict make way to a Shades of Grey approach.
How would I use it?
I may import monsters, encounters and factions in my home brews. I’ve already stolen the Sharn battlemap that comes with it to use n my Primal/Within campaign. The gazetteer is also chock full of excellent adventure ideas and NPCs I will definitively steal from. Plus, if I ever start a new 4e campaign, I’ll seriously consider setting it in Eberron, it’s that cool.
Verdict: See 4 paragraph above… then GET IT! 🙂
Conclusions
- When you ask to review a game book, make sure you know what it’s about.
- Many 4e books aren’t necessary with D&Di anymore, the item books are definitively among them.
- I love the Eberron campaign guide. Even as a stand alone book you aren’t going to use directly.
I also wanted to review Tracy Hickman’s XDM in that format, but it would not do the book justice. Not that it’s that awesome (it isn’t) but because in needs the full Chatty DM treatment, even if I don’t like doing huge reviews.
Just don’t expect a 7 part series on it.
There you go, 3 reviews in less than 1000 words.
Useful? Entertaining? More? You tell me!
Aaron says
Let me be the first to say:
“GASP! Chatty doesn’t like long-winded reviews anymore?’
Anyway, I like this new format, and I totally love Eberron too. It’s an awesome world, isn’t it?
.-= Aaron´s last blog ..SPUC #6 – Deadline Looming =-.
UTSquishy says
I read short reviews and find the information you shared is exactly what I’m always looking for.
.-= UTSquishy´s last blog ..Beatlemania =-.
Kevin Richey says
Nice reviews. Sounds like the Eberron Campaign Guide is useful even if you don’t run Eberron. I could use an Idea Faucet.
Hurray for brevity. Constraints improve creativity, it’s true !
Alex Schroeder says
I prefer short and to the point. I prefer your opinion of the product to a neutral description of the product.
Dave says
/agree
While I don’t mind reading longer reviews, what I always want ultimately is the reviewer’s opinion on the product and a little bit about what it is.
ChattyDM says
@Aaron: Yeah where is the world coming to? Actually, I’ve found reviews to be the most work-like aspects of blogging. That’s why a shorter formula fits my needs more as a writer. Not that I won’t do long winded reviews once in a while, just not all the time.
@UTSquishy & Alex: I’m glad to see that the formula has proponents. I’ll likely keep on doing them.
@Kevin: I should have looked into it before, Eberron is a very nice setting. Makes me think that I hope that 4e will have it’s own original non-points of light setting.
Yan says
I prefer by far this format of review. You get the gist of what the books are about, what you found was interesting and what wasn’t not.
Which basically amount to the info you need of a review.
LordVreeg says
(OOC)
You don’t allow laptops at the table?
My live sessions have a minimum of one laptop per player, sometimes with another tablet for the mapper. The setting/rule wikisite is normally tabbed on everyone’s browser, and I often have an IRC or other chat loaded up for any PC who needs to know anything not available to rest of the players.
I will point out that as the IGM (IdiotGameMaster), I use mainly paper and pencil so I don’t ever get sucked into monitor land, but my players are nearly paperless.
BTW, this keeps gameflow moving. No one has the right to hold anything up to look anything up, it’s all there online, and the PCs are expected to have the data or whatever they were doing failed.
(/OOC)
I don’t use supplements, but I always read your column in the AM. I know that many peope claim they jog along their own creativity, and I think they are great for some GM, especially as a learning tool.
But in my Black little heart of hearts…? A crutch.
I will also add that I come here for opinion, not blandness, so it is nice seeing your short-but-sweet honest approach.
.-= LordVreeg´s last blog ..added The Arcanic Swords-st isle =-.
ChattyDM says
@Dave and @Yan: Thanks guys, it’s always very satisfying to be validated. Expect more in the future.
@LV: I do not disallow laptops per say… our group is not built around my authority, far from it. It’s just that the table is rather smallish. There are Smartphones/SmartMP3s around the table (in fact Franky’s Power Cards are all on his iTouch) but we prefer to use book.
In fact, Yan has an extensively tabbed Players Handbook, making looking up rules a snap.
Zachary says
Nice work! I like the format, and wouldn’t mind seeing more.
I don’t know, though, Iron Kingdoms always felt to me like what Eberron wanted to be when it grew up. 🙂
.-= Zachary´s last blog ..Zack’s Weird Boxed Set Dream =-.
Gordon Ku says
I like the short reviews just fine.
I wouldn’t have minded more detail on the Eberron Campaign Guide, though. Considering the enthusiastic recommendation, I would have liked to know a bit more on what you thought was good, and if there was anything at all that you didn’t care for.
Thanks for all the great work you do.
.-= Gordon Ku´s last blog ..countingku: Lucky the Leprechaun: You know he has to be inventive because they’re always looking for his Lucky Charms! #famousDM =-.
Alex Schröder says
Gordon Ku is right… I guess as an owner of the 3rd edition book I’d also be interested in a paragraph talking about the merrits of buying the 4th edition book.
.-= Alex Schröder´s last blog ..Traveller Kampagnenstart =-.
ChattyDM says
@Gordon and Alex: Duly noted. I’ll try to inject a bit more meat in the middle paragraph next time. For what it’s worth, the book is mostly a very well written gazetteer with hooks, Lore (with DCs) and themed encounters. It could have used more Artifacts and Eberron themed Skill challenges.
WhitDnD says
Really good review format. I came, i read, i’m informed. No need to clear a half an hour of my schedule to pick through a novel that reviews a novel. This style is definetly my preference. That being said i see the need for some things needing a longer spiel.
Also about the yawn factor of items and weapons in general. i’ve introduced several item based mechanics into my game to spice things up. Firstly, a straightforward level system, allowing PC’s to pour money into their favourite +5 Keen Scimitar to make it a +6.
2nd, i allow my players to ‘fuse’ thier items. If they kill a giant spider and someone goes for the poison sac. then wants to ‘fuse’ it with their broadsword it gains a permanent poison attribute. The down side is that ‘Fusion’ can possibly weaken the weapon. This Fusion mechanic has led to some really interesting equipment building up throughout the campaign, also i don’t have to leave more powerful weapons lying around as treasure.
Finally. I have a complex Artifact system that i won’t go into here, but i will say my Artifacts have calsses and levels of their own growing to level 5 if possible. had some really cool items and backstories with adventure hooks with these.
Whit
Colmarr says
You’re right about Heavy Gear being anime-inspired.
I played a demo game (of an earlier ruleset) at a con once, and I immediately saw the inspiration when I noticed that the mechs had wheels on their feet and slid SIDEWAYS to dodge incoming fire.
I liked it, but unfortunately haven’t had contact with the newest ruleset.
Sian says
Argh late reply.
Sadly the Heavy Gear RPG rules haven’t been updated since the switch from Silhouette to Core (Silhouette 2.0). Heavy Gear RPG suffers from a bit too much granularity (It was reportedly designed for d8’s and modified for d6’s, which throws things a little off-kilter and makes attributes overly important) and a smidge of overcomplexity. I haven’t seen the latest Blitz rules, but previously the tactical rules were split between two systems: High detail small unit rules which go hand in hand with the RPG, and larger force rules with less detail but fast play. When it comes down to it both are fun, and gears are a blast, as long as there isn’t conventional armor on the board: protip: Gears do best where tracked vehicles can’t or shouldn’t go.. because one light tank in the open will eat a squadron of gears alive.
DP9 did a good job of engineering a world where walker vehicles aren’t as wholly impractical as one would imagine using them on earth, so there’s that.