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Revelation IV: Fall of the Malakim | ||
Author: James Cambias, Alain H. Dawson, David Edelstein, Kenneth Hite, Elizabeth McCoy, & Derek Pearcy
Category: game Company/Publisher: Steve Jackson Games Cost: 19.95 Page count: 128 ISBN: 1-55634-341-8 Capsule Review by Scott Shafer on 10/31/98. Genre tags: Modern_day |
This is another In Nomine product that is again marked by the number of cooks working upon it. I didn't like it that much.
The book starts off with another in the interminable series of Superior expansions. These are somewhat interesting, but I'd prefer to see all of these in their own book. It is tiresome to have to flip through four or five books to find the superior you're looking for. It is also tiresome in that some of the writers are just more nifty in developing their superiors than others. You read some and just think, "Ehh," but other write ups help you to see the superior in a new light. The write-ups on David and Lilith were interesting though, especially David's write-up which really gives some good insights into this Angelic Superior. The book then has a lot of information about Los Angeles, which is the focus of the scenarios within the book. This was okay stuff, but what was irritating is that some of the information here, in the opening short story, and in other places in the book, was integral to understanding the structure of the scenario Fall of the Malakim. The main scenario feels like its divided over 128 pages, and this makes it hell to organize. There are two scenarios included in the book, The Premiere and Fall of the Malakim. The Premiere is an interesting little mystery, which is hampered by the fact that no maps of the locations are included. I like maps. I want maps in my scenarios! Fall of the Malakim is another exercise in futility as the players rush to and fro trying to stop or figure out for-ordained events. These events are interesting, and they certainly read well...but I'm tired of reading scenarios that are basically free form in how they're written, but linear in how events play out. Players can only do so much as the events lead toward the blowing of the First Trumpet and Armageddon. The only reason that this book gets a "D," is because it was fun to read. I don't feel that it would be particularly fun to play. Like in Paranoia, the best jokes seem reserved for the GM.
Style: 4 (Classy and well done)
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