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Aberrants Worldwide

Aberrants Worldwide

List Price: $21.95
Your Price: $14.93
Product Info Reviews

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Rating: 4 stars
Summary: A gaming supplement that will suit ALL Aberrant games!
Review: I liked it!

Why did I like it? Simple. Anyone who is familiar with the Aberrant RPG knows that novas (mutant superhero types) have many varied and colorful motivations for doing what they do. This supplement, which uses the metaplot in Aberrant to introduce characters into the events of the world at large, gives many alternatives as to how the characters would interact within the confines of the scenarios. It actually makes the scenarios flexible enough to work with all but the most outre campaigns.

Plus, WW did a smashing job on research about presidential elections and the Libertarian Party, no to mention the hazards of terraforming land too fast for Nature to come in and balance things out. Pretty heavy stuff, for a loosely-connected bunch of interactive adventures, but White Wolf seems to be emphasizing one of the things that made it great in the gaming industry: realism.

All in all, unless you want nothing to do with the Aberrant metaplot whatsoever, even if it's just to stripmine for ideas and tossing the rest, pick up Aberrants Worldwide.

Rating: 4 stars
Summary: This is the way i like adventure modules
Review: Usually when you buy an adventure module for the different systems out there you will find statistics and an almost always bland history with enough loopholes on it for your players to exploit them, throw the history through the window and turn yourself crasy in the process. White Wolf has made the right choice this time, already hinted on the adventure that comes in the Teragen sourcebook. The four adventures that come packed in this book are for all kind of players no matter the faction or preferences in roleplaying attitude. How can this be? Well to begin with they give you all the possible endings on each adventure. You succeed, you advance the history in one direction; you fail, the history continues (and also the repercussions). The best part of all ist that these events can and will set forward the history of the system. I was really tired of world saving adventures that wrapped up in the end to leave all as it was with no changes, a bit like Tokio every time Godzilla faced a monster and they destroyed the whole city in the process and after that everybody went back to work as if nothing ever happened. The next good thing they offer is the first fight between Divis Mal and Caestus Pax, both are the strongest novas in existence and just by reading the hints they give you on the use of their powers after Quantum 6 you will feel that the price of the book was paid. They promise to cover it in full on the Players Guide and i can barely wait to read that chapter. Well now the information on the book it is contained on four chapters: Strange Bedfellows, The Apostasy, Gabriel and Into the Arms of the Angel of Wrath with a final Denoument section to tie things up. I really liked more the two last chapters (Gabriel and Into the..), they give you that feeling of doom that the whole system is made for while making you feel important in the process. They do not make you sit while the forces collide, they usually give you something important to do at the same time so while it is interesting to watch the events unfold you don't feel like just an observer (which tends to happen on White Wolf modules a lot). I do not give it five stars because they have not made something that really goes ahead of the core rulebook, but in my opinion this book and the Teragen sourcebook are the best yet to come out after the first edition rules saw the light. Somewhere in another review i said that i had bought my ticket for the ride and was going to enjoy it to the end, well now i shoul add that is a roller coaster and we have just reached the first summit.


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