So, here we are, the PDF challenge completed!
This has one chapter;
- The Adventure: which is the adventure.
So, here we are, the PDF challenge completed!
This has one chapter;
This has one chapter, Strands in the Braid, but the one chapter is pretty cleanly broken into three parts to the point that I thought it had three chapters.
In the home stretch now! Only two left to go after this.
This book has two chapters:
I love this book! It's not the sort of book I would have expected to love. It's not the sort of thing that makes me cry "I need to use this right away!" but it will almost certainly see some use eventually and it's made me rethink how I write particular things. I still quibble that the PDF challenge is sucking a lot of oxygen out of the idea of a revived, kickstarted pyramid, so I think it's debatable if this would have been better as a pyramid article or a Challenge PDF, but the authors really made the most of the extra breathing room given to them by being a Challenge PDF. I think it wouldn't have been as nice as a pyramid article. In either case, this is the sort of thing I want to see in Pyramid or Challenge PDFs: something I didn't know I wanted. If I know I want a thing, I want to just buy it. If I'm going to buy a bundle, I want to find rare treasures in it, and the Mysterious Airfield is a rare treasure.
Recommend.
Next we have the next in the series of How to GM GURPS, and it's the second time Christopher Rice has tried his hand at it.
This has one chapter:
It has one chapter:
This very tightly designed work has, unsurprisingly, 5 dungeons:
Each dungeon comes with a detailed map.
I think this is actually a neat concept, and if you run DF, my guess is you'll almost certainly get some use out of them. The actual execution of several of these dungeons is off, though, and I'll get into ways they could be improved. Is this a buy? Well, for the price, sure!
So Spies of Venice is the latest in what looks intended to be an ongoing series given that we have a new series tag associated with it. It has 5, count them 5, chapters in this 10-page book:
I'm not going to do a big breakdown of the book, because I feel about this book the way I feel about most Matt Riggsby books: it's good, it's niche, I'd like to use it but probably won't, and when I do use it, I'll find it useful, but also wish there was more material to cover the specific thing I wanted.
I always get a nagging sense that I could work out most of this on Wikipedia, but Matt collates it all just enough, and integrated GURPS just enough, that you feel it's worth buying, especially at the very cheap price tag. The real benefit to me of a Riggsby work is more that he, like Kenneth Hite, points out an element of history that's especially worthy of further investigation into as a gamer, gives lots of pointers for expanding it, and integrates just enough that you could probably run it out of the box (even though you won't).
Despite being quite interesting, it's rather dry: more la Carre than Fleming, though there's a whole paragraph for if you want James Bond in the Renaissance! Of course, there's nothing wrong with pointing out that spycraft in the Renaissance mostly consisted of being in someone else's court, listening to what people said, and sending messages back to your king while worrying that people might read your mail. But the whole of "This is what you do with it" is less than a page. This is a report for a history teacher with a one-page "oh and you can run this in an RPG too" tacked on at the end to justify it as a gaming supplement. I would really appreciate more thought put into how to integrate these sorts of things into a campaign, both serious and cinematic, but where would you cut page-count for it? Once again, I feel like 10 pages is too small unless just the historical information is enough... which is a bit of an open question, because I bet you if you doubled page count, Matt would fill it with more history, because there's always more history.
A friend commented on Renaissance Venice "being doled out piecemeal." I checked, there is no other Renaissance Venice books I can find or even more Pyramid Articles, so it seems to be this + Hotspots: Renaissance Venice. Are we going to get more? Do we want more? If we want more, would it be better as a single volume? Would you buy a big book on just Renaissance Venice? I'll be honest, I'm not sure I would. But I feel like between Green Madonna and this, there's surely some hunger for an historically-authentic-if-improbable cinematic swashbuckling GURPS campaign framework, and such a series would make a great springboard for books like this, because you could point to that specific work and specific templates, the way Osiris Worlds was able to point to Steampunk. There's a lot of works that sort of thing would make more useful, and it would expand the GURPS framework line in a good direction that fits what a lot of people seem to want to use GURPS to do (ie, historically-authentic-but-somewhat-improbable cinematic historical gaming).
Is it a good book? Sure. It's a Matt Riggsby book. I don't feel like I wasted my money. Is it probably going to rot on my shelf? Hmm... I'm not sure. I don't think I'll run Venice anytime soon, and I suspect I won't dive in to reference it anytime soon, but just reading through it made me think about things that will influence what I write moving forward. Should you buy it? Well, if you like historical stuff, then sure, it's good. I wouldn't call it a must have, or beg you to petition SJGames for more, as I would with Greed Madonna, but I don't think you're wasting your money either. It's solid.
This has two chapters:
That's what The Green Madonna did. It's amazing. I could wax poetic in so many ways about this book. If you like Swashbuckling at all, you should get it. The only downside is that, surprise surprise, it's too short. I read through it, enrapt, and then it suddenly just cuts off and I was left flipping back and forth through the book to figure out where the next part was. Presumably, you're supposed to do it yourself? But if I were Pulver, I'd just make the Green Madonna part 2, but I suspect that won't happen, because this one won't receive any attention, because nobody buys adventures.
The first reason to get this book is because swashbuckling is awesome. I used to play lots of 7th Sea, and I still play it today, but the problem with 7th Sea is that it's a crap system set in a funhouse-mirror of Europe that makes you want to dig out your research of the era, but you can't, because it may or may not fit into the funhouse mirror version, so you end up just researching more of Theah, which is useless geek knowledge, rather than real history, which is useful nerd knowledge.
I always thought GURPS would make for a more satisfying swashbuckling experience. The combat system plays well with swashbuckling action-by-action duels. There's often a criticism that GURPS is too realistic for Swashbuckling, but that stems from a misconception that swashbucklers swung on chandeliers and slid on banisters just because it was cool, but most of my experience with swashbuckling adventure was that they were closer to the modern Action genre: high-flying action grounded in a gritty foundation. If someone was swinging on a chandelier, it wasn't just for kicks, but because he needed to get across a gap and the chandelier was the only means he could see. And also, 7th Sea doesn't actually encourage this either, and GURPS actually does, if you dig around enough in GURPS Martial Arts, which you should be doing anyway because you need fencing to make your adventure work.
But GURPS also grounds itself in history in a way that 7th Sea doesn't, and in a way that swashbuckling adventures really need to. Mind you, it's a somewhat silly history, full of improbably conspiracy theories and implausible shoutouts to real life people made larger than life. This features an interpretation of Isaac Newton that crosses action cinema with GURPS Cabal and keeps just enough realism to make you wonder just how plausible it is.
This book makes excellent use of existing works to show you where the skeleton of a swashbuckling framework exists, which is another reason it's a great book: if you run this, the problems you'll need to solve to make the adventure work can largely be solved by works that exist, which this book mostly references, and once you've figured out how to make decent swashbuckling characters and how to handle them in a game, you can run any swashbuckling game you want.
The structure of this story, and the characters within it, are amazing. Whomever wrote it clearly has a solid grasp of how to make adventures work, and likely has studied the classics.
It starts with a burning dwarf pirate bursting into a tavern room shouting for help and then is followed up by gang of ruffians bursting in to finish the job on the dwarf and kill everyone. FIGHT ENSUES! You've immediately got the Raymond Chandler solution of "Burst into the room with two guys with guns." There are two reasons for this: the first is because everyone likes action, but the other is to trigger the "ball of yarn" mystery: these two guys have clues which will lead you to the next clue, which will lead you to the next clue. This adventure is very much structured like a ball-of-yarn mystery.
It also features a great cast, such as the aforementioned Isaac Newton, but also Lady Champagne, the beautiful, tragic, one-eyed femme-fatale who will bedevil the party. Or she would, if the adventure continued. She, of course, needs to be rescued from sinister, torturous Spaniards. But will the players regret rescuing the dangerous damsel? They'll probably have mixed feelings on it.
There's also a lot of backstory that goes into the adventure. While not explicitly mentioned, this context will allow the GM to improvise more information drops and clues as necessary, as the players will start only with the knowledge of someone killing a poor, burning dwarf and the nebulous promise of treasure somewhere at the end of this adventure, and everything else they'll have to pick up along the way. All told, the adventure is written in a very dense way that will naturally pull the players from encounter to encounter following a Hitean pulse of thriller adventure: the reward for facing danger is information; the price of learning information is more danger. So the players will face a challenge, then learn something new, then suddenly face another challenge, which will lead them to some new information, and so on. It's an excellent structure for an RPG. And it has the information density beneath it to allow the GM to dribble along those interesting clues.
I suspect that David Pulver is as much a fan of Jack of All Trades as I am. If you've never heard of it, you should watch it for the intro alone, but also because Bruce Campbell is awesome and its a great piece of 90s camp. But it's exactly the sort of story that would feature a burning dwarf, a beautiful one-eyed lady, and lots and lots of sword play. It has a similar energy and it winks at you with some of its weirder elements. It's fun. But it layers this with the additional research and depth that we'd expect from a great GURPS work. This is amazing and I want to run it right now.
Some nitpicks. The first set of guys who start a fight in the bar justify their actions by claiming the person who hired them said "No Witnesses." When the players interrogate him later, the book suggests that he thought the lady who hired them was just a jilted lover; they didn't actually know why she hired them. Like... wow. You were going to kill an entire room of innocent people over a lover's spat? I'm actually okay with that, but guy, put Bloodlust in their character write-up! I suppose that was the intent of giving them Bad Temper. Second, at some point, a spanish officer refers to Lady Champagne as senorita. First, that should actually be señorita but I'm not going to knock 'im for that. But I'm pretty sure a señorita is unmarried, and Lady Champagne is referenced as a widow or a married woman several times, which would make her a señora. There's a modern trend to refer to all older women as señora and younger women as señorita but this is not set in modern times, and also, I'm pretty sure Lady Champagne isn't a teenager. Maybe she's just super-cute? But again, this is a minor nitpick.
What is a real detriment to the book is how it just cuts off. I remember thinking "This is too good to be true, there's no way they can fit all of this goodness into a single 10-page supplement" and indeed they couldn't. The adventure is:
Like... what? I flipped and saw the advert on the back. Like, one more page! Give me the map! Give me something! Don't leave me like that! I suppose the idea here is that the players now have the Green Madonna, which is the treasure and it's a clue to "the next adventure!" but it's so obviously tied together that if this happened in a theater, the audience would riot! I rioted! Point 1 is Act I; points 2-4 are Act II, where we set up the big payoff. Going off to find the treasure is clearly Act III. So why is it missing?
Because they ran out of room, obviously.
What are we supposed to do with these 10-page supplements if they don't give us what we need to run things? It's frustrating. I'm not going to disrecommend this over it, because holy crap, what is there is awesome and uses those 10 pages as gloriously as it could. I wouldn't actually trim down on anything to make the room for a third act. Given a choice between those two options, I choose for what we have here. But why do we have to have these artificially limited page counts? They're not saving on paper and ink. If Pulver knows what happens in the third act, let him write it! How is this a good model.
If it were up to me, I'd go ahead and create a full campaign framework for swashbuckling (though you can certainly stretch and bend Action to cover a lot of it) and include the finished version of this as the main adventure. What we have no is a piecemeal where we can gather up individual little bits and stitch them into a campaign which is... well, that's just how people who don't run frameworks run GURPS, so that's fine. I just wouldn't have expected a piecemeal adventure where I have to write the third act on my own. I can! I was just surprised to see that it expected me too.
I would definitely pay for a part 2. Are you listening Pulver? Punch? Evil Stevie? Give me a $10 version of this adventure, I'll plunk down for it, I promise.
EDIT: Or $20. Or, like, kickstart it and offer a deluxe, signed version for $50. I'll pay. Give me part 2. I'm serious.
DF Ring Fort is a very simple book with one chapter:
I have mixed feelings about the Ring Fort. When I saw it, I had no idea what it was doing in the DF line. After reading it, I'm still not sure what it's doing there. Does this mean I don't like it? No, not at all. Quite the opposite, in fact. It feels like a strange book that doesn't remotely fit in the line as the line currently stands, and I think it undermines a lot of the conceits of DF. If I used this in DF, I would end up reorienting DF around how this book is designed. I think I'd have a better experience for it! But what you end up with is a realization that GURPS Low-Tech with Magic is an awesome way to run GURPS, and that DF isn't the only way to run GURPS. In a DF book. But would anyone have bought or used this if it wasn't a DF book? Well, it's in a freaking package deal with a book on the spies of Venice, so yes, I think people would have acquired it, more than a thousand people, in fact. So why is this DF?
I have some theories, but the core takeaway is that this book is worth your time even for a DF campaign. But you should definitely, definitely consider getting this one even if you don't like DF. It's up there with Wilderness Adventures for broad usefulness. It's a definite recommend.
The art is nice, though.
So we can break out GURPS Action 8: Twists into three sections
So, here we are. We've made it through the total line up and reached "the cream of the crop," the ultimate release of the PDF Challenge. Was it worth it?
In short: yes, it's worth your money. I should clarify up front that at the end of the day, this is a "GM Advice" book more than a resource, though it does include some tables in it. Maybe I'm not the best person to judge a dungeon fantasy book, and I'm not generally a fan of "GM Advice" books, but I legitimately found this useful and it's made me reconsider some of my hesitations towards the genre. I think if the rest of the DF line began to follow the logic laid out by Dell'Orto, it would only profit from it. That said, I think after you've read it and digested the information within, I doubt you'll read it again (perhaps to use a few of the tables).
The executive summary is this: This doesn't work as an adventure. It's alright as a "Creatures of the Night" entry, though I'm not the biggest fan of the monsters, but as an adventure, the book puts too much attention on the introduction and the resolution, gives you details you don't need, and shrugs at getting the players from point A to point B.
I would skip this one.
We're entering the final stretch. Only three left to go! And today, we have the maddest of the bunch: Tomorrow Rides!
The executive summary is this: you can skip this. I like it, but that's more a matter of personal taste. It's not a bad book, by any stretch, and it's quite a creative work that will interface well with Action 6, but there's nothing in here that you need, and it won't do much for any game but offer a bit of flavor and background on a couple of things.
Mercenaries unlocked ninth in the GURPS PDF Challenge. This continues the Action series by offering a "campaign lens" to further customize your Action campaign.
My executive summary is: this is good! It wasn't what I expected, but I really enjoyed it nonetheless. It's chock-full of ideas, and if you're at a loss as to what to do with GURPS Action, this makes a great entry-way into a campaign. I would very much welcome a variety of books like this for action, even at this word count. Like GURPS Action 6: this is a very economical book that squeezes everything it can out of its word count, and at $3, you'll feel like you underpaid for it.
Have you ever wanted to run the Expendables in GURPS? This is the book for you.
My TL;DR summary is: This is fine. It feels rather by-the-numbers, and I'd end up fleshing them out a lot, but unlike some other works I've panned, the skeleton provided by Rice is actually quite useful. Of the two, the second is definitely better than the first. The more I work with them and dive in, the more I like them, but neither of them are going to "wow" anyone. They're work-horse with some decent design. For $3, you could do worse than this set of adventures, and it's a decent illustration as to how Monster Hunters should work, but I would have preferred the first one to be more innovative. All that said, this is worth your $3.
Next in our series, we come to Reign of Steel: Read the Sky, an adventure for Reign of Steel, a GURPS setting about a post-apocalyptic world conquered by murderous, super-intelligent AI.
The executive summary: this is good. Very good. I will definitely use it. I also think it's the best work to utilize the space given to it out of any of the GURPS PDF Challenge books I've read so far. It's not great. It won't blow your mind, and it has some issues, but it definitely has a place in your library as a work-a-day adventure for introducing people to Reign of Steel. It also provides some useful ideas for other games (especially GURPS Action).
That's it. That's the book. You literally have all the support the game offers you (aside from a couple of steampunk robot-monsters, and a very deep discussion of portals) in the above paragraph.
I'm exaggerating a little, but that was definitely my first impression and it barely got better on a deeper reading. It's not good. It's frustrating because I want it to be good, but it let me down completely. This book fails as a setting book. It's passable as a "campaign elevator pitch," which you shouldn't be paying $3 for. I would give this one a miss.
The book breaks down into