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Dime Heroes | ||
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Dime Heroes
Capsule Review by John Buckmaster on 22/11/01
Style: 4 (Classy and well done) Substance: 3 (Average) For roughly $4 US, you get a decent bargain. The writing make this a very worthwhile product, as long as you don't really expect too much more than what was in the pulps in the first place Product: Dime Heroes Author: James Stubbs Category: RPG Company/Publisher: Deep7 Line: 1pg Rules Cost: 3.95 Page count: 11 Year published: 2001 ISBN: SKU: Comp copy?: yes Capsule Review by John Buckmaster on 22/11/01 Genre tags: Science Fiction Modern day Historical Space |
Dime Heroes is a pulp setting game by Deep7. It utilizes a variation on their 1pg rules set that has been use in their other movie genre games. In trying to keep with the theme of 1pg rules, I will try and do a 1pg review.
Cost: $3.95 US. You can also get "Jungle Adventures" packaged with it for $1 more or $2.50 individually. The game is only available as a downloadable .pdf at this time. Rules: Basic, simple, elegant, and really fitting with the pulp genre. The basics are Roll a d6 and try and get under your attribute skill. The attributes and skill are all suitably pulpy (Moxie is an attribute!), and the entire game is more oriented towards beer and pretzels type gaming than anything else (note: they list the supplier of their beer and pretzels in the credits). There are a few problems with the system section, however. Most of it seems to be in the layout and presentation. I somehow can't help but think the rules and character creation could have been better organized while still keeping the size down and the feel of the game suitably within the genre. As it is, there is a fair bit of repetition and vagarities throughout the rules set. Nothing big, but somewhat annoying. Also, within the rules are the occasional notes on how to keep the feel of the pulps and do it inside of a quick flowing game. Most of the advice is very well done, and I think is quite possibly better than the rules. The Adventures: The game comes with a 5 part serial adventure "The Crimson tiger Strikes." The first thing that did strike me was that there wasn't a whole lot of info given, but then I realized that there was never a whole lot of info given in the Pulps either. So with that easing my mind, I was able to more fully enjoy the cliché ridden, slightly goofy adventures. Each part is designed as an evening of gaming and are all very well done, keeping the feel of the pulps as few other adventures have done. The Layout: The product is full colour, with just enough art to keep things from getting boring. The art is generally very fitting with the feel of the game and with a few exceptions in the adventure, all very good. As noted in the Rules section, the system section of the Book(let) could use a bit of reworking in layout, but other than that, everything is clean and readable. At the end of the product is an advertisement for the Red Dwarf RPG and Arrowflight. I can't decide whether the ad is tasteful or tacky, being as though it's 1/11th of the entire product, and being a full colour page, adds to the file size. The Obligatory Conclusion: For roughly $4 US, you get a decent bargain. The writing make this a very worthwhile product, as long as you don't really expect too much more than what was in the pulps in the first place. What does bring the product down, however, is the system section of the rules. While it does everything it sets out to do, there still seems to be something lacking.
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