Saturday, September 5, 2020

Travel the Sundered Reaches

"Sundered Reaches" by William W. Connors and James M. Ward. Printed and Distributed by Fast Forward Entertainment. ISBN-10: 1-932201-31-9 -- Softcover -- 128 Pages. This is my second favorite book in the Fast Forward line. It contains a good solid framework for a whole new campaign setting. The tag line for this book reads: "A Unique Fantasy World of Grim Survival and Ancient Mysteries." For this it uses the Red Planet - Mars. But this is not the Mars you might think you know from fiction. It is a whole new planet, frameworked into a small 128 page book. It contains nine different races that are 'native' to this version of Mars, Each race is quite different from the others. Although humanoid, most usually bear some resemblance to a standard humanoid, two arms, two legs, etc.. But two of the Martian Races, the "Orid Nar" and the "Parehla" do not. The "Orid Nar" are ten-foot-tall reptiles, with fine shiny silver scales and three eyes. They have darkvision, and have a three foot long tongue. They have three upper tentacle-like limbs, and three legs that end in huge sharp talons. The "Parehla" are even stranger. They are also ten feet tall, but have five legs and a large torso with three huge arms. Although they can use their hands normally, their hands are spade-like when closed, and make efficient digging tools. Five eyes encircle their head and provide 360 degree vision. The "Orid Nar" are a warrior race and very Patriarchal. They do not attack other tribes of "Orid Nar", but they will attack any others, except those of the "Lumari", and those of the "Parehla", with whom they have had a long-standing trade agreement. Unlike the "Orid Nar", the "Parehla" are a peaceful race and prefer farming. The "Lumari" I'll let you find out about yourself. There is an odd 'rule' in this book near the center that most GMs taking their characters here may want to avoid. New arrivals to Mars =may= start to transform into Martians! GMs that allow this might want to pre-prepare an adventure or two that allows the players to reverse this. There are ten new skills, and 36 new feats. There is an interesting chart near the center that gives PCs and NPCs a chance to discover what the technology that they have found really does. GMs should read "Understanding Technology" thoroughly. Following that is a list of equipment, including Trade Goods and their prices. Then there are the Spells. Some PCs and NPCs may know that a "sufficiently advanced technology is indistinguishable from magic.' A great section on Artifacts of the so-called "Star Children" follows. Info about the Strange Cities of the Lumari and other features is next, followed by a table of Red Planet encounters. Only eight new creatures, but this Mars is dangerous enough! Finally, there are a few adventure nuggets, and at the back is the usual OGL and three advertisements. Given the unusual method of arriving on Mars for some of its inhabitants, it's possible that =none= of these races are native to Mars, but the nine given here have been there so long that it really doesn't matter. Although this is not the Mars I love (see Modiphius' new "John Carter" game for that!) this is still a great campaign book for a GM who really wants to run with it. I would love to combine this with my knowledge of 'Barsoom' and possibly the "Green Races" book for a really wild and wooly ride! It's too bad that Fast Forward Games disappeared from the market. However, these Fast Forward Entertainment books rarely disappoint me. Very Highly Recommended!

Why fight the Demon? BE the Demon!

"Devils Player Guide" by Various. Printed and Distributed by Fast Forward Entertainment. ISBN-10: 1-932201-30-0 -- Softcover -- 128 Pages. Now you have an extra race to add to their 'Green Races' characters, this time providing huge details for Devils. The final volume for their "Green Races" line-up, and, as far as I know the last book ever produced, this one deserves a question - and the answer! Tired of fighting Demons? BE a Demon!!! Starting with the usual credits, Table of Contents, and introduction, this book adds Devils (and, by association, Daemons and Demons) to the type of races you can play with the "Green Races" Core Rulebook! A short section about Devilish Campaigns leads off, and discusses the benefits (and obvious disadvantages) to running what should be seen by most as an evil oriented campaign. Ways to run those campaigns, including Motivations, Evil Versus Evil, and Hunting - both hunting by them and hunting for them. Or are you helping them by doing some hunting for them such as for a special potion or magical item? Using Devils in campaigns is much more useful. as it describes how to use the creatures in this book as NPCs. There's a nice section on PCs becoming Devils and the influences of "The Seven Deadly Sins" (Envy, Gluttony, Greed, Lust, Pride, Sloth, and Wrath). Which of the Seven Deadly Sins are -you- working for? Then come the various races of Devils - Barbazu, Botis, Cornugon, Erinyes, Flauros, Gelugon, Hamatula, Imps, Kyton, Osyluth, Pit Fiends, and Shabriri. That's twelve types of creatures to add! There are a few templates, too - including the Chosen of Hell, Devilish Servant, Half-Devil, the Reborn, and those Touched by the Hells. But the best part is the Devilish Classes. What? You thought all Devils were the same? You thought wrong! Mages, Bards, Druids, Fighters, Monks, Rogues, Warders, Warriors, Knights of the Hells, and Priests of the Pits are just a large part of the classes available. Then there are Prestige Classes - Servants, Foot Soldiers, Infernal Generals, Infernal Lieutenants, Infernal Lords, Mortal Spokesperson, and Soul Corruptors. With another section of Devils as 'normal' classes! There's a great list of devilish feats, and even more devilish spells! Devilish Magical Items including both normal and those that are cursed! Or all they all cursed? Finally, an eight page starting adventure with two maps! This book could be used both ways, making it one of the more unusual books of this type. Do you really want to run Devils - or let ordinary PCs chase them to their home and their home plane, where they can not only be fought, they can be destroyed! Don't forget two things if you do this: 1 - On their home plane, they should be much stronger! 2 - More importantly, they can call for help easier! At the back is the usual OGL and two advertisements. These Fast Forward Entertainment books rarely disappoint me. As a companion to my favorite "Green Races" book, this one can't be beat! Highly Recommended!

Tuesday, September 1, 2020

Yes, You, too can now be a Monster (Part Four)

"Complete Monsterous Undead Companion" by Various. Printed and Distributed by Fast Forward Entertainment. ISBN-10: 1-932201-30-0 -- Softcover -- 128 Pages. This makes a wonderful companion book to their "Green Races" volume. Now you have an extra race to add to their 'Green Races' characters, providing huge details for Undead. "Green Races" was the first book I know of that really allowed players to become a race that isn't in the PH! This expansion to "Green Races" cannot be missed! If you have "Green Races" already, you -need- to add "Undead" to the available races! I've seen enough Zombie stuff in gaming, I could just about barf. But =this= one I like a lot! It allows players to use Undead as player characters. For instance, all Zombie Hordes need a leader! Why shouldn't it be you? Five undead races are covered in detail: 01 - Devourer 02 - Poltergeist 03 - Reaper 04 - Shadowe 05 - Wraith But don't think that this is all! There are templates to use to create twenty-two more races! Ever wanted to be a Vampire? Now you can! There are also nine Prestige Classes if you really want to toughen stuff up! A couple new Skills and a couple new Feats, new magic spells and items, Artifacts, and more! The final chapter gives examples of playing Undead as characters, and some hints on how Undead PCs could unbalance your game. I don't know a single player I've ever met who hasn't at least thought of the idea of using a monster as a player character - and this book lets them do that. =Years= before the idea of allowing all intelligent races to be any alignment surfaced recently! Oddly enough, the new races at the center of the book -is- a Zombie! There's a good idea of what a Zombie character would look like, including all the standard stats. Right after that, though are three Mortal templates. My favorite in the whole book is the Demon Hunter included here. The new trend in D&D is towards eliminating the 'requirement' that all of a single entire race needs to be a single alignment was used here first by FFE in about 1972! So this book may have even more usefulness today! Although this race is not included here, one of my favorite PCs used a 'converted' mind flayer as a PC. She 'got Religion' and felt that it was her ultimate goal to bring her new religion to the her fellow Mind Flayers. Tired of fighting Zombies? BE a Zombie!!! At the back is the usual OGL and one advertisement. It's too bad that Fast Forward Games disappeared from the market, as many of these books also included online material which does not seem to be available anymore. However, these Fast Forward Entertainment books rarely disappoint me. As a companion to my favorite "Green Races" book, this one can't be beat! Highly Recommended!

Yes, now you, too can be a monster! (Part Three)

"Complete Monsterous Wizards Companion" by Various. Printed and Distributed by Fast Forward Entertainment. ISBN-10: 1-932201-38-6 -- Softcover -- 128 Pages. This makes a great companion book to the "Green Races" volume. Now you have expansions to their 'Green Races' characters, providing new details for the Wizard Class. Details for Wizards for the new monsters are included. It adds Centaurs, Janni (We would call them Genies), Minotaur, Rakshasa, Satyrs, and Trogolodites! Six new races, five new classes, twelve new Prestige Classes, a few new spells and feats, a huge list of new spells, and some equipment. The final section of the book deals with playing these Green Races. Four new campaign ideas, and how to use Monsterous Spellcasters. I don't know a single player I've ever met who hasn't at least thought of the idea of using a monster as a player character - and this book lets them do that. =Years= before the idea of allowing all intelligent races to be any alignment surfaced recently! As an example, the 'new' race in the center of the book is the underused Hobgoblin. Quite a lot here to admire, as their backgrounds, normal regions inhabited, their culture and cultural advancement, a typical tribe called "The Hundred", The 'Buffalo Rider' Prestige Class, the class skills, a typical Hobgoblin Lair, and other information. The new trend in D&D is towards eliminating the 'requirement' that all of a single entire race needs to be a single alignment was used here first by FFE in about 1972! So this book may have even more usefulness today! Although this race is not included here, one of my favorite PCs used a 'converted' mind flayer as a PC. She 'got Religion' and felt that it was her ultimate goal to bring her new religion to the her fellow Mind Flayers. At the back is the usual OGL and one advertisement. It's too bad that Fast Forward Games disappeared from the market, as many of these books also included online material which does not seem to be available anymore. However, these Fast Forward Entertainment books rarely disappoint me. As a companion to my favorite "Green Races" book, this one can't be beat! Recommended.

Yes, you, too, can now be a monster! (Part Two)

"Complete Monsterous Fighters Companion" by Various. Printed and Distributed by Fast Forward Entertainment. ISBN-10: 1-932201-30-0 -- Hardcover -- 128 Pages. This makes a great companion book to the "Green Races" volume. Now you have expansions to their 'Green Races' characters, providing huge details for the Warrior Class. Details for Fighters for the fifteen new player character races are included, and there is a Prestige Class associated with each one. There are four totally new classes, twelve new Prestige Classes (yes, intelligent creatures can and do learn to specialize!), a few new skills, a few new feats, new equipment and new magical equipment, and spells! The final section of the book deals with playing these Green Races. Their religions, their vital statistics, their motivations, the conflicts between them and other Green Races, and how to use them in a non "Green Races" campaign. I don't know a single player I've ever met who hasn't at least thought of the idea of using a monster as a player character - and this book lets them do that. =Years= before the idea of allowing all intelligent races to be any alignment surfaced recently! As an example, the 'new' race in the center of the book is the underused Hobgoblin. Quite a lot here to admire, as their backgrounds, normal regions inhabited, their culture and cultural advancement, a typical tribe called "The Hundred", The 'Buffalo Rider' Prestige Class, The class skills, a typical Hobgoblin Lair, and other information. The new trend in D&D is towards eliminating the 'requirement' that all of a single entire race needs to be a single alignment was used here first by FFE in about 1972! So this book may have even more usefulness today! Although this race is not included here, one of my favorite PCs used a 'converted' mind flayer as a PC. She 'got Religion' and felt that it was her ultimate goal to bring her new religion to the her fellow Mind Flayers. At the back is the usual OGL. It's too bad that Fast Forward Games disappeared from the market, as many of these books also included online material which does not seem to be available anymore. However, these Fast Forward Entertainment books rarely disappoint me. As a companion to my favorite "Green Races" book, this one can't be beat! Recommended.

Yes, you, too, can now be a monster! (Part One)

"Green Races" by Timothy Brown. Printed and Distributed by Fast Forward Entertainment. ISBN-10: 1-9719598-1-1 -- 224 Pages. Readers, this is my very favorite Fast Forward book! It allows players to do domething unique... Instead of the usual Humans, Dwarves, Elves, and etc., this allows players to choose what would normally be considered NPCs - Goblins, Kobolds, Orcs, Trolls, and many more! Along with the fifteen new player character races, there is a Prestige Class associated with each one. Rise through the ranks of one of the Green Races, possibly even becoming warlord of an entire race! I don't know a single player I 've ever met who hasn't at least thought of the idea of using a monster as a player character - and this book lets them do that. =Years= before the idea of allowing all intelligent races to be all alignments surfaced recently! Although this race is not included her, one of my favorite PC's used a 'converted' mind flayer as a OC. She felt that it was her ultimate goal to bring her new religion to the rest of the Mind Flayers. As an example, the 'new' race in the center of the book is the underused Hobgoblin. Quite a lot here to admire, as their backgrounds, normal regions inhabited, their culture and cultural advancement, a typical tribe called "The Hundred", The 'Buffalo Rider' Prestige class, The class's skills, a typical Hobgoblin Lair, and other information. The new trend in D&D is towards eliminating the 'requirement' that all of a single entire race needs to be a single alignment was used here first by FFE in about 1972! So this book may have even more usefulness today! At the back is the usual OGL and four advertisements. This book was the capstone of the Fast Forward books if my limited opinion matters. What's even better, with a little bit of homework, it could be used with almost any edition of D&D or Pathfinder. It really does deliver what it promises. It's too bad that Fast Forward Games disappeared from the market, as many of these books also included online material which does not seem to be available anymore. However, these Fast Forward Entertainment books rarely disappoint me. I will go one step further - if you decide to buy only one Fast Forward book, IMHO, it =needs= to be this one. One of my very highest recommendations!