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Superline #1: Tomorrow's Headlines
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<blockquote data-quote="Ace" data-source="post: 2303586" data-attributes="member: 944"><p><strong>All Tommorows Headlines -- Value and Fun</strong></p><p></p><p>All Tomorrows headlines #1 is an interesting new product from Ronin Arts Studios. Formatted like a comic book the M&M Superlink supplement provides four scenarios each designed to be played in a single evening</p><p></p><p>There is a lot to like about the product both in appearance and in immediately usability and it is highly worth the $5.95 asking price.</p><p></p><p>before we begin I should not that this is a comp'd review </p><p></p><p>Appearance</p><p>Like all Ronin Arts products the lay out and organization are very good. The OGL is clear and unambiguous. The book is well divided and easy to read and print </p><p>The outside “cover” of the shows a costumed Hero rescuing a falling aircraft, probably derived from the number two scenario, Abduction. It is a quality piece of art reminiscent of second run comic art. Not bad for an inexpensive PDF.</p><p> The interior is strategically illustrated with black and white illustrations that remind of the Dennis Loubert art from the late Villains and Vigilantes game. Most importantly the layout makes the scenarios cheap and easy to print. There is no need to waste ink simply select the desired scenarios and print the relevant parts with one minor exception. The fonts used are clean and efficient without being ugly.</p><p> For those who like a more collectable format instructions are given to print the entire supplement in a comic book format.</p><p>My only real quibble is the awkwardness of the comic format. I would have preferred 8.5”by 11”, a format better suited to my gaming shelf </p><p></p><p>I give the appearance 5 of 5 </p><p></p><p>Content. </p><p>As mentioned before the book contains four scenarios, each designed for a single evenings play. All of the scenarios are very well laid out, with clear stat blocks and sidebars and boxes that tie the product to the Superlink World</p><p>Also the author gives the GM solid tactical advice on how to run the scenario. </p><p>I find this quite welcome as it hugely reduces my prep time. In may respects the adventures are grab and go something I don’t find all that common in similar products. Also the many bit of each adventure are reusable, villains, equipment, and mooks can all be popped into you game or recycled easily. This add a lot of value </p><p></p><p></p><p> The first scenario A New Drug has the bad habit of putting Huey Louis and the News tunes in my head. Without spoiling it for potential players it provides a scenario that will require players to think a bit instead of smashing everything in their path. This can provide a nice change of pace for bloodthirsty players.</p><p></p><p> The second scenario A Cold Front Sweeps Through the City has a kind of bat suited detective feel and is ideal for capturing that type of atmosphere. It is a generally fun kind of scenario with plenty of action and lost of scenery to smash or better yet try not to let be smashed</p><p> I do have a couple of minor quibbles with it however. </p><p>Firstly it ties too much into “more will be told in later issues” style, something I dislike in a role playing game supplement. Secondly an RPG.net advertisement graces the last page. While the add is black and white it is waste of ink if you print the scenario by itself </p><p></p><p>The Third Scenario Abduction is a little different the other three. While it can be played as a straight up Alien Encounter or used with the extended storyline suggestion, it can just as easily be used to take the players into space or to take a campaign from ground level to cosmic. There is plenty of action to be had and plenty of hooks to be for later. One caution though, unlike the other scenarios there are some mixes of supers, Costumed Detectives especially that may not have the ability to participate. The scenario seems to call for a flying brick or at least a flying hero. Lowered powered groups or groups of martial artists and the like may not enjoy the scenario</p><p> </p><p>The Final Scenario is a zombie bash with plenty of mayhem and lots of powerful villains. It is well situated for most normally powered groups although it is deadlier than might be expected. Low Powered groups of super normals should be given some warning. This scenarios is especially ideal for “occult” themed parties and with a little adaptation might work quite well in a Nocturnals game</p><p></p><p>All of these scenarios are a good value and other than the third will work with most any scenario. They also have enough reusable parts to make them a “supplement” as well as a four pack of adventures. </p><p>My only real grouses are the adventures are generic, reminding me of old televison and comic plots. I don’t find them to be especially new or original. Still at $5.95, $1.25 per evenings fun you can’t go wrong</p><p>I rate them 4 of 5</p></blockquote><p></p>
[QUOTE="Ace, post: 2303586, member: 944"] [b]All Tommorows Headlines -- Value and Fun[/b] All Tomorrows headlines #1 is an interesting new product from Ronin Arts Studios. Formatted like a comic book the M&M Superlink supplement provides four scenarios each designed to be played in a single evening There is a lot to like about the product both in appearance and in immediately usability and it is highly worth the $5.95 asking price. before we begin I should not that this is a comp'd review Appearance Like all Ronin Arts products the lay out and organization are very good. The OGL is clear and unambiguous. The book is well divided and easy to read and print The outside “cover” of the shows a costumed Hero rescuing a falling aircraft, probably derived from the number two scenario, Abduction. It is a quality piece of art reminiscent of second run comic art. Not bad for an inexpensive PDF. The interior is strategically illustrated with black and white illustrations that remind of the Dennis Loubert art from the late Villains and Vigilantes game. Most importantly the layout makes the scenarios cheap and easy to print. There is no need to waste ink simply select the desired scenarios and print the relevant parts with one minor exception. The fonts used are clean and efficient without being ugly. For those who like a more collectable format instructions are given to print the entire supplement in a comic book format. My only real quibble is the awkwardness of the comic format. I would have preferred 8.5”by 11”, a format better suited to my gaming shelf I give the appearance 5 of 5 Content. As mentioned before the book contains four scenarios, each designed for a single evenings play. All of the scenarios are very well laid out, with clear stat blocks and sidebars and boxes that tie the product to the Superlink World Also the author gives the GM solid tactical advice on how to run the scenario. I find this quite welcome as it hugely reduces my prep time. In may respects the adventures are grab and go something I don’t find all that common in similar products. Also the many bit of each adventure are reusable, villains, equipment, and mooks can all be popped into you game or recycled easily. This add a lot of value The first scenario A New Drug has the bad habit of putting Huey Louis and the News tunes in my head. Without spoiling it for potential players it provides a scenario that will require players to think a bit instead of smashing everything in their path. This can provide a nice change of pace for bloodthirsty players. The second scenario A Cold Front Sweeps Through the City has a kind of bat suited detective feel and is ideal for capturing that type of atmosphere. It is a generally fun kind of scenario with plenty of action and lost of scenery to smash or better yet try not to let be smashed I do have a couple of minor quibbles with it however. Firstly it ties too much into “more will be told in later issues” style, something I dislike in a role playing game supplement. Secondly an RPG.net advertisement graces the last page. While the add is black and white it is waste of ink if you print the scenario by itself The Third Scenario Abduction is a little different the other three. While it can be played as a straight up Alien Encounter or used with the extended storyline suggestion, it can just as easily be used to take the players into space or to take a campaign from ground level to cosmic. There is plenty of action to be had and plenty of hooks to be for later. One caution though, unlike the other scenarios there are some mixes of supers, Costumed Detectives especially that may not have the ability to participate. The scenario seems to call for a flying brick or at least a flying hero. Lowered powered groups or groups of martial artists and the like may not enjoy the scenario The Final Scenario is a zombie bash with plenty of mayhem and lots of powerful villains. It is well situated for most normally powered groups although it is deadlier than might be expected. Low Powered groups of super normals should be given some warning. This scenarios is especially ideal for “occult” themed parties and with a little adaptation might work quite well in a Nocturnals game All of these scenarios are a good value and other than the third will work with most any scenario. They also have enough reusable parts to make them a “supplement” as well as a four pack of adventures. My only real grouses are the adventures are generic, reminding me of old televison and comic plots. I don’t find them to be especially new or original. Still at $5.95, $1.25 per evenings fun you can’t go wrong I rate them 4 of 5 [/QUOTE]
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