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Game Accessory One : Heavy Gear Gamemaster's Guide. Mastering the Game.

Author: Jean Carrieres, Marc-Alexandre Vezina, Philippe R. Boulle, Pierre Ouellette
Category: game
Company/Publisher: Dream Pod 9
Page count: 48
ISBN: 1-89-6776-34-5
Capsule Review by Robert E. Allen III on 07/26/98. Genre tags: none
The GM's screen. 2nd Edition. Been there, seen that. Actually, this screen is a beauty - a full color map of Terra Nova, the world of Heavy Gear. Beautifully rendered, with the major maglevs, political boundaries and geographic details highlighted. If they made a wall map of this baby, I would re-wallpaper my house. I am not even going to mention that the screen provides GM's with RPG, NPC and Tactical game information. Icing on a great-looking cake.

And hey - there is a book in this package too? Cool. I was just about to toss that out. Let's flip though it. "The Basics". Okay, I think I know the basics now. Been playing these games for a few years now, pretty much consider myself a veteran. What else is in here? Character names? That is pretty nice- tired of calling my gear pilots "Joe Gear" and "Jane Strider". Now I can call them "Hotsu Olangi" and "Jayne Alfaz". Nice touch.

Okay, keep flipping. Perks and flaws? Geez, even Heavy Gear has one of these? What's next, a Heavy Gear/World of Darkness crossover? Let's check out a few of these perks….Authority. Character is a policeman, agent of SRID, MP, etc. Cool. Never know where connections like that might come in handy. Okay, how about a flaw. Heavy Sleeper. Hmm. Okay, how about another. Liar. THAT sounds good. Joe Isuzu, Gear Pilot. GIVING these puppies away, yessiree…

Next? NPCs in a Nutshell. No, it isn't some weird dish from Basal, it is a chart for using NPC's on the fly. Pretty nice, too - lists things like Badlands Rovers to Medics and Smugglers. Then gives them equipment and you're ready to run with them. Would have come in handy when I needed to worry the players - a gang of Badlands Rovers sounds like just the thing to inspire a little fear. Moving on. Tips on plot. Social Interaction? What is this, one of those "kindler, gentler" RPGs? Okay, wait, here is the stuff on combat. Ah, detailed rules for hurting people. Chase scenese? Awesome. Injuries. Tactics. Woah, I think we found the mother lode. Then, we have interesting plot ideas and settings. Terra Novan slang and street talk. Cool. I can't wait to use the term "Stubborn as a barnaby" in the next game.

To top it all off, there is a set of appendixes with charts and forms to keep NPCs, events and such straight for the game. Y'know, little organizational things to make life easier. Doesn't everybody love 'em? The GM's screen. 2nd Edition. Been there, seen that. Actually, this screen is a beauty - a full color map of Terra Nova, the world of Heavy Gear. Beautifully rendered, with the major maglevs, political boundaries and geographic details highlighted. If they made a wall map of this baby, I would re-wallpaper my house. I am not even going to mention that the screen provides GM's with RPG, NPC and Tactical game information. Icing on a great-looking cake.

And hey - there is a book in this package too? Cool. I was just about to toss that out. Let's flip though it. "The Basics". Okay, I think I know the basics now. Been playing these games for a few years now, pretty much consider myself a veteran. What else is in here? Character names? That is pretty nice- tired of calling my gear pilots "Joe Gear" and "Jane Strider". Now I can call them "Hotsu Olangi" and "Jayne Alfaz". Nice touch.

Okay, keep flipping. Perks and flaws? Geez, even Heavy Gear has one of these? What's next, a Heavy Gear/World of Darkness crossover? Let's check out a few of these perks….Authority. Character is a policeman, agent of SRID, MP, etc. Cool. Never know where connections like that might come in handy. Okay, how about a flaw. Heavy Sleeper. Hmm. Okay, how about another. Liar. THAT sounds good. Joe Isuzu, Gear Pilot. GIVING these puppies away, yessiree…

Next? NPCs in a Nutshell. No, it isn't some weird dish from Basal, it is a chart for using NPC's on the fly. Pretty nice, too - lists things like Badlands Rovers to Medics and Smugglers. Then gives them equipment and you're ready to run with them. Would have come in handy when I needed to worry the players - a gang of Badlands Rovers sounds like just the thing to inspire a little fear. Moving on. Tips on plot. Social Interaction? What is this, one of those "kindler, gentler" RPGs? Okay, wait, here is the stuff on combat. Ah, detailed rules for hurting people. Chase scenese? Awesome. Injuries. Tactics. Woah, I think we found the mother lode. Then, we have interesting plot ideas and settings. Terra Novan slang and street talk. Cool. I can't wait to use the term "Stubborn as a barnaby" in the next game.

To top it all off, there is a set of appendixes with charts and forms to keep NPCs, events and such straight for the game. Y'know, little organizational things to make life easier. Doesn't everybody love 'em?

One last thing - other companies should be thrilled that DP9 doesn't publish everything in color. The layout and graphics of this book are up to their usual standard - which is excellent. If everyone made books that looked as good at DP9, I would have a lot less money.

Style: 5 (Excellent!)
Substance: 4 (Meaty)

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