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Andere Kommentare über diesen Verlag:
Basic poker playing cards 1
von Justin P. [Verifizierter Käufer] Hinzugefügt am: 06/03/2012 01:01:50
It is what it says in the description. The artwork isn't to my taste but if you're a fan of FSpace's art then you'll recognize it immediately. The tutorial for cutting out the cards is great.

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[3 von 5 Sternen!]
Basic poker playing cards 1
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Basic poker playing cards 1
von Fernando G. [Verifizierter Käufer] Hinzugefügt am: 04/03/2011 06:55:20
The idea is good, and for several futuristic rpg it may be useful. The figures are drawn with a style I am not particularly fond of but at least they include a tutorial for cutting the cards in a fast way.

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[1 von 5 Sternen!]
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Far Encounters: Derelict
von Devon K. [Häufiger Rezensent] Hinzugefügt am: 08/15/2010 15:18:59
This is a decent encounter with an ages old alien ship. The layout is good and the writing is good. The encounter itself is cliché, but that doesn't change the fact that it could be an interesting story. Containing mainly one large plot hook, it's up to the GM and play group to decide what comes next in the story.

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[4 von 5 Sternen!]
Far Encounters: Derelict
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FSpaceRPG Boarding Action Scenario BETA
von Jim C. [Verifizierter Käufer] Hinzugefügt am: 07/20/2010 21:22:35
The price is about right for a very straightforward combat set-up in an early space opera setting (Solar System, hyperdrive just coming in) with really not enough to it to present significant problems fitting it in with a different background.

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FSpaceRPG Boarding Action Scenario BETA
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Far Encounters: Derelict
von Jim C. [Verifizierter Käufer] Hinzugefügt am: 06/30/2010 03:47:01
A nicely-detailed mysterious encounter that could drop into any space opera-style campaign, with few dependencies on setting or rules.

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[4 von 5 Sternen!]
Far Encounters: Derelict
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FSpaceRPG Anti Grav Light Commercial
von Harry K. [Verifizierter Käufer] Hinzugefügt am: 04/09/2010 11:56:53
This is a quick, easy kit. I was disappointed that they provided a "blank" to add your own colors, logos, etc. to, but the file is locked so you cannot open it in a graphics program to alter it. My backdoor to that was to print it at 200% and then scan the copy, thereby giving me the basic pattern to work from. Overall a good value, if a little bland in the two color jobs they provide.

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[3 von 5 Sternen!]
FSpaceRPG Anti Grav Light Commercial
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Antwort des Verlags:
Thanks for the review. In light of your comment we've unlocked the product so you can use digital tools to do DIY schemes. So please download it again if you like :-)
FSpaceRPG Personality Module rules expansion v1.1
von Jim C. [Verifizierter Käufer] Hinzugefügt am: 03/13/2010 01:05:45
Interesting application of the formal concept of personality types, or social styles, to describe characters and the compatibility or clash between them in a way you may not have seen before. The discussions of an additional violence index and of (some) mental illnesses are more sketchy.

It looks as if it should drop in to a different game system with little work, if you want (excluding, obviously, the setting-specific alien species and their adjustments to personality type and violence propensity).

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[4 von 5 Sternen!]
FSpaceRPG Personality Module rules expansion v1.1
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FSpaceRPG Anti Grav Light Commercial
von Peter S. [Verifizierter Käufer] Hinzugefügt am: 10/14/2009 14:06:36
Again great price and easy to assemble are positives. lack of interior is a negative, but you can cut a door for your own so not a bad purchase.

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[3 von 5 Sternen!]
FSpaceRPG Anti Grav Light Commercial
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FSpaceRPG Rough Rider
von Peter S. [Verifizierter Käufer] Hinzugefügt am: 10/14/2009 14:02:56
The good is a great price and very easy to construct. the bad is no interior for your SF adventurers to ride in. so you'll have to cut your own doors into the model and that is doable.

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[3 von 5 Sternen!]
FSpaceRPG Rough Rider
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FSpace Roleplaying Science Fiction Roleplaying Game KAPCON 1995 rulebook
von Megan R. [Häufiger Rezensent] Hinzugefügt am: 09/27/2009 08:48:42
The Introduction gives a potted history of the ruleset from its (note absence of apostrophe - inappropriate ones have slipped past this book's editors rather too frequently!) inception as the Federation RPG to its current incarnation - but in terms of publication details rather than how the game mechanics have developed. This is followed by a laboured explanation of how to generate a percentage from a d10 and the suggestion of a very dictatorial approach to GMing... one which makes the most authoritarian GMs I've encountered look like cuddly fluffy creatures.

Now, on to character generation. There are four primary statistics (Strength, Dexterity, Endurance and Intelligence) which are rolled as percentages, with some derived ones calculated from them. It is suggested that characters start at 21 years of age although 'older characters are usable' and looks at how much cash a character is likely to have before moving on to look at the standard Human. The discussion launches straight into careers, giving likely skills package for a few and then listing a wide range of skills - a starting character has 300 points to spend, and should aim to put at least 70 into the designated primary skill for his chosen profession. Each skill has an associated statistic, although it is not made clear how that is used: the description of how to roll to use skills describes the calculation of a target modifier based on difficulty well, but just vaguely comments on 'roll against the skill or stat' with a note that characters lacking the necessary skill can have a go based on their statistics alone but at a level of difficulty one greater than the task actually warrants. I think I understand how to run task resolution but it could have been written more clearly!

Next comes a discussion on psionics. For humans, some 50% have at least some gifts in this area, and whether a character is psionic and how strong he might be is determined by a single percentage roll. The difficulty of using psionics is based on range as well as what you are trying to do, but again this section could use better and clearer rules.

The award of experience points comes next. It is a very task-oriented system, with the interesting feature that evading combat actually gains you slightly better rewards than successfully engaging in it. Only skills which have been used may be increased with the experience gained - makes sense, as if you haven't been using a skill, why should you improve at it? Tasks accomplished using psionics gain special points which can only be used to improve the character's psionics.

This seems to be the end of characters, as the next section starts on the classification of planets according to their physical nature. It is important to know the planet's gravity, as characters' stats are temporarily affected depending on how different it is from their homeworld. The formula given does not make sense, fortunately the table does so it should be easy enough to work out. Likewise, atmospheric pressure has similar effects: but there are technological aids such as exoskeletons and environment suits to help characters cope. When it comes to a marine environment, everyone is affected in about the same way, but again they can purchase useful equipment. This leads on to a more general discussion of survival and the sort of gear someone intent on wilderness survival will need - including a range of navigational aids. Some general comments on animals - as in, the wild sort the aforementioned survivalist might encounter - are followed by details on several very Earth-like beasties, although some attempt has been made to look at being generic from the standpoint that creatures evolving on an Earth-like planet will be similar to Earth ones.

Just in case the animals turn hostile, the next section covers combat - naturally, the emphasis is on deliberate brawls between sentients rather than animal attacks. The combat round is but one second, and whichever side has won initiative can determine who goes first (rather than just going first as in most combat systems). Within the round, various actions - such as attack, defend, reload, evade or move - can be undertaken, those wishing to do more may do so at a higher difficulty than if they did one action only. It is a detailed system, with a lot of options available to the combatants - including an impressive array of unarmed combat moves for the martial artists amongst you - but with the natural result that it can be quite laborious to work through even a simple combat unless you are happy abstracting according to the spirit of the rules. A good point is some clear diagrams of cover showing just which parts are and are not protected depending on what you have to hide behind. Layout and organisation could be improved to make the flow of combat easier. The discussion of combat is followed by that rather essential component of a good brawl: weapons! Starting with contemporary firearms, the list moves on to some science-fiction classics such as plasma, gauss and laser weapons. Those who prefer blades, and who seek protection in the form of armour, are also catered for extensively.

All these weapons cost money, of course, so the next section discusses finances. Money is handled pretty much as it is today, with credit cards and loans... although a quite neat biometric 'cash card' serves as a portable current/checking account as real money (notes and coins) is rarely if ever used. Next comes communications, with a range of devices which can be purchased to stay in touch, and the languages used for said communication... along with translation devices for those who lack the necessary linguistic skills. These are followed by computers, which seem primitive by today's standards - the desktop model in the future is far less capable than the one on which I am typing this review! There's also a variety of cybernetic enhancements for people who either need replacement parts or seek improvements to nature. Once you have all this gear, you also need the tools to maintain it of course, so they are listed next. Also classing in a way as maintenance is the next section on matters medical, which includes treatment (with an emphasis on wounds), drugs and medical equipment. Next comes a brief discussion of robotics in general followed by examples of what is on the market for the discerning robot owner. The review of technology continues with security systems - and the devices invented to bypass them, of course, followed by sensors and other observational devices.

Starships are the focus of the next section, beginning with details of the development of the necessary engine technology to make space flight possible. Both sub-light and hyperspace drives exist, allowing for inter-planetary and inter-stellar travel, while each senient alien race seems to have developed their own variations on the theme. This discussion is followed by a catalogue of ships mostly quite small ones. With a bit of a lurch, the next section is devoted to a discussion of accidents and combat in ground vehicles, leading on to typical vehicle descriptions in tabular format, and a motley collection of examples ranging from power armour to sports cars.

The next section presents an overview of history, left deliberately vague to enable the GM to weave in any contemporary trends he wants, before things start to get more detailed with the arrival of a resource-rich asteroid in the vicinity of Earth in 2005, leading to expeditions and bickering over which nations should benefit from the resources. An initial Mars mission in 2015 led to full-blown settlement by the 2050s, the industrialisation of space and the beginnings of interstellar exploration as the first hyperdrives were invented. Earth has remained a fragmented collection of nations, much as it is today, which sometimes get on and sometimes do not; while colonies founded by Earthmen elsewhere tend to retain a national identity harking back to home. Next comes details of some of the military organisations maintained by the nations of Earth, and also Mars which is the only sovereign nation not on Earth. The detailed rank charts might be of use in a heavily-militarised game. Hot on the heels of the military are some of the major corporations plying their trade throughout known space.

Talking of known space, the next section describes the planets and other locations within the solar system. This is followed by descriptions of some individual Earthmen, presumably for use as example NPCs or even potential characters. And then... at last... some notes on alien races, as mentioned in passing earlier. Details are sketchy, more suited to brief encounters with aliens than supplying the data necessary to play an alien character. This is followed by thumbnail sketches of various interstellar empires, and some alien characters. And... that's it.

As a system, FSpace is quite well-developed and it does work - but it needs a rulebook written to explain it in a logical manner to someone who has not encountered the ruleset before... and this is not that book. Good stuff, hopelessly jumbled and in need of a competent editor to present it clearly and logically so that this worthy game can actually be played!

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[3 von 5 Sternen!]
FSpace Roleplaying Science Fiction Roleplaying Game KAPCON 1995 rulebook
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McDougal Space v1.0
von Megan R. [Häufiger Rezensent] Hinzugefügt am: 07/30/2009 08:13:29
This work is presented - in its entirety apart from the back page advertising other FSpace product - as if it were one of those glossy brochures you get handed at business conventions, trade shows or shareholders' meetings. OK, the production values are not as good, but the background behind this book is that it is actually an original idea submission sent to the FSpace publishers (although if pitching to a publisher, a little more attention to grammar and spelling might be in order - but I do nit-pick about the correct use of the apostrophe!).

McDougal Space is an interstellar spaceship design company. Although there is an established product line, it appears that their main work is not as shipyards but in design consultancy and licencing ship and other designs to anyone happy to pay a royalty fee to make them. There are interesting snippets of information about the company's founder, one Sir Alvin McDougal, and his continued role with the company despite being a physical invalid... his mind, interfacing with powerful computers, is still a potent force! Several ships are also described, each personalised with an account of one enthusiastic user of that design.

Copiously illustrated with pictures of ships and ship plans, as well as full technical details, it is a ready resource for some of the 'workhorse' spaceships every starfaring culture needs, while the users could feature as NPCs (fancy a band of musicians, whose pilot doubles as camera operator while the steward's a dab hand at make-up?) and the company itself could feature on the commercial scene of your universe. Moreover, the whole thing's written 'in character' so you could hand it out... or use it as a template for creating your own companies. A nice gem.

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[4 von 5 Sternen!]
McDougal Space v1.0
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FSpaceRPG Concise Rulebook 4.2
von Lance M. [Verifizierter Käufer] Hinzugefügt am: 06/03/2009 23:15:24
I'm pleased to see the continual work this publisher is putting into revising their books to eliminate errors and improve presentation. While the content remains essentially the same as it's first introduction as 4.0 they have taken the time to modernise it with some colour imagery, a colour page template and corrected some typos.
A book of this size can't cover every conceivable rule or universe information, but it provides details across a range of rules and universe material. The universe material gives an overview of geo-political constrcutions of the universe, capsule description of some nations and worlds, but spends more effort on the aliens than anything else. I think this is a good approach because aliens need more details, while GMs can fill in the blanks for the human material if they don't buy any other products. The universe is built on a broader canvas than can be presented in this book, much like several other notable scifi rpgs.
The rules use some relatively familiar concepts, but in a different mix. The use of a 1d100 skills engine isn't based on the normal use of them. Very large skill numbers and large modifiers exist in the game for good reasons with the d100 roll being more a level of variance at higher levels than in other systems. Takes getting used to, but works well once you understand the mechanics. The skill system does have some interesting elements for cooperative gaming, rather than typical competitive play. I can various points where the mechanics can be extended or contracted to suit your tastes, and the publisher doesn't seem to mind pointing that out, but leaving the work to the individual gamer.
The combat system, while detailed could do with some extra details in places, and a slightly different layout to be clearer. Otherwise the structure of the book is relatively well organised.
This game seems to be a broader canvas than can be conveyed with the constraint of the page count of this rulebook, but it looks like the publishers know this given they've called it a concise rulebook. Will there be a bigger volume?
Fortunately they bundle this book with a range of the other smaller publications to fill in the gap. For a game at the beginning of detailing a large scale space opera, this is still a great start.
I'd like to see a revised book, possibly larger with areas mentioned above better explained and organised, some details from their other books included and more use of colour.

Wertung:
[4 von 5 Sternen!]
FSpaceRPG Concise Rulebook 4.2
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FSpace Roleplaying FED RPG rulebook original edition
von Lance M. [Verifizierter Käufer] Hinzugefügt am: 05/15/2009 00:18:12
This product shows the homebake origins which the FSpace rules developed from. While not a well rounded rpg in it's origins, it shows how this rpg was developed. It is refreshing to see a publisher show how their game begun at such a basic level and some of their commentary about it's origins are included. For this reason alone I rate it highly for collectors. Personally I'm a purist and want to see them release the actual original without the facelift temaplte (can't resist an old school black and white book).
The product if used with the other accessories provides a very basic set of rpg mechanics to extend or wrap a universe around. Otherwise it could be used as a means to rejig parts of FSpace with a more simplistic set of rules.

Wertung:
[4 von 5 Sternen!]
FSpace Roleplaying FED RPG rulebook original edition
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Antwort des Verlags:
If you look at the presentation quality of the original book, it is pretty bad. Apart from your comments, I'm not sure how much of a demand there is for the actual original. We might consider adding it to this particular product as an option to meet that need. Also look out for a revamp of the whole FED RPG product in 2011. We have plans for redoing this original game, it's expansions and original universe into a funky standalone product for it's 20th anniversary.
FSpaceRPG Reference Manual 1.0
von Lance M. [Verifizierter Käufer] Hinzugefügt am: 05/15/2009 00:11:54
I originally purchased a printed copy of this book direct from the publisher at an expo about 8 years ago, and it was their first attempt to bring their game into a commercial format (they've done earlier books, but those are really prelims). I've used this book a lot for gaming, but more to show others what our local boys are up to.
The book is not as well polished as later editions and does have a few errors which they now provide a document noting where they are, along with some correction they've made, which is helpful.
It is a good attempt to take the game from homebake to proam status. The book is light on universe content, but the Concise Rulebook 4.0 is bigger and was released at the same time to cover the need for more detail. The reference manual while currently pitched at players seems more about keeping the cost of a printed book down when they did the original release. They used to ship a CDROM with the printed book which contained the larger rulebook and all their original supplements and beta documents for the game.
If you're looking for a better rulebook, get their blakc and white Concise Rulebook 4.1 or their first colour 4.2 version. If you want a more polished version of the Reference Manual, get the 2.1 version.
If you're happy with a cheap edition with the barebones to build on, then this edition is for you.

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[3 von 5 Sternen!]
FSpaceRPG Reference Manual 1.0
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Antwort des Verlags:
I thought I\'d comment on this old review to mention that the Reference 2.1 mentioned here has been updated to our colour template since the review was made to improve this book more. The Reference Manual sized book won\'t be updated beyond the 2.1 edition except to fix any errors and replace black and white artwork with colour examples. Periodically we now give away Reference Manual 1.0 (the main subject of this review) as our free intro product.
FSpaceRPG Alternative Skills Module v1
von Lance M. [Verifizierter Käufer] Hinzugefügt am: 05/15/2009 00:06:12
Written by the main editor of the game to replace the skills section of FSpace with an interesting alternative treatment for skills that seems to work with the spirit of the game mechanics.
While it presents an alternative idea for skills, it is clear GMs will have to invest some time in making this change work in other parts of the game mechanics (something the publisher admits). It would be nice to see this extra work done by the publisher in an updated release. It is nice to see a publisher releasing material based on the alternative views of others working within their team.
Are their any other alternative concepts for game mechanic changes for this game the publisher has yet to release?

Wertung:
[5 von 5 Sternen!]
FSpaceRPG Alternative Skills Module v1
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Antwort des Verlags:
Thank you for the review. This product is also available in mobipocket format and we'll be delivering it into a few other ones as well over time. Some other alternative mechanics concepts will be presented in the future for parts of our game.
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