Category: game
Company/Publisher: Steve Jackson Games
Cost: $10.95
Page count: 32 plus screen
ISBN: 1-55634-291-8
Capsule Review by Mischa Krilov on 10/15/97.
Genre tags: none
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In Nomine GM Pack | ||
Author: S. John Ross, et al.
Category: game Company/Publisher: Steve Jackson Games Cost: $10.95 Page count: 32 plus screen
| I bought the In Nomine GM's pack on a lark- I needed an excuse to get my own campaign off to a start. For ten dollars, I figured at least I'd get a screen, and a module or two I could slap together just before the group came over. Unfortunately for me, I underestimated the quality of both the screen and the adventure. The screen is excellent, and the adventure needs a bit more thought than I had at the time- a rather nice surprise, actually. Let me first talk of the screen itself. It consists of your standard tri-fold affair, with art on the player's side and secret GM info on the other. Dan Smith, the so-far exclusive or nearly so artist of the In Nomine line, has a nice full-side mural for the PCs, exactly the sort of thing you've come to expect after having read the manual. The GM side spends a full third on a full combat summary, with all of the modifers (standard melee and ranged weapons, attack modifiers, armor and common armor values) as listed in the manual, and notes on same. The second third of the screen sums up the three Forces and general reaction rolls. The rest of that panel has a nice listing of that which disturbs the Symphony, and a useful chart of the various Songs, including range, duration, and disturbance. Naturally, this saves a good bit of page-flipping during gameplay. The centerpiece of the screen has a "Geopolitical Diagram of the Major Celestial Superiors," a really impressive inclusion. It lists all of the Archangels and Princes, their Words, page references, and colored lines indicating general lines of conflict- on both sides. At a glance, you can tell which of the Superiors are opposed- it's helped me come up with one or two quick subplots, dangling enemies and allies in front of players. It also includes the seven major bands and choirs described in the main In Nomine manual, easily showing the Divine and Infernal analogs. Unfortunately, as of this review, I haven't had time to run the adventure- "Feast of Blades," by S. John Ross. I can only give it a capsule review at this time, but from what I've read in preparation, it looks good. I won't give away any spoilers, but the plot centers around an artifact equally desired by both sides. As written, it'll work for three to five celestials, and gives examples on toning it down for Soldiers or even a solo run. As I'm starting to appreciate the full scope of the various power groups available for play, the module helpfully suggests motives for the various Superiors. If you're stuck with how to work a particular character into this game, you can always play the "Orders from your Superior" card and have the PC ankle-deep in the story before they realise it. I've run a few modules where the NPC sections have been sparse at best: neglecting vital stats, skills, motives, or even descriptions of the NPCs the players will need to interact with. Thankfully, not so in "Feast of Blades." You get a full character sheet for the NPCs, as well as a few paragraphs and a full write-up in the module itself. Also included is a timeline of events as they would occur, barring PC (or NPC!) intervention, something I feel is too-often neglected in pre-generated or generic adventures. In short, I got a good hunk of adventure that could play as a single longer session, but should really be run in at least two regular sessions. Even if the adventure doesn't fit with your usual style, the screen itself is almost worth the full price.
Style: 5 (Excellent!)
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