Let me start with my dislikes of the book.
1) Some of the art was recycled, not enough new art.
2) And... well, that's it (though it would have been nice if the book smelled like lilacs, that woulda been cool)
Now for my likes
On every other level the book was meaty, thought provoking, and just good plain fun! These guys have to together for a super adventure supplement.
The setting is rich and interesting. Human colonists stranded on an alien planet with tribal aliens. Added to the mix are the United Nations fleet above them in space, an ancient and growing Evil from the aliens' past, neo-socialist human fantatics, a corporation influenced by demons from hell, and the new arrivals: The Four Horsemen of the apocalypse.
A few good apples stuck in between a whole lot of rotten ones seeking influence, talk about a setting filled with possibilities! And Hopler satisfies by discussing each faction, what they're up to and what the players can do to either stop their nefarious plans or to aid their heroic efforts. The best part is that everything is in a delicate balance with The Players being the ones who will make the difference! It's all about The Players, baby! From the UN plan to conquer, to Deaths's plan to exterminate, from the plans to stop The horsemen, everything hinges on what the players do. The book is an epic of how six individuals can change a planet. Bravo Mr Hopler!
The only difficulty is that there's enough for a five year campaign on Lost Colony in this book and more than any one party could do in a reasonable amount of time.
But I wont hold that against it, as picking and choosing is a great option, even if choosing against using some material is a very difficult decision.
I would love to send a copy of this book to Kevin Siembieda of Palladium on a "How one uses The Four Horsemen as villains" mini course, because Hopler does exactly what Siembieda should have done in Rifts:Africa. Hopler gives the Horsemen nefarious plans, hostile minions, and a marvelous 'Finale point' system in order so that heroic parties can weaken the Big Four before a final showdown.
Good show Pinnacle! Good show!
Help support RPGnet by purchasing this item through DriveThruRPG.

