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Wisdom from the Wastelands Issue #50: Artifact Quality
by Randy M. [Verified Purchaser] Date Added: 02/25/2015 14:56:38

Wisdom of the Wastelands is a regular favorite of mine to read and use in my P-A games. Number 50 - Artifact Quality is a must read for those that like to add a bit more realism to their game.


Derek and Chris have done an excellent job describing the rationale behind the need for such charts as well as breaking them down for ease of use. There are charts for weapons, armor, and much more here. Each one easy to use and gives an ML (or in my case, GM) a great tool for describing the PCs new-found toys.


Anyone playing in a post apocalyptic game knows that stuff is old and it breaks...regularly...and often at the worst possible time. This tool gives the players the ability to gauge their artifact value and usefulness, and, of course, gives the ML a means to reward or penalize PC actions.


Get it today and be ready for the next game you play!


Outstanding job, Skirmisher!



Rating:
[5 of 5 Stars!]
Wisdom from the Wastelands Issue #50: Artifact Quality
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100 Oddities for a Wizard's Library
by Eric F. [Verified Purchaser] Date Added: 02/18/2015 10:59:35

100 Oddities for a Wizard's Library,is the third in the 100 Oddities series from Skirmisher Publishing and the timing of this product couldn't be better for me. When your party finally reaches the top of the wizard's tower or the laboratory strong hold what are they going to find? The 1st edition DMG has a boat load of reference material but many players know that stuff like the back of their hand. Here's a resource that can be used for any edition or any game for that matter. All material here is straight up brand new and there are over a hundred random entries.
This is a well done resource and clocking in at twelve pages is wall to wall weirdness perfect not only for a D&D style game or any old school campaign. But for a game where you've got an occultist pluming the depths of the supernatural and you need some bit of set dressing or plot hook for your PC's to stumble upon.
This book can also be used as a perfect supplement for your wasteland warriors to stumble upon the lair of a sorcerer or wizard whose left behind a bolt hole or hide away in the middle of some god forsaken wilderness.
The book is also perfect for those weird ruins of universities and libraries where wizards have come to make a lair in within them. Think about Sokurah the magician from the Seventh Voyage of Sinbad, he moves into the dungeon works of island of Colossa. This book is perfect fodder for what a party might find left behind after such a vile villain departs.
There are certain entries with a vague and sinister air of the Cthulhu Mythos about them. These can easily lead adventurers into the machinations of a local cult or cast of vile villains who have traded with or done business with the wizard in question or is the wizard who owned the items actually the leader of such a cult? Which brings us to to another possible use for 100 Oddities for a wizard's library.
This book can be used for Call of Cthulhu,Runequest, or any supernatural or occult hideout as well. Reading thought it I'm reminded of the abode of Zenobia from the classic 'Sinbad and The Eye of The Tiger'. In that film we get a glimspse inside her lair. And I always wondered what else was there. Well wonder no more. With a few toss of he dice you've got a lair of supernatural wonder fit for a wizard of sixth level or better.
This book could easily fit the bill for investigating the ruins of a certain classic wizard school as well out in the world of the supernatural.
The end of uses for this product is pretty much limited only by your imagination. The entries are well thought out by the Skirmisher crew and reflect a really well done twist on the usual style of these supplements.
Clint Staples, William T. Thrasher . Thrasher, and the Skirmisher Game Development Group do a great job with the layout and artwork as well. I can see myself using this for some lost world wizard or even in a campaign world like my recent Thundarr games where the uneasy mix of relic technology & magic has made things very interesting for adventurers.
All in all this is one of my favorite recent entries by the Skirmisher crew and its easy to see myself using this material in a wide variety of campaigns. Anyplace where a wizard has his lair is the perfect place to use 100 Oddities for a Wizard's Library.



Rating:
[4 of 5 Stars!]
100 Oddities for a Wizard's Library
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100 Oddities for a Creepy Old House
by Randy M. [Verified Purchaser] Date Added: 02/17/2015 10:44:25

100 Oddities for a Creepy House is a concise, but very useful tool to add flavor to your role-playing experience.


As the title suggests, the list of oddities are for a haunted house, which are typically associated with the Horror genre, but with a little imagination and a few subtle twists, could easily be adapted to Fantasy, Modern or Post-Apocalyptic games as well.


The list is your standard d100 roll in its simplicity, but I would simply pick from it for added description. In fact, there are several things on the list that could easily be linked to form a description of a room. That makes this tool perfect for storytelling games too.


I particularly like how the author pulled one selection from the list and expounded on it, giving the reader not only the basic read, but showed how to use these items as adventure hooks and lead-ins as well.


I great read and well worth the money. Highly recommended!



Rating:
[5 of 5 Stars!]
100 Oddities for a Creepy Old House
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100 Oddities for a Thieves' Guild
by Christopher C. [Verified Purchaser] Date Added: 02/10/2015 20:54:11

I am the type of GM that seldom has time to prepare ahead of time. I never know for sure when I will have the chance to run a game so when I do it is great to have some tools that help in my time of need. The 100 Oddities line is a great example of a handy, easy to use gaming product. This product is designed to be used with any era of gaming and none of the ideas are so off-the-wall as to make them non-inclusive.


All in all I really enjoy this product as well as the other 100 Oddities offering, 100 Oddities for an Old House. Although I feel they work best for a GM like myself I see them as working well for helping flesh out an adventure ahead of time or even as a way to add some flavor to a characters background.



Rating:
[5 of 5 Stars!]
100 Oddities for a Thieves' Guild
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100 Oddities for a Thieves' Guild
by Michael S. [Verified Purchaser] Date Added: 02/06/2015 13:22:08

This is a really fun item that can get your game creation moving in new directions and with added depth, like the Creepy House Oddities table list before it. I love these list generators. They're a super tool for GM prep. They're meant as embellishment lists, where the GM provides the main elements and the lists provide the window dressing, but there are so many stories that can branch from them you might need some time to reflect. You'll want to add the detail and background the entries deserve (especially those that deliberately pull in party members). There's a nice intro that suggests you can roll to it on the fly in a game, but if you work with it beforehand you can really create some great contexts. Not rolling against the table -- and just using it to build areas and ideas -- is a very real path to choose as several of the entries work so well together. My favorite entry that has given me the most ideas (and, like many of the items, whose reinterpretation is also useful in plenty of other contexts that have nothing to do with a guild setting) is entry 00, because it can change the meaning of all the other items before and after it is encountered.


What a fun list. I can see why we have a lot of great stuff to look forward to in this series.



Rating:
[5 of 5 Stars!]
La Baionnette No. 32: Raemaekers
by Eric F. [Verified Purchaser] Date Added: 02/05/2015 00:26:05

There are times in history when the echoes of history trail through time. The trenches, battle fields, and nightmares of WWI were rife with the horrors of war depravity in spades. This was a war the likes of which the world as a whole had never seen.
Skirmisher publishing has released "La Baionnette #32," and its like a window into the French collective mind during WWI.
I've gamed in this war a couple of times and its never a pleasant war ever but then no war is.
To understand why this issue is important you have to understand who Louis Raemaekers is and why the world is different because of him and his artwork.
But first what is "La Baionnette"?


According to wiki:
The bayonet is a French satirical weekly which appeared in 1915-1920


Its headquarters was 30, rue de Provence in Paris.
It was originally created as the bayonet At the January 23, 1915 by cartoonist Henriot says Henriot , a contributor toThe Illustration and father of Émile Henriot . It changed its name in July 1915. At first, Henriot provides most of the drawings.
It takes its name from the bayonet and the term "charge with the bayonet," the charge was also her favorite activity by making fun of the "stupidity" of the Germans and ridicule by his caricatures the Kaiser Wilhelm II or Crown PrinceWilliam of Prussia and thus supporting the morale of the French during the First World War . Main illustrators: Iribe, Fabiano, Gus Bofa, Leander, Willette, Poulbot, Métivet, Wegener, Cappiello, Capy and many others.
Wars such as WWI take center stage as the set pieces and background as historic settings for your adventurers whose presence and actions might in some small way alter the flow and ebb of time. But in all of the 'one shots of history' and alternative historical adventures I've run its always the small victories and little events that make the difference to players. World shaping events such as WWI offer some pretty impressive pieces of history to draw PC's into pivot moments of history.
Collections like this offer a snap shot of time and historic events enabling the reality of war to be used as the backdrop for horror, adventure, and weird fiction because the fog of war shakes the monsters from out of the pages of history like no other. This is where these collections come into perfect focus for a DM running anything like an old school time travel adventure or something like Call of Cthlhu where the horrors of the Mythos are perfectly time and fitted into the battles and struggles that the war will obliterate with a hand gesture of war itself.
This issue features the artistry of Louis Raemaekers who is not well known today among Americans, created some of the most vivid and horrifying artwork as well as illustrations of WWI.
His country of Belguim was right in the center of WWI German occupation.
Again Wiki:
Immediately after the Germans invaded Belgium, Louis Raemaekers became one of their fiercest critics. His message was clear: the Netherlands had to take sides for the Allies and abandon its neutral stance. His graphic cartoons depicted the rule of the German military in Belgium, portrayed the Germans as barbarians and Kaiser Wilhelm II as an ally of Satan. His work was confiscated on several occasions by the Dutch government and he was criticized by many for endangering the Dutch neutrality. The minister of Foreign Affairs John Loudon invited Raemaekers, the owner of De Telegraaf H.M.C. Holdert and the editor-in-chief Kick Schröder under pressure from the German government to a meeting, at which he requested them to avoid ‘anything that tends towards insulting the German Kaiser and the German army’.[3] It was not possible to prosecute Raemaekers for as long as the country was not under martial law. But the pressure on him continued, also from Germany: in September 1915 the rumor even started circulating that the German government had offered a reward of 12,000 guilders for Raemaekers, dead or alive, but proof of an official statement has never been found.[4]
Louis Raemaekers achieved his greatest successes outside his native country. He left for London in November 1915, where his work was exhibited in the Fine Art Society on Bond Street. It was received with much acclaim. Raemaekers became an instant celebrity and his drawings were the talk of the town: ‘they formed the subject of pulpit addresses, and during two months, the galleries where they have been exhibited have been thronged to excess. Practically every cartoon has been purchased at considerable prices.’[5] He decided to settle in England and his family followed in early 1916. His leaving the Netherlands for London was a godsend for all concerned. Henceforth, the Dutch government could distance itself from the cartoonist and his work in its diplomatic relations, thus stabilising its position vis-à-vis Germany, while Raemaekers himself could cease his hopeless campaign to get the Netherlands to abandon its neutral stance. He may also have realised for himself that his aim of persuading his country to take up arms and thus avoid the fate of Belgium was not very realistic.[6] From early 1915 Raemaekers' cartoons had already appeared in British newspapers and magazines. In early 1916 he signed a contract with the Daily Mail and they appeared in this newspaper on a regular basis for the next two years.
There are three old school gaming systems and their relatives that I've used WWI as the backdrop for.They include OD&D and its retroclone systems, Call of Cthulhu and Stormbringer, and White Wolf's Wraith the Great War. The trick with using any gaming material is to pick the historic events and dates that you wish to insert your PC's into. Or to use an alternative historical approach to the material. Most of the time to avoid certain sensitive pieces of history, I've gone in the direction of alternative history. By doing this it enables the DM room to create his own path of 'what if' and this is where resources like "La Baionnette #32" are very important.
These resources enable you to create the divergent points or fork's in the road of time without cheapening the historical events themselves or the bloodshed and horrors that went along with them.
Now I've said it before and I'll say it again, I'm obsessed with WW I , I've been to Europe and France seen the battle fields, walked through the museums, watched countless historical documentaries & specials, and ran a Wraith The Great War campaign from White Wolf. This is very grim stuff and its not easy to deal with at all. In no way shape or form I'm I or this collection trying to cheapen the memory of the blood shed, suffering,and agony of WWI. In point of fact its only through understanding the history of the events of the war that we really get a clear picture of how close to the edge the world came from WWI and how the events of the first war led to the center stage of the second.
Do I think that this collection is well worth your money and time? Yes its a true snap shot into a very blood thirsty time, the inclusion of Louis Raemaekers's artwork is a grim reminder of the horrors of our world's past.



Rating:
[4 of 5 Stars!]
La Baionnette No. 32: Raemaekers
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Lands Beyond Kos (Swords of Kos Fantasy Campaign Setting)
by Eric F. [Verified Purchaser] Date Added: 02/03/2015 18:36:28

Lands Beyond Kos is the newest entry for the Swords of Kos Fantasy imprint from Skirmisher Publishing and for a fan of sword and sorcery role playing the timing couldn't be better.
This is closer look at the big bright world beyond the Kos setting books, a sort of 'Ancient World' of mythology seen through a D&D style lens with over arching spins of adventure, fortune, and glory woven together with sword and sandal. Here adventure is always at the ready and your PC's are expected to be thrown into the deep end of legend and mythology itself.
These are the lands of Hercules and the heroes of old, erm not quite. See your PC's are the heroes and this book is a setting book of lands,details, all the little bits and pieces your DM is going to need to deal with what's over the horizon of the seas of the world of Kos.
This book details the lands and high areas of adventure in Kos. The book does it out in grand style and very easy to read bits and pieces with scattered adventure hooks provided through out but its a book with plenty of room for customization on the DM's part. The nice thing is the lack of system which means a DM can hang this world book right into the backdrop of their own campaign world and favorite system.
So what's in it? Well according to the description from Drivethrurpg:
As their adventures take them away from the shores of Kos, characters may increasingly visit other countries throughout the Mediterranean and the lands of Europe, Asia, Africa, and beyond — and, the further afield they go, the more unfamiliar the customs and people of these places will be- come. This chapter contains detailed descriptions of 16 nations that characters from Kos might visit in the course of their adventures, or which themselves might be the homelands of some characters. Most of these lands in this extended adventuring area are located in the region of the eastern Mediterranean but a few lie further to the west and three lie somewhat outside the region altogether, along the shores of the Black Sea, in Mesopotamia, and in the European Alps, respectively. Most are at least as much under the control of Humans as of demihumans like Dwarves or humanoids like Hobgoblins.
Make no mistake, this isn't our world but an alternative world of fantasy, with lots of details and back drop for the Kos DM. But this book has a ton to offer a DM who wants to add this world to their sword and sorcery game. With a bit of work this world can easily become another piece of mythological or planar setting material just waiting for your D&D characters to explore. There is place after place just waiting for adventurers to put into port and go adventuring on the deep and dangerous twisting locations of Lands Beyond Kos.
This is a setting with a twist, this world came about by the events of 'The Great Cataclysm' which sparked off the populations of fantasy races in Kos and makes a good back drop to add into a weird fantasy world backdrop. There's plenty of monsters and mayhem just waiting for a party, there are enough details here to get a DM headed straight into the world and connect it straight into an existing world or transport their adventurers into Kos's setting.
Look the pdf is a good value at only 3.99 for the amount of detail and work that your going to take a away from the setting. This setting is sword, sorcery, and mayhem with a flare for old school adventuring and there's lots to be had.
There are several ways to use this setting book, and for me they involve taking the backbone of the book in nations, details, and entries of the campaign setting and adding it to my favorite retroclone say Labyrinth Lord or some retroclone system. This is a readily available system free plug and play world and its a post apocalyptic fantasy world at that.
The proto mythological world of Kos and its Grecian roots the meat of the product can be plugged into a wide variety of fantasy setting variations from the larger then life legends of the 'Great Heroes', to battling the monsters and titans of sword and sorcery, to dealing with the everyday problems of living against the backdrop of this world. Kos has one other element to it, a very dark and seething underbelly of mythology and legend. There are reasons for this darkness and Kos has it in spades relating back to the 'Great Cataclysm' and the origins of its fantastic elements.
There is a ton to work with here and at its price there is more then enough nations,powers, NPC personas, and more that enough to keep a DM and his players busy for years to come. My recommendation is to grab Lands Beyond Kos and get to designing your own adventures within this expansive setting. There is also a ton of setting material support available for Kos. I highly recommend this book and to get in on the action.



Rating:
[4 of 5 Stars!]
Lands Beyond Kos (Swords of Kos Fantasy Campaign Setting)
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100 Oddities for a Thieves' Guild
by Eric F. [Verified Purchaser] Date Added: 01/31/2015 01:48:19

Clint Staples and William T. Thrasher as well as the Skirmisher crew turn out another very interesting supplement on the 'pay what you want' scale. This one is really a must for any sword and sorcery DM. Seriously, this is one your not going to want to miss. Thieves guilds have been a staple of sword and sorcery ever since Fritz Leiber put type writer keys to paper back in the 40's. These organizations are the back bone of OD&D going back to when the thief class was first introduced and guilds have always been one of the most popular bits of adventures and PC's.
This book gives you that extra interesting edge when exploring items found in that safe house,ware house, guild hall, or other area where the guild's members have trodden with their ill gotten gains. This book puts odd right into the center of the guilds. This book is filled with ten pages of high handed weirdness with items that can add that extra push into the zone of madness but its more then that.
This pdf proves the DM with a nice set of items to encounter and add that special little bit of twisted humor and set dressing to use as a prime adventure hook. With a few tosses of the dice and suddenly you've filled that locker under the NPC's bed, the vault in the vile villains den, the chest out in the middle of that pox filled ruin, and so forth.
The lists here are brisk, weird, and original enough to include in my favorite sword and sorcery games, this makes this particular list extra nice for a game such as Astonishing Swordsmen and Sorcerers of Hypborea where the thieves guild is such a part of the underworld of the setting but this isn't the only place in which that this list can be used.
The items are truly unique and interesting, and with a bit of imagination could be used for everything from a Call of Cthulhu cult's head quarters to a museum as well as the standard fantasy menu
The Skirmisher crew knows their material and this is another product where they've went out of their way to bring a sense of the original and strange into back drop of these lists. With a bit of work this list could be used to create a quick and dirty warehouse space in anything from ancient Rome to Cimmeria itself. Or it could be used in a more modern police warehouse sort of evidence catch basin for investigators to look for vital clues for a horror style investigation adventure.
Is this pdf worth your time? In a word in my opinion yes. Because it sets off to really add another layer of tools to a part of a DM's palette that's needed; the devil being in the details of what's found and what's used by a party. Not everything needs to be +4 sword of sharpness. Sometimes a smoking bottle of demonic essence left from a magical duel will draw your party deeper into the doorway of adventure. Basically this is a nice solid and vital piece of old school gaming goodness that your going to be using again and again to generate more treasures, adventure opportunities, loot, and most of all fun items that will have adventurers wandering down new and exciting pathways of adventure and plots involving the local thieves guild and its members. All in all this is an essential book for anyone wanting to add another layer to their DMing of a life of crime and making their PC's pay for it one odd random item at a time.



Rating:
[4 of 5 Stars!]
100 Oddities for a Thieves' Guild
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Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V
by Eric F. [Verified Purchaser] Date Added: 01/22/2015 16:22:13

Here's a powerful set of super science artifacts and relics of high weirdness for your campaign's the post apocalyptic wastelands. This issue goes into a whole host of incredible relics that can change the pace and ramp up the amount of trouble that comes a party of adventurer's way.
There are eight major artifacts here that cover an entire range of subjects with mini backgrounds and setting notes for each relic. These artifacts could be mini campaign events into themselves and the Skirmisher crew knows how to create a whole range of weirdness for your wasteland with story and adventure elements for entire campaign's worth of adventures. The writing here is solid and well done, the ideas original and well thought out. The opportunities and adventure hooks abound if you know where to look and there's plenty of them if you know where to look in the entries.
According to the Skirmisher blurb: It contains eight potent items suitable for use in many different sorts of modern, sci-fi, and post-apocalyptic games, including the Ice Fountain, Master Remote, Bear Mask, Big Al's Horn, Cat Mask, Chef Cube, Crown of Ultimate Power, and Dome of Fire — and all for just $0.99!?And their not kidding. Use these artifacts in your post apocalyptic campaign very carefully.
These are artifacts of power that can shift the entire balance of a campaign or mutant kingdom. These things can move entire communities and populations. The artifacts mark the Ancients as gods and madmen who were toying with power beyond the pale of convention. These things can and will mark a PC with their use and passing. Make no mistake the power here is frightening on a number of levels for communities no better off in some cases then cavemen.
The artifacts are a diverse lot as well. There's no Mark twenty four blasters here, instead we get a full range of artifacts from the interesting to the subtle all in one nice bite sized little nugget of high octane post apocalyptic bit of Skirmisher publisher goodness. Grab this one and roll in into the back drop of your Mutant Future or old school post apocalyptic campaigns.



Rating:
[4 of 5 Stars!]
Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V
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d-Infinity Live! Series 4, Episode 2: Bringing Fantasy Cultures to Life
by Steven B. [Verified Purchaser] Date Added: 01/10/2015 11:43:48

Game Masters will find this hour long podcast useful for building cultures in fantasy or historical games or blending the two together. Also has several great ideas that their own Game Masters have used to differentiate cultures in their games that can be easily borrowed or adapted to your own games at home.



Rating:
[5 of 5 Stars!]
d-Infinity Live! Series 4, Episode 2: Bringing Fantasy Cultures to Life
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Castle Builder Volume 1: Strongholds
by Fábio M. [Verified Purchaser] Date Added: 01/09/2015 12:16:00

Fantastic. It really makes easier to thing in a stronghold



Rating:
[5 of 5 Stars!]
Castle Builder Volume 1: Strongholds
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100 Oddities for a Creepy Old House
by Mark W. [Verified Purchaser] Date Added: 12/21/2014 09:37:46

Horror focused but easily adaptable to any game. I like the quirky ideas, they provide stimulation to create my own mods. Many can be used to add color to a room, others can be worked into the game as mysteries to be resolved.
"You can also let the players do the work for you. If their imaginations are engaged by something, listen to their
speculation and riff on that."



Rating:
[5 of 5 Stars!]
100 Oddities for a Creepy Old House
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Wisdom from the Wastelands Issue #48: Unique Superscience Artifacts IV
by Eric F. [Verified Purchaser] Date Added: 12/18/2014 09:27:36

This issue of Wisdom From The Wasteland continues the previous series of 'Super Science' building guidelines and example for relics and artifacts that are very highly advanced. This issue places a selection of artifacts right in the DM's hands for your old school post apocalyptic campaigns. And the guys a Skirmisher do a very nice job of balancing these items out. But this relics should be very carefully used. Seriously these are high level relics and might easily find their way into a post colony science fictional space based game as well.
This is one of my favorite of this particular series of WoW issues and its done with wit as well as style. There are seven high level artifacts and relics that can make your wasteland encounters particularly deadly. These range from the Area to the Splatter Gun and are easily slipped into the background setting of an adventure as mini encounters unto themselves. I can see these items appearing in a multiplicity of post apocalyptic games from a Metamorphosis Alpha style game of post colony generation ship hi jinks to a full blown Stars Without Number style campaign.
The items are high level, interesting, and very well done. That being said I can also see these items being campaign wreckers or starters depending upon how they are used and where they are placed within an adventure.
The last bit in this issue is a mutation that goes right along with the vibe of the super science artifacts of this issue, Environmental Adaptation is perfect for those inter system or interstellar colony mutants. A great way to get a 'Logan's Run' Style Dome city colony upon the Exo planet of your choosing. A nice addition to a great issue of WoW, are the other issues necessary to have? No but this article will make far more sense if you do have it. This issue presents a nice set up of 'super science' relic options on the table for memorable adventure construction in the post apocalyptic world.



Rating:
[4 of 5 Stars!]
Wisdom from the Wastelands Issue #48: Unique Superscience Artifacts IV
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Wisdom from the Wastelands Issue #6: Factions
by Eric F. [Verified Purchaser] Date Added: 12/10/2014 11:17:07

I admit I've been a bit reluctant to get into issue #6 of Wisdom From The Wastelands, the reason is simple. I used to play a ton of Gamma World and Cryptic Alliances are a very iconic part of the game. This issue focuses on Factions which are basically Alliances with their serial numbers filed off but updated and expanded with the Mutant Future game in mind.
The Gaians are a group of mutant and genetically altered plant based mutants made up a group of at least four different cells that each have their own agenda. And this is one of the facets of this product vs. the old Gamma World second edition style of articles from TSR and Dragon. These factions have cells within them that each has their own agendas. Some of the these cells actively work for or against each other. And we're not really given a huge amount of detail because this product is being made as a genric old school post apocalyptic set of really guidelines.
The Gaians for example have an outline to their agendas, goals,etc. and then the DM is expected to fill in the rest. This approach is one of the hallmarks of this particular product and also one of the flaws that marked the old Cryptic Alliances. The fact that details were filled in and it really didn't let DM's fill in what or who was needed for their own campaigns in the post apocalyptic wastes. The Gaians are done in a such a way as to highlight the ecological nature of the group and put the 'alien' nature of these plant beings at the fore front.
Mutant plants can be a head ache or a boon to a DM depending upon how much detail is put into them. There are reasons why old school games have glossed over the gross bulk facts of these mutant flora in games. The reason is simple these mutants like many of them are entire campaigns unto themselves.
The Legion is another group that has a whole ton of potential and doesn't get into more then a write up. This faction takes up the ideals of the 'French Foreign Legion' and brings them to the wastelands. There's an entire campaign's worth of material right in this one entry and that's the beauty of it. The DM has the power to DYI his own custom version of this concept into his game and campaign world leaving the details and such in his court.
The Uplifted a whole other end of the animal mutant spectrum with a complex social politic axis going on as four cells are dealing with each other and everyone else in the wastelands. These guys can give a DM more heart ache then the characters in 'Animal Farm' and that's where the Faction aspect of issue #6 comes in handy. The author has outlined things so that a DM can easily compartmentalize and take advantage of the adventure potential of these Factions instead of outlining the mutant forces for the Mutant Future equivalent of 'War & Peace'. Unless that's what their into.
Chris Van Deelen has guidelines as bonus content that allow a DM to really get into the backdrop and details of the Factions. Even to the point of creating whole new Factions for your games right HERE
The Exterminator faction is one that has a huge amount of potential and can be used extensively as heroes or villains or a bit of both. The idea here is a group of xenophobic wasteland survivors armed to the teeth who are willing to go down fighting and will work toward ridding the wastelands of the various mutant menaces. Well depending upon how ruined your wasteland is & what its infested with. These guys might be your party's best friends or the cat paw of a greater group of vile mutant hating super science adventurers. A good example might be the old Knights of Genetic Purity from first and second edition Gamma World.
Bottom line here is there is a ton that can be done with Factions and I've seen various other retroclones use such systems to their advantage. This is a simple issue of Wisdom From The Wastelands with a ton of potential but as with all things your mileage may vary. Personally I think that this is a pretty damn fine issue and its one that I've used in the past. I think for the price of a hamburger this is a nice addition to the post apocalyptic tool kit of a DM.



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[4 of 5 Stars!]
Wisdom from the Wastelands Issue #6: Factions
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Cardstock Characters™: Quactica Sample Pack
by Roberto d. M. [Verified Purchaser] Date Added: 12/04/2014 19:11:43

I love these card stocks, good art, and really help (cheaply) fill out a game session. I live out of the US and so finding minis is very very difficult. These help bring the session to life!



Rating:
[5 of 5 Stars!]
Cardstock Characters™: Quactica Sample Pack
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