A slick, well planned guide for the Fireborn GM. A grab bag of plot hooks, characters and ideas - a truly well-thought out setting that will be genuinely fun for players to explore.
Post originally by Conan at 2005-03-18 09:02:47
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LOL
I really should double check my review for spelling mistakes before I hit the submit button. My gaff. Still embarrassed about calling the Player's Handbook a "guide" in the other review.
Oh well. I shall endeavour to be more vigilant with the next one.
Post originally by Dale Smith at 2005-03-18 09:10:46
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Just wanted to thank you for writing a pair of excellent reviews covering "Fireborn" Players Handbook and GM's Guide. I picked up both books at my FLGS the other week, but haven't read them through yet. You nicely summarized both.
As a fan of cinematic action, I'm looking forward to playtesting "Fireborns" system. Persuading my group to try something other than D20 or GURPS for an ongoing campaign will be a challenge-- starting with a playtest of " Fireborn" might be the way to go. You've certainly inspired me.
Post originally by Tim KIrk at 2005-03-18 10:54:09
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I think the Fireborn GM's guide has a bit of good information, and some required information to play the game, but find the setting elements hackneyed and old cliche filled bits-- We have Atlantis. Again. We have Turning Arthur (the Pendragon) into a bad guy again, we have Aliester Crowley (again) none of this is new. We do get Kurgans (which I don't recall an RPG which dealt with them) and a few more interesting bits. Overall if you feel you can make due without monster/critter stats, and details on Hoard/Karmic/Magic items you can probably skip this book. I'm finding my Fireborn is improved more by watching Buffy, and Highlander (movie) with vague memories of the flashbacks from the series more useful.
However, I think you've done an excellant review, and this is just a different opinion, not a nitpick of the review itself, good job.
Post originally by Conan at 2005-03-18 12:10:26
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Well it should be noted that my first playtest group were all fans of d20. We've been in a d20 Modern campaign for the last couple of months and regularly meet for RPGA home sessions.
To paraphrase one player - "It is a fun game with much more tension and excitement in the combat."
I think that really shows how remarkably accessible the game is. When a group of d20 fan boys all agree that they enjoyed it so much that they want me to let them know when I'm running it. One of the group even came over to play in a second playtest with another group of players, he liked it that much.
Post originally by AE Troubio at 2005-03-18 14:24:32
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Well, your review beat mine to the punch.
The short verion: some interesting ideas but most Fireborn GMs that started without the book have probably already made house rules/adjustment to their own settings and will most likely ignore the setting info in the book. Good advice, good mechanics, but setting..blah.
Post originally by Dan Davenport at 2005-03-22 09:23:06
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So I take it that the return of magic has allowed every sort of supernatural creature to return completely, except for dragons? Or are there other creatures that can't fully manifest yet given the magic level of the setting's 2011?