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My review based on reading.
The earlier mentioned
historical/technical inaccuracies
really exist, the game can be
counted as an incomplete one
without bestiary and one can
add here the absence of the
supernatural, adventures and
supplements. Character creation
chapter is messy little bit, but if
one reads through the
book and summarizes, it cannot
be a real problem. Despite of these
errors the game remain brilliant
for me. Full of language, style and
flair. You can sense a sharp
mind behind, met a great ruleset
to capture the mood for play. If
someone check the title by its
design, layout, editing aspects,
it is not perfect, but can
happen with a title passes this
exam and does not set the
imagination on fire. This one is an
astounding boost, I am sure.
The engine of the system
is superior. The unusual handling
of the D100 dice which
establishes the smooth resolution
mechanic, oh my God! It is a simple,
reliable, functional system which
can be easily houseruled. It is like
a good, sturdy sword of the pirate.
The character creation is full of
flavour, yet avoid becoming
complicated. I love the combat
system, we have spec actions,
results, spot rules, mass combat,
etc. by default, but for example
special effects from Mythras rpg, or
maneuvers from other systems can
be easily integrated. I love how the
system handle damage and serious
injuries. In the chapters life at sea,
money and equipment, campaigns
one can find useful information and
rules in connection with the genre.
Here maybe is worth to be a little
critical, but for me is normal to
collect information from other
sources to check, compare,
supplement. Nobody should not
forget, that here we have a game
book, not a historical or technical
one from pros in the topic. I have
not performed this operation, yet.
We do not have really detailed
setting on dozens of pages, this
work is more of an impressive
tool for creative GMs. I cannot give,
but only five star despite of the
problems and plan to get the
softcover from Lulu.
For me the creator is a
little but relaxed or light-headed
genious. Big mistake to walk past
this title without noticing!
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I have never tested this game at
the table yet, only read. First my
choice for play was the original
edition with the poker dice
mechanic. I felt it is more
interesting and kind of "authentic"
and I bought poker dice
sets only to use with that game.
But now I am not sure which one
is best if I would like to compare
at all.
I wanna play both in the future.
This edition has the advantage
that its system provides a faster,
simpler resolution mechanic.
By reading, the old west
atmosphere feels we can
say the "same" way despite the
different engine. The other
elements like the to the point
writing style of a sharp mind,
pictures and the ruleset itself
give the feel.
This game seems a good
example that without attributes
like the classic ones
(strenght, dex, etc) the system
can be complete, players
can have a good grasp of their
characters by other charesteristics:
skills, specialities, flaws
and distinctive features.
The flaws as characteristics for
first look works the same way as
quirks in the original edition and
connected with the single meta
resource in both system under
different names, but actually
their behavior non-identical.
One more small thing why I
wanna play both edition.
Against my earlier statement I have
a plan to use the attributes "hiding"
behind "thematic groups" for skills,
but no need for it, only my taste.
The unusual handling of the d100
dice without mind numbing mats
easily solve the problem playing
experienced, highly skilled characters
which appear in the Mythras rpg,
where you can increase your skill
value above 100 (%). Not hard to take
elements from these kind of
systems to mix and match.
The appearance of the title is
amazing. It is like how I imagine
a reliable and simple tool, a good
colt, sturdy and durable. Without any
unnecessary tawdriness, only
functional simplicity. It "looks like"
a work which does not
want to be beautiful, but for me it is,
indeed. Low budget product with a
genious author with awesome
linguistic taste and six sense for flair.
It has a lovely plain letter type, the
used art pieces are perfect. It's a
masterpiece with its imperfection
and most of us "sleep-walkers" could
pass by without noticing.
I love this, all of it, the style, the
flavour, the philosophy.
Big, big respect!
I was glad when found on Lulu.
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I have not played since own, only
red and the poker dice mechanic
tested, but I have to say this game
is amazing.
The level of flair is outstanding.
Like the other products (GGSL, P&P)
from the same brilliant author is
reliable (the game system indeed,
maybe historical, technical or
geographical inaccuracies can be
found - I did not analized, but don't
think so), functional, stylish. Like a
good colt could be at that time.
I love the creator writing style.
His language so practical without
frills in the best sense and so so
at to the point.
The text full of flavour, the reflexions
of a sharp, wise and creative mind.
You can find great ideas, solutions,
an excellent ruleset without
unnecessary crunch.
Maybe inperfect, but awesome.
Somehow I did not checked, now I have
found on Lulu, I am glad.
Almost twenty years old and on the
surface is not shining so much
like some other fancy titles, thus most
of us easily pass by without noticing.
Big mistake!
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...Having spent the last ten days reading various Pirate/Swashbuckling games , this one has shown to be the best , and most enjoyable to read, it is the one I will start a "SaltBox" campaign with soon...
Pros
1 The game itself is complete as far as a Historical based game, no magick , no monsters . You have to add those if you want a supernatural setting , which I will probably do.
2 Character creation is simple yet has depth.
3 One system to handle all checks and combat , thats like a breath of fresh air , and all D10.
4 Detailed setting info that does what its intended to do without having to read a 300 page book.
5 The skill system ensures a variety of characters , that fall under wild and free Pirates or Dedicated agents of one of the major powers , working as Privateers..
6 There are very good appendices to help support your adventures / campaign. And a adventure is included as well.
7 The character sheet is well done and serves its purpose.
8 After reading Flashing Blades/wHigh Seas, Honor and Intrigue, 7th sea 2nd Ed. Crimson Cutlass Omnibus, Pirates!, and All For Me Grog... (whew) All good games for sure ... This game inspired me to write this , and its the one I want to play like ...Right Now!
Cons
1 No published adventures or supplements available yet .
2 No natural bestiary, thats an easy fix.
3 no supernatural, again an easy fix.
Overall I enjoyed reading this game , I read it in one sitting and I know how to play it already . 86 pages of goodness! I noticed this game publisher has several historical based games available , if they are all based on this same system then I may pick up the western themed game they have next. This game is for persons who want a historical Pirate game , or historical with a sprinkling of home made supernatural elements , which I plan to house rule myself and add in.
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Absolutely love this game!! It's everything i was looking for in a Pirate theme RPG
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I have bought just about all of the old time "sailing games". While this one may be very simple it is definately the easiest to start playing without getting bogged down in rules. I really enjoy it and think it's worth the money.
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Tough review in all honesty. The game system itself deserves four stars at least, maybe five, but I find the inaccuracies in historic and nautical detail inexcusable. The game is fast moving, well thought out and quite playable. The character generation process is quick, intuitive and results in interesting characters. The combat system is fun and can be bloody lethal!
But the mizzen is not "the aft of the ship;" "anchors aweigh" has NOTHING to do with "throwing the anchor over the side;" the royals are set above the topgallants, not the other way around; there was no rank of "lieutenant commander" during the time covered; "fore" and "bow" are not interchangable; schooners are not "two masted with the foremast shorter than the aft;" square rigged does not mean "the sails at the front are square." And it just goes on.....
Given the proliferation of nautical lexicons available today this unfortunate tendancy to inaccuracy was avoidable and, therefore, quite lamentable.
Otherwise, the game is quite good and highly recommended!
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In actual play this turns out to be a fun little beer and pretzels game. As a simulation, however, it fails on a number of levels. My biggest problem with the game and the reason for a rating of three rather than four lies in the "historic detail" provided. I am a long time sailor, an historian and reenactor and a fan of nautical fiction for more than 40 years, so I speak with a modicum of authority when I say that the period and setting detail is rather off. I didn't expect a level of detail conversant with that of, say, Close Action or a Brian Lavery book, but I did expect basic terminology to be used properly. Sigh.
Is it worth owning? Yes. Is it worth playing? Yes. Is it a reasonably accurate portrayal of the subject matter and period? Not by a long shot!
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Biplane Barmy Refueled fulfills its promise. It is a fast furious game of air combat in the First World War. It is NOT a simulation. If you want to model the differences in firepower between a Lewwis gun, twin spandaus, or the SE5 with a vickers and a Lewis, this game will leave you unfulfilled.....IF you want a game that can provide great competition and excitement in ten minute doses, without a pile of rules and equipment, step right up.
The basic rules are, well, basic:! Select a manuever(shown on charts) in secret, reveal it at the same time as your opponent, move your plane counters or models on the hex grid, then if in range and proper angle, fire your guns. Damage is simple and almost elegant.
The advanced rules add altitude, variable sturdiness of planes, speed and agility. a two plane game swill still come in at about fifteen minutes.
The rulebbook is easily readable, has some good info on different planes, for those who seek more variety, some good "missions", and as a bonus, a glossary of WW1 slang.
The counters are very nicely done, and print beautifully. Charts are well laid out. There are two nicely drawn hexagonal maps that can be printed off and assembled.
nothing else is required except some d6 and d20 dice, and a pecil for marking advanced rule damage.
I really like this game. It provides the same level of excitement and guesswork that made "ace of Aces" so much fun, and palys even faster. Highly recommended.
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When I first looked at the game I had mixed feelings. On the one hand the system seems to be a good mix of cinematics and simulation, and it's also fairly easy to understand. There are maps with traveling distances, scenarios, background info, etc. All very good, it has to be said. After I created my first character I really felt like starting to play immediately, always a good sign.
The one problem I have with this book is that it is messy. Yes, there is a overview of character creation both at the beginning of the chapter and at the end of the book under "Useful summaries", but that's already confusing because they're not the same. For example, the first one mentions that players start out with a sloop or brig, while the second one says players start out with no xp or advances. The points which say the same things are often formulated differently. None of the tables says something about choosing a home port, something that is only mentioned in the chapter about character creation. The chapter itself has a different order of steps than both of the tables, for example "Distinctive features" come second, while they are step 6 and 5 respectively on the lists. A quick summary of "Skills and Specialties" can only be found on the character sheet, but if you want to look for the explanation of a skill you have to flip through the whole chapter, because again the order of skills on the sheet is different from the order of skills in the chapter. For example: reflexes is the second category on the char sheet and fourth in the chapter. And that's only two examples.
All of these things could have been avoided easily, so while I think the game itself is a really good one, I cannot give it five stars because of it's slightly confusing and very incoherent presentation. That said, it's still worth your money.
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Very easy to play. Perfect for playing in the wild west.
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Creator Reply: |
Thanks Jose, glad you're enjoying it :) |
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Brujaria |
by JD S. [Verified Purchaser]
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Date Added: 04/07/2008 03:42:16 |
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An utter rip-off of a product-do not buy.
The inference on the product was that it was a 'stand-alone product ready to be plugged into your campaign" so you can add a given element (in this case, Mexican spell-casters) to your system as desired. This is untrue.
What you get a is thumbnail sketch of a western town ( a hundred words or so) , the information that some bandits (with names like Buffalo Annie) are hold up in a icy cave nearby, and a short paragraph describing the Brujaria. And then this gem of an instruction on the last page:
The Gunslingers and Gamblers rules do not make allowances for magic and supernatural
powers. Instead, the GM should use magic strictly as a plot device. The odds are that the
player characters themselves will know almost nothing about magic and whatever they do
know is likely to be wrong. A GM should keep this sense of mystery in mind whenever he or
she introduces a supernatural element to the game.
Yep, that's the 'plug in to your campaign' for adding Mexican witches.
Do not waste your money.
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Creator Reply: |
Hi JD, I'm sorry to hear your disappointed in Brujaria. Of course you're entitled to your opinion but I do consider saying "its an utter rip of product" and giving it 1 out of 5 a bit harsh in the circumstances. Subjective issues aside I feel that I do have to correct some of your comments for the sake of anyone reading this review. 'stand-alone product ready to be plugged into your campaign' is not an inference. The micro-supplement is ready to go as is with Rosa and the other NPC's all statted up ready to play. The product does add a single Mexican spell caster to the game, Rosa, and provides everything you need to use her as an NPC. The product is categorised as Western, Adventure/Plot, NPC/Opponent.. not a rules expansion. Your comments on the length of the product are a little disingenous, implying that it's only a few hundred words and a few paragraphs. It is actually 1700 words in length. The quote you have taken is perfectly accurate, it would perhaps have been a little more useful to people reading this review to have continued it: "introduces a supernatural element to the game. Below are a few examples of how the witch woman‘s curse might affect different characters; The curse makes it so that the character can’t sleep, now matter how tired he gets. A character loses the ability to use his highest ranked Trait. You could describe this loss in a variety of ways.." This continues for another 100 words, giving game rules for five potential curses to be used by a Brujaria. Fair enough that it's not the detailed magic system you were looking for, but it's certainly enough to play Rosa as an effective NPC in your campaign. It does sound like you were wanting some kind of rules expansion for player chartacter Mexican magic-users and unfortunately this isn't what you were after and not what the product promised to deliver. To avoid any future confusion I've clarified the blurb to explicitly state that the product does not introduce a detailed sub-system for Mexican magic (excepting the rules for Brujaria curses). In addition, if you'd like to email me I'll arrange a refund for you. |
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For months I have been looking online for a boxed games like this and have not found anything. I didn't even know stuff like this existed. I just stumbled into this web-site and couldn't believe that I could get a game for such a resonable price... and exactly what I wanted! This game is a great buy. It's fast and easy to play, but the only thing that I think it lacks is the speed factor. Like having to have enough speed to do a maneuver and stuff like that. I still think that this game is a very good purchase.
I most heartily recommend it.
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Creator Reply: |
Hi John,
Thankyou very much for the positive review for Blazing Jets and I'm glad you're enjoying it.
Cheers,
Jon
FJG |
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The pro's:
Easy to learn. The game has been stripped to the bare bones.
Counters included so you can play straight away.
Some original ideas regarding gameplay.
A point system for the ships.
Lots of historical scenarios.
The con's:
Very basic navigation. Again due to the stripping of the game.
Firing range of the ships is rather short.
The damage allocation is a joke.
Good game for those looking for a fast, easy to learn and relaxing game where you don't have to look up tons of tables. Avoid it if you're looking for a realistic alternative.
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Great game, great system, it is very useful for naval combat and also using other game systems along with it, Pirates of the Spanish Main for example. What I also liked is the advance rules with added crew and officer options, different type of cannon shots, it is really a great game with alot in it that plays quickly if you want, thank you!!<br><br>
<b>LIKED</b>: Advanced options w/ crew rating, officers, weapon add-on, scenerio generator!!<br><br><b>DISLIKED</b>: Nothing<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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Creator Reply: |
Hi Eric,
Glad you enjoyed it :) |
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