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Danger Magnet # 001

Danger Magnet # 001

The Editorial sets out Danger Magnet's intentions: it is the work of a collection of writers passionate about the Ubiquity role-playing system, the engine underlying Exile Games Studio's Hollow Earth Expeditions pulp-genre role-playing game and several other existing or planned games.

The first article is a monster, the Tomb Beetle, as featured in the preview issue; and the article is unchanged from that version.

Next is a piece about Howard Carter, the discoverer of Tutankhamun's tomb in the 1920s. After a reasonably accurate historical account of Carter's work, the article blends it in with the ethos of Hollow Earth Expeditions, making Lord Carnavon an agent of a secret society called the Terra Arcanum, which viewed Carter as a bit of a nuisance - hence his recruitment to work for Carnarvon. A fine set of conspiracy theories and a mix of real and imaginary ancient Egyptian lore follows, fruitful material for anyone who likes their pulp adventures loosely based on reality. The article ends with a selection of ideas for embroiling your characters in this material, presented as Obvious, Unlikely and Outlandish adventure seeds.

The next article is a full-blown adventure, The Thule Death Ray. It's an action-packed romp with classic pulp adversaries in the shape of the Thule Society and the Nazis, and could serve as an introduction to Hollow World Expeditions if your players are new to it. There are excellent tips for novice GMs as well on how to create an appropriate atmosphere by the use of your voice and by describing scenes as they smell and sound and feel, not just as they appear to the eye. What is going on is described clearly, and it would be simple to substitute the mechanics of your preferred pulp game system if you don't play Hollow Earth Expeditions. The adventure is well-paced with exciting sudden events mixed with opportunities for role-playing and combat... and some well-crafted handouts are included.

This merry romp is followed by an article called "The Twelve Talismans of Tal'Theus" in which artefacts of magical power are presented for use as McGuffins - and it even explains what a McGuffin is if you don't happen to know! Each of these talismans is described complete with in-game effects and with the sort of background information that resourceful characters ought to be able to research once they have heard of or got hold of one. There are also ideas for incorporating them in your adventures or even making them the focus of one.

Next we move away from Hollow Earth Expeditions to material in support of Desolation, another game using the Ubiquity game mechanic. This is a post-apolyptic setting with the twist of it having been a fantasy world that suffered a cataclysmatic event, and this article details one of the communities formed by survivors.

Finally, Tools of the Trade is an article describing the sort of kit that any self-respecting pulp adventurer ought to acquire - including fedora and bullwhip, of course, as the example adventurer whose possessions are detailed is none other than a certain Professor Henry "Indiana" Jones Jnr. of movies fame!

Overall, a good first issue of interest to any pulp fan, particularly if they use the Ubiquity system... but well worth a read even if you do not.

Return to Danger Magnet # 001 page.

Reviewed: 19 October 2008