Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Arcane, a Netflix series review. Based on the league of legends world and characters, this proved to be the unexpected hit of the year. A little late but finally done.

 


Arcane, a series review.


    I have never played League of Legends, and I never will, but that didn't stop me from being curious when the first trailer for Arcane dropped. The animation style is similar to that in the Dishonored games, and enough action was on display to pique my interest. I am glad I gave the show a chance, as Arcane has proven to be one of the best things Netflix has ever put out. The animation is beautiful and is used wonderfully to show the disparity between the two cities that dominate the world we dive into. The characters and how they are written make this show enjoyable to watch. On display are several themes, and though they might be predictable, they are also done incredibly well. After all that has been done in this first season, I look forward to what will come next.

    The heart of this story is one of disparity of wealth, of the power some hold while others are left to wallow in the dirt. This story is more complex than that, but that is the general gist of the overarching story. The story of Vi and her sister Jinx is one of the central points of this series. Born in the lower city of Zaun, where wealth is sparse and life hard, they are orphaned in the first minutes of the first episode. A heartbreaking opening that impacts them both going forward. Vi and Powder are taken and raised by Vander, who is responsible for the rebellion that caused the death of their parents. As the story begins, we see them a few years older and now joined by two young boys as they race across the rooftops of Upper Piltover. Vi has them on a job, eager to prove that they can pull jobs like the adults they've grown up around. A premise that will lead to where the entire story begins. Breaking into an apartment in the upper city, the gang loots much from it, but Powder accidentally shatters a magical gem causing a massive explosion. The children flee the crime scene, stumbling into a group of thugs waiting for them as they return to Zaun. Threatened with violence, a scuffle breaks out, and Powder flees with the bounty. After being chased down and cornered, Powder tosses the bag into the water, leaving them empty-handed for all their effort. Vi and the others beat the thugs, taking them out in the first action scene of the series. And what a scene it is. This fight is short and brutal but exceedingly well put together. The attention to detail and the level of storytelling in the fight scenes are a highlight of this series.

    I thought about doing a complete breakdown of each episode. You can see above I even started that way, but there is too much to cover, and I could be writing this out for days on end in an attempt to highlight the best parts of each episode. I hoped it would be easier to overview the series as a whole. It would be easier than to point out which had worked best for me. The character work here is some of the best I've seen in an animated series. The attention to each of their stories gives the overall arc a deep meaning and impact on points in the series. The story primarily follows Vi and her sister Jinx, both of whom are damaged in many ways, but other key players come to light as the story unfolds. Jinx is easily one of the best portrayed here, shaped by the pain inflicted upon her and the pain she has inflicted on others. She had never been the most emotionally sound individual, and following certain events, she became far more unstable. Being raised by Silco, the man behind the death of her adopted father, she is dangerous and yet strangely lost and vulnerable at times. Powder's sister Vi is just as lost, but angry too. Vi is determined to find her sister and make those who locked her away pay for their actions.

    Through the actions of Jayce and Victor, we are also introduced to magic. A power that changes much within the city. The Undercity is rising as the nation of Zaun under Silco's direction and political ambition. There is a lot here that leads to conflict, from the wealth provided to Piltover through new technology and its disparity with those who do not dwell in the upper city. A changing political landscape, and its influence, also play a role in Jayce's storyline. This forces him to make choices that directly impact other aspects of the narrative. Bit players in the story, such as Vander and Echo, have an impact with their contributions to unfolding events. These characters drive the story forward and help to give other insights into the events that dominate this story.  This is a big world with many things unfolding, each player's story interweaving with one another as events play out. Many things are going on, and it could confuse the viewer, but events are tied closely together and made easy to follow. Vi and Caitlyn's relationship and how it develops plays a key role in this drama. It is a relationship that feels genuine and not forced into the narrative. Jinx's growing insanity and her relationship with Silco shape how everything plays out. 

    All in all, this is a great watch, with brilliant writing enhanced by great visuals and a score that is effective and appropriate at all times. I look forward to giving this another viewing in the future once I have time, and I eagerly await the next series.

     Arcane is an easy 10 out of 10 for me. I recommend Arcane to any fan of TV in general, but especially to fans of anime and League of Legends. Arcane has interesting characters and a world that feels bigger with every episode. The ending is a cliffhanger, and it frustrates me a little that I have to wait and see what is in store next. Here's hoping that Netflix can pull off another great season.

Pathfinder: Wrath of the Righteous, a review. The sequel to the popular Kingmaker remains true to the formula with epic gameplay and story but more than a few flaws.

 



Pathfinder: Wrath of the Righteous, a review and look at one of the best RPGs of this year.


    After backing and loving Pathfinder Kingmaker, it was an easy decision to follow suit for the sequel. I was one of many that backed Wrath of the Righteous and enjoyed the alpha and beta stages. This is a very different story from the first game, with higher stakes and a more defined goal right from the outset. The game is bigger in many ways, with a more expansive class list and greater options to define your character as you begin your journey into Golarion and the city of Kenebras.

    For any RPG fan, it is always important to have several options to define your character to your own liking. The greater the ability to personalize, the better. The game has expanded on those available in the previous entry, and now there are over twenty-five classes to choose from, each with its own subclass. The variety is staggering, with several races on offer, with some having their own further subtypes. It took me a while, but I have tried several, and the Kitsune is one of my favourites by far. Certain races have unique roles amid the classes, providing you with a path that will not be available to any other race in the game. This will open up possibilities to an entirely new way of playing through your game, further expanding on how the game unfolds for you. And that is one of the main factors in this game, a unique playthrough. This is not unusual for any decent RPG, it is also prevalent in the tabletop games about which this is crafted. Being more of a D&D fan, it took me a while to understand the many complexities and offerings that Pathfinder provides, but soon enough, I found myself enjoying the number of options on display. I have to be honest that I have created far too many characters. Trying out the many classes since playing the beta and into the released game. The character creator is great, but I did find that the character models did leave something to be desired, with little in the way of face and hair options and with no way to alter features. I would have liked a way to change height and weight, but that seems not to be the developer's priority. It is a minor annoyance overall, given the type of gameplay style on show. The character creator is one of the highlights of this impressive game.

    Having backed the game I have played through both the alpha and Beta stages of the game before enjoying the full release. I have spent well over a hundred hours in-game, playing through the earlier chapters of the game in various playthroughs. The released game is far less buggy than the previous stages, but it has been plagued with several bugs that have impacted my game, one or two that even crashed my games. Thankfully, Owlcat has made an effort to patch these bugs and keep on top of issues that have arisen since the release. That doesn't lessen the impact these issues have had on my enjoyment, but I am satisfied that they are at least working to resolve them. Some of these issues have already been resolved upon writing this post, but I am aware that some players continue to deal with problems.

    The game itself is fun, like Kingmaker before it, it has a good enough story to keep you engaged. With the fate of the Worldwound hanging in the balance, the demonic forces pushing ever at the crusaders, you come into play. An unknown dropped into this conflict and then gifted with unusual powers as you rise to lead the Fifth Crusade. The game does a great job of making you feel powerful and gifting you with Mythic abilities that change how you play the game and how the game reacts to your growing abilities. There are at least eight Mythic paths to choose from, with a ninth being hinted at. These paths have their own unique story influencing points, the game reacting to the path you choose by having specific dialogues, quests, and NPCs opening up to you as you move through each act. Speaking of NPCs. Your companions in this game are far less black and white than in the previous entry, with developing complexities and some hints at what are their true motives. Woljif, Seelah, Lann, and Ember are my favourites, but I found I liked all of them. Not so much their actions but their general portrayal and the stories behind them. It would have been nice to flesh them out more. With something more akin to how it was done in Kingmaker, but overall they are all believable and unique. Like any good RPG, there are many weapons, armour, and trinkets on offer for the player to increase their stats and equip on their character. There is a massive array of spells on offer, along with abilities that change with whichever class you have chosen to play. The game also has several prestige classes that can alter the direction of your classes and playthrough. I have to mention the Crusade system, as it does contribute to the overall gameplay. Whilst not the most inventive system it can be fun to play through if you want to manage armies and hunt down rival factions. It is worth noting that this system can be put on automatic. So that you can have very little interaction with it if you wish. The game has five acts in total, and though I have not yet completed it, I am enjoying it immensely. 

    So to summarise, if you enjoyed Kingmaker you'll most likely enjoy this entry. The game is solid and expands on the previous entry with new systems whilst expanding on those that were in use in Pathfinder. It is not without fault but if you can look past them you will find this game is worth those minor niggles. Any avid RPG fan could easily stack up hundreds of hours as they try the many races and classes, looking to create their own unique playthroughs.

    I give this game an easy 4 out of 5. It is a worthy successor to Kingmaker and I can't wait to see what Owlcat Games does next with the series. So if you're a gamer and enjoy RPGs give this one a go. And if you're not an RPG fan, give it a go anyway, it might surprise you.

Icewind Dale: Rime of the Frostmaiden review

 



Icewind Dale: Rime of the Frostmaiden review.


    Chris Perkins loves the Thing. That has been said by the man himself but even if he hadn't this book gives it away. A clear influence in this Adventure's design and story, it runs through the heart of this wintery horror story that puts the adventuring party in the center of the snowy domain of Icewind Dale. Icewind Dale is a familiar setting, it has featured in many of the Drizzt novels and has been utilised in the past by video games and other adventures alike. This wintry northland sits north of the Spine of the World mountains and houses the famous Ten towns. As an avid reader of the books by R.A. Salvatore, this is a familiar and comforting place to be in but it seems things have changed with the arrival of the Goddess Auril. The Frostmaiden has cast a spell over these lands and hidden the sun from view, a supernatural state that means that winter never leaves and the snow never melts, a pall of darkness stretching out for miles in all directions. Auril has come to this place to hide from the world and she is intent on ensuring that Icewind Dale remains hidden regardless of the needs of those that call this place home. Like all of their releases, this one has the adventure laid out in summary form at the beginning with details of what is occurring within the Dale. It is clear that something needs to be done if the people of the Dale and the Ten Towns are to survive, fell forces are beginning to take advantage of this endless gloom and this opens up avenues for any party of adventurers to take.

    Here we move on and look through the dangers of this icy environment and some character ideas and options. I liked the idea of the secrets section but this is hardly an extensive part of the book. We continue on to the first part of the adventure as we begin to explore the Ten Towns and adventure hooks that each of these towns can open up to our adventurers. This is an extensive section with notable NPCs noted for use and how the townsfolk are reacting to the Everlasting Rime. This entire chapter gives a variety of adventure hooks that the DM can utilise or adapt to their own version of the adventure, the ideas here are plentiful. The book continued onwards, expanding into Icewind Dale itself, and continues to add a number of possible directions for the party to take and options for the DM on how to reach the next part of the book. The adventure within can lead to interactions with the Duergar and the fell plans their leader has for the folk of Ten Towns. The adventure builds as the party are tasked with defeating this threat and then moving on to dealing Auril herself and the spell she has cast upon the Dale. More interestingly, at least in my mind, is the continuation leading to the ancient Netherese flying city that has remained hidden beneath the ice of the tale for centuries. Here is the most obvious nod to the Thing and it works well as the adventurers are placed within an environment that has been shaped by utter isolation, along with the threats inherent to the city itself. It would spoil the adventure to go into too much detail but I found the overriding story interesting with plenty of space to customise it to the DM's liking. 

    Like any adventure, we have the monster section, some interesting additions for winter environments being a fairly obvious choice here. I have to admit being something of a fan of the new Squidling variant that the adventure brings into play. Further, on from this, we have the mandatory magic items, none too wild or unique this time but fairly standard to the story. Some integral to the story as is often the case with these tomes. All in all, it is more of what we have come to expect from Wizards of the Coast.

    I enjoyed the setup of this adventure. I liked the isolation and harsh environment that will punish the adventuring party if they aren't careful. I'm always a fan of greater exploration of one of my favourite areas of the Forgotten Realms, and this region has been of import since Drizzt's earliest adventures. I would recommend that any fan of the 'Forgotten Realms' give this book a look, especially if you're a fan of horror as this game has some great elements peppered throughout. 

    I'd give this tome a 4 out 5 and recommend any DM give this one a look. Hopefully, you can utilise it to add new and interesting elements to your own campaign. Let me know in the comments what you think of this book, if you've used it in your campaign and if disagree with my little summary.

Mass Effect Legendary Edition Overview

 


Mass Effect Legendary Edition overview and Review


    I played the hell out of these games when they were first released, on my good old Xbox 360 and then again on my PC once I purchased one. I loved them, I loved the world they opened up to me and I have to say even to this day Garrus is my favorite character. That Turian walks at my side throughout the trilogy, Shepard's best friend and easily one of the more interesting of the characters in the series. I grew up a massive fan of Star Trek. Don't get me wrong I enjoy Star Wars, well to varying degrees now, but Star Trek shaped how I looked at Sci-fi on the screen, both big and small. Mass Effect very much leans into this type of science fiction, you have your own ship and crew that essentially operate as part of your extended family. The science is more grounded without the 'space magic' that works in some other franchises. This is an adventure that spans our galaxy, delves into a number of unique alien races, and delves into an interstellar history that goes back millennia. You, of course, begin the game as Commander Shepard. Be it, man or woman, with a number of possible roles available to you along with a unique history that will shape some of the responses to your character. It is the first of the trilogy that we are presented with the biggest improvements to the overall gameplay and graphics, Bioware did a good job of updating the release. It is a far more fluid experience with the combat massively improved from the original game, it makes it far more engaging than the game I played way back in 2007. The game is not without bugs, though they were few and far between in my experience, they were nothing that proved game-breaking, the updates certainly removed some of them. The first game is far more RPG-heavy than the later installments, with a massive amount of customisation, something that is lost in the next game. Thankfully that changed in Mass Effect 3. 

    The game works best when you invest your time into your companions, you may only be able to take two on your missions but upon the Normandy, you have the opportunities to speak to them and develop your relationships, opening up new side-missions and dialogue. This is where the game really shines, it is meant to be invested into, and it opens up the worlds beyond the Normandy as you discover through these representatives what life is like in the cultures they come from. I enjoyed learning about Tali's pilgrimage and the events that shaped Wex's life, about the things that infuriated Garrus about C-sec and drove him to join Shepard's mission. This is expanded upon in the following games, done especially well in Mass Effect 2 as it is vital if you wish for your companions to survive the last mission against the Collectors. I always felt the need to hunt down every mission in each game, to ensure that each team member is loyal to Shepard and willing to die at their side if need be. My only real complaint is that in the third game the selection of teammates proved a little sparse and human-heavy, I really missed having a Krogan in the mix. 

    Now we come to the Reapers, the big bad of the series. They remain a truly daunting foe, unknowable machines that have been around for millions of years. They endeavor to ensure that each cycle is brought to an end, that the civilised races are harvested before they return to dark space to begin the cycle over once more. Indoctrination is a key component of the first game, Saren lost to Sovereign's influence without being aware of what is being done to him. This is developed more as we learn of the Collectors in Mass Effect 2 and then the key role it plays in Mass Effect 3 and the plans of the Illusive Man. The illusive man is played brilliantly by Martin Sheen and remains one of my favourite performances in the trilogy. I do enjoy that it is openly admitted that the races cannot conventionally beat the Reaper forces, that they do not possess the might and technology to push them back. It all comes down to the races that came before and the plans that they brought into being. It weighs heavily on Shepard, the responsibility of it all, and yet they push forth with their friends and crewmates at their side. Storywise Mass Effect remains the best in the trilogy but, for me, the lack of RPG elements made it less fun than it could have been.

    Bioware has done a good job on this 'Remaster', a good effort considering how gamers now view the studio in the wake of Anthem. It goes a ways to rebuilding some of the standings they once had and fostering hope that they can return to form in the years ahead. I would like to highlight that the Citadel DLC is the best part of this entire Edition, the adventure is endearing and brings together many of the favourites of the series. I love playing it, the humour works well for me and I loved having Wrex and others back in the fold. I would recommend any sci-fi fan give these games a go, more so if you enjoy third-person shooters and RPGs. This is edition is not to be missed in my opinion, it proves that Bioware is still capable of labours of love. 

Age of Sigmar

 Age of Sigmar New Edition


    Just a quick one. Looking forward to the New Edition of AOS, now no more than three weeks away, with an official release date of 3rd July. The pre-orders begin on the 19th, a three-week window which is unusual but allows more time to get that order in, a great move by Games Workshop. I have to say I'm looking forward to it, the changes in AOS have been interesting, the constant shift in the dynamics behind the scenes as Gods make moves and others rise to the ranks of Godhood. The coming of Kragnos continued that change in the Realms as another force for Destruction rises to the fore. I love the lore they have built around AOS, it remains some of the best Games Workshop has put out in recent years. As an avid collector of the books, it has been wonderful to explore this new universe, though a few familiar faces have returned from the World that Was. It is good to see that they continue down the narrative play path that has worked so well for them in recent years. I will be purchasing a copy and looking through it to see what new developments have been brought to the table and just what direction the universe will be heading in going forth. Hopefully, we will get more novels as these changes are reflected and I will be able to continue following the adventures of everybody's favourite Trollslayer. Just getting to hear Brian Blessed's performance is enough for me. 

    So yeah looking forward to the 3rd and what Games Workshop have in store. As a long time fan of Wargames, I hope they continue to move forward and build on their momentum. Let's see what the forces of Order have in store for the Realms, the Stormcast Eternals leading the charge against Chaos and the forces of Destruction.

    Let me know what you all think of this new Edition and what your favourite armies are. Enjoy your week and be back soon.

A review of Van Richten's Guide to Ravenloft

 


Van Richten's Guide to Ravenloft.


    Ravenloft. The domains of Dread. Count Strahd von Zarovich. These names are known well in the arena of Dungeons and Dragons. The Curse of Strahd, in my opinion, is one of the best campaign settings out there. It has the right amount of tension built into the story, where the player/characters are never far from a visit from the ruler of Barovia. Wizards made the decision to expand upon the lore of the domains of Dread, to enrich the knowledge of the many DM's and players out there that love horror in all its varied forms. Ravenloft has a rich history with the original Vampire Strahd as he appeared in the Ravenloft novels, novels that included the likes of Lord Soth from the Dragonlance books. Wizards have taken this premise and run with it, creating a new Realm for DM's and players to explore. 

    Within these pages, you will find new options for new lineages, new takes on supernatural beginnings that allow the creation of the Dhampir, the Hexblood, and the Reborn. For the uninitiated, that means creating a half-vampire, a witch of sorts, and your own version of the Frankenstein monster. There have been changes here from the initial UA versions that D&D put out but they remain, at their core, much as they were. Beyond these, there are the new sub-classes, the Undead Warlock, and the Bard's College of Spirits. Here we come to one of the most interesting parts of this section, The Dark Gifts. The Dark powers that linger in the mists between each domain can bestow gifts upon those that roam the lands but they do not come without potential 'consequences'. These 'gifts' can add a new and interesting element to your games but they can easily complicate your player's lives, something that often occurs in Ravenloft. Again there are slight variations from the UA but they remain interesting new sub-classes to try out. There is one new background, the Investigator, and some new options to the backgrounds that may prove interesting to players looking for a change. All of this is merely the prologue to, what I feel, are the best parts of this tome.

    Creating the Domains of Dread. Here there are the details needed to create your own domain of dread for your players and it all begins with your Darklord. Provided within are a number of options to customize them to your liking, the level of detail interesting given what you may have in mind for your games.  Beyond this you begin the creation of the domain itself, again there are options provided to make this easy for you. As a continuation, we enter the particular genres of horror within the tome. This will give you ideas on what kind of horror you want in your games, tailoring it again to your own tastes. My personal choice has to run to Fantasy horror or cosmic horror but there are some great options beyond these traditional choices that I would recommend considering. Beyond this lays the section on the existing domains of Dread, many described in great detail and giving you insight into many particular genres of horror. It is clear by how much detail has been put into these that their creators clearly love the respective genres. As well as the domains there is a section here on characters that can be found roaming the mists, some good, some bad, but all of them of interest. It is a good section to learn more about the titular Van Richten and the newly named Ez D'Avenir, along with a few others that have popped up in other books. 

    The next section delves into running your horror game, advice given on how to let your games unfold, and approaching those that may have specific triggers when involved in such games. This section includes an inbuilt adventure called the House of Lament that you can run through as a test run or even a prologue to your own adventures. After this, we move onto the monsters and one of the most interesting ideas I've heard of. The bagman. Talk about the creep factor, would not want to wake up to that in-game or out of it. 

This is easily one of my favourite new books for 5E. It has some great new options and opens up Ravenloft in interesting ways. If you want to discover more you can easily check out the videos on youtube by D&D beyond or Todd Kendrick. They both cover the book wonderfully. I personally recommend Kendrick's interviews with Amanda Hamon, her love of the book and the genres comes shining through wonderfully. 

Hope you gamers and horror buffs give this tome a look.

    

A look at Warhammer 40k and its influence on my love of gaming and Science Fiction

 Warhammer 40,000


    I grew up with a voracious appetite for science fiction and read everything that I could get my hands on. Growing up I watched shows like Star Trek, Quantum Leap, and, of course, being British, Red Dwarf. I developed a love of horror through authors like Stephen King and Dean Koontz, Clive Barker, and James Herbert. In that time I discovered tabletops games such as Hero Quest and others through the friendships I had. Through them, I found my way to Warhammer and Space Hulk. In these war games, I found lore steeped in science fiction and its own version of cosmic horror. A world without mercy, without hope, without the aspirations of many science fiction worlds. A galaxy where there was only war, it was unlike anything I had ever seen or read at that point in my life. 

    Warhammer 40,000 remains one of the grimmest worlds out there, where to be one of those living in it is to expect a short a brutal life, either fighting in the ranks of one army or another or toiling behind the scenes of that great war machine. My foray into the lore began with the Ragnar Blackmane Omnibus, a trio of books that trace the Wolf Lords' life from his time on the ice islands of Fenris to his time on the homeworld of Terra. This story written by William King introduced me to the ranks of the Space Wolves, to the fiercest of mankind's defenders, and the curse that lurked within their bloodline. For me, it was the presence of the thousand sons, of the history of the two legions that brought home just how expansive the lore could be of this universe I found myself thoroughly enjoying. The next book to catch my interest was Xenos by Dan Abnett and my love of these books was solidified. 

    Inquisitor Gideon Eisenhorn proved to be a hardline individual that believed in the Emperor and the sanctity of the Imperium above all else, or that's how he began. Through this character and his adventures, we delved into a new region of the galaxy and worlds that I had never heard of before. A whole subsector that was full of danger and mystery. Abnett's best work, in my opinion, is always his character work. And here we find a host of individuals circling the Inquisitor, some that work with and for him, whilst others stand in his path or aid him in his investigations and pursuit of the heretic or alien. This was a dark galaxy, with man and women of vile interest, willing to serve dark powers in the hopes of being gifted dark power of their own, of being elevated to new heights in the eyes of these fell masters. I loved it all and in time I would come to read the trilogy of books and then discover the adventures of Inquisitor Ravenor and his band of misfits. Abnett for me remains at the foremost of the authors that work for Games Workshop. 

    Over the years the lore has expanded massively, with their series of the Horus Heresy and the books detailing the new age of the Dark Millennium with Guilliman's return and the events of the Indomitus Crusade. This is a galaxy beset on all sides with Dark Gods looking to devour all and there remain but the faint motes of hope in the dimming light. I would encourage any fan of science fiction and fantasy to give this world a look, to take a risk, and dive into either the books alone or the tabletop game itself. It is well worth taking a look just out of curiosity. But remember, do not look to hope, for in the grim Dark of the future there is only War!

A Review of the Cthulhu Mythos for 5E

 Sandy Petersen's Cthulhu Mythos for 5E review





    As something of an RPG fan and a massive fan of cosmic horror I found myself purchasing this book out of curiosity alone. It was a great investment, at least in my humble opinion. Sitting at 426 pages, this is a hefty tome that adds new elements to the realms of 5E. Within you will find all you need to bring the elements of cosmic horror to your D&D game, with their own rule systems to add with those new elements. The book adds four new races for you to play with and whilst all of them are interesting with a number of sub-races available to play with, I found myself most interested in the Dreamlands Cat. The idea behind the feline character is awesome, with the ability to change from an everyday kitty to the intelligent aspect of the Dreamlands cat. There are a number of subclasses that allow you to tweak the cat to your own liking but even the basic premise is interesting and unusual enough that I think many would thoroughly enjoy the option to roleplay in such an unusual fashion. The Gnorri, Ghoul, and Zoog are all interesting in their own right with a variety of ways they could be roleplayed in your games, bringing new dynamics to the typical parties. There are a number of new spells provided specifically to the influence of the Elder horrors that this book contains and alludes to. The book of course introduces new magic items and Artifacts that are tied directly to the realm of cosmic horror, adding yet another layer to how to proceed and develop your own adventures.

The book contains much more with rules describing how to handle insanity and dread in your games, giving you that real feel of the true horror of dealing with entities beyond the remit of fantasy alone. These entities are meant to instill fear, loathing, and disgust in equal measure. There are details on how to include cults directly linked to the Elder horrors featured in the book and hints on how that could impact your games. The details on the 26 Elder Gods and Outer gods are expansive, detailing the ways in which they impact the world as they come into contact with it. The artwork and details here are quite something, I would recommend the book on these alone. The likes of the Great Cthulhu and Azathoth are in here amongst several others that I had not heard of previously. Beyond this there the rules and details of the great races and Mythos monsters that any DM would be bringing to their games.  It would be a crime not to state how brilliant the artwork proves throughout the book, those featured within both awe-inspiring and disturbing in equal measure. Unlike some other rule books, the PDF came free with this edition which highlighted how much the creators cared about the content and not the profit line. 

For me, this book is a brilliant tool for any that are looking to add eldritch horror to their fantasy games, giving you countless options and a great deal of inspiration. I would highly recommend this to any DM just for the ideas alone.

Rating is 5 out of 5 for me.

Hope you enjoy it.

For fans of 5E and RPGs in general let me know your take on this expansive rulebook and how you would integrate it into your own games. Always happy to hear about any other rulebooks to look out for and enjoy.