RPGNow.com
Browse











Back
Other comments left for this publisher:
Little Orc Wars: Human Troopers (Cardstock CharactersTM)
by Giorgio G. P. [Verified Purchaser] Date Added: 10/21/2015 05:11:38

The same review for orcs. Good minis, good price. A great old school drawing. A good deal.



Rating:
[5 of 5 Stars!]
Little Orc Wars: Human Troopers (Cardstock CharactersTM)
Click to show product description

Add to RPGNow.com Order

Little Orc Wars: Orc Raiders (Cardstock CharactersTM)
by Giorgio G. P. [Verified Purchaser] Date Added: 10/21/2015 05:08:31

Good minis, good price. 5 cardboard standups ( Cardstock Characters ), which is easily converted into paper minis, in three colors. The colored drawing is very reminiscent of an old ( good ) school.



Rating:
[5 of 5 Stars!]
Little Orc Wars: Orc Raiders (Cardstock CharactersTM)
Click to show product description

Add to RPGNow.com Order

Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes
by Eric F. [Verified Purchaser] Date Added: 10/10/2015 17:10:04

So the red headed step child of post apocalyptic old school games has always been mutant animals and plants. The fact is that I keep expecting mutant turtles, raccoon,hamsters,etc. Some folks swear by them and can play them well. Others have a very hard time with them,especially in Mutant Future, well fear no more Skirmisher Publishing has come to the rescue with its newly expanded 'Wisdom From The Wasteland' issue fifty one. This issue clocks in at around twenty nine pages of mutated animals and plant goodness; this issue includes a boat load of new animal arch types and guidelines for playing them in Mutant Future. Here's an example of the the arch-typical animal base your PC could be drawn from : Alligator Types of Animals: Alligator, Crocodile. Size Comparison: Humanoid to huge. Natural Attacks: Saurian bite, tail slap. Special Attacks: None. Reaction Modifier: +2. Stat Modification: +2 (for humanoid), +4 (for large), +6 for Huge to Strength, +2 to Constitution, -4 Intelligence, -2 to Dexterity, +2 Willpower. Advantages: Breath control, increased senses (hearing, smell, taste), natural armor, natural camouflage, rapid strike, thermal vision. Disadvantages: No fine manipulators, no speech capability, susceptible to cold, water dependent. There is more to this issue of Wisdom From The Wasteland then simply playing mutant animal characters. If the player wants to play an animal or mutant type not available in the Mutant Future rule book you can do the following :if the player wishes to create an entirely new type of mutated animal race, the following rules apply: First, as normal, roll the number of physical and mental mutations the animal will get. Next, decide how many “humanoid-like” traits the mutant is to possess.To gain manipulators such as hands, speech capability or being able to walk upright, or vaguely human shape (in order to be able to wear non artifact armor) they must give up 1 mutation for each type of modification (either physical or mental). For a dungeon master this is pretty much a really nice way of setting up their own monster or mutant animal races from this issue of Wisdom from The Wasteland making this a must have book in my opinion. This is a win/win in my book. This issue of WoW is actually a mutant animal tool box for creating some solid hits for both Mutant Future and Labyrinth Lord. This is makes this a really book to cheat with to create fast and viable races for your OSR games. The guild lines for mutant animals enable a DM to whip out a virtual assembly line of unique and nastily dangerous races of monsters for their old school campaigns. Something that dungeon masters have been doing with Gamma World first and second edition for years. A practice that was in wide spread use for second edition and games such as the Buck Rogers and the Twenty Fifth Century line of products. The practice could come back into vogue with this latest issue of Wow. But is it good? Well the truth is that this book is trying to cover a whole range of territory and is trying to do it in twenty five pages. The real star of this book isn't the artwork which is drawn from public domain sources and then run through a filter or two. The budget here is on useful gaming goodness and solid systems which this pdf has some really nice material for a post apocalyptic gamer and Labyrinth Lord dungeon master. Your basically getting about twelve pages of guidelines, rules, and archetypes for use with Mutant Future which isn't bad at all considering the amount of post apocalyptic wasteland that Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes is trying to cover. And it covers it really well.

Here's one thing that the second section of this book really does well for those players who want to play mutant plants. It insists that they have the mobility mutation! I can't tell you how annoying it is for a DM in Mutant Future to look over a PC's sheet and point this out to a gamer. Here's how this book takes this mutation and spells it out Characters wishing to play a mutated plant follow the same basic rules set down for playing a mutant animal. As with mutated animals, each type of plant has different advantages and disadvantages that the character will need to take. One thing that every mutant plant must have is mobility, as playing a plant that was rooted to the ground would be pretty dull, especially if it forced someone in the party to carry it around. The player does not have to give up a mutation roll to take mobility; it is assumed that the plant already possesses this. When it comes to mutant plants they sometimes seem to be taken for granted by post apocalyptic players; I'd like to point out the fact that plants and fungus are one of the most alien and underratedly deadly monsters in the wastes. Well this issue has fungus right smack into the back bone of this section and gives the usual archtypes for this creature : Mold Size Comparison: Small to Humanoid. Natural Attacks: None. Special Attacks: Poisonous Spores. Reaction Modifier: +2. Stat Modification: +2 to Constitution, +4 to Willpower, -4 Charisma. Advantages: Natural camouflage, no vitals, regenerative capability, spread out. Disadvantages: No fine manipulators, no speech capability, reduced speed, susceptible to heat/cold. Note: The Mutant Lord may allow the plant character to take a toxic weapon in place of a mutation roll, but it must be in the form of a poisonous spore cloud.

There are several reasons why I mention this and make a big deal about it. Gamma World 1st, second edition , and Metamorphosis Alpha first edition had some of the most vicious and deadly fungal monsters this side of the wastelands. These monsters are deadly and very dangerous for a reason, fungus is one of the most flexible monsters that can translate between old school post apocalyptic games and Dungeons & Dragons settings easily. It gives a player a grasp on the universality of the fungal horror that is offing his PC in the wasteland or the dungeon. The advantages and disadvantages plus the mutations make this book worth having for the price of admission alone. Besides these there are even more optional rules allowing a MF dungeon master to increase and customize the range of his monsters, NPC's and PC's in equal measure. They've also imported in the Rules Option: Negative Hit Points Rather than dying when reaching 0 hit points, a character is instead near death and continues to lose one hit point per round until reaching a negative value equal to his Constitution, at which point he is irrevocably dead (unless brought back by certain artifacts). Given the inclusion and uptick of certain science fantasy OSR games this makes perfect sense. So is this issue worth getting and adding into your Mutant Future collection? Yes given three facts; one with a three dollar price tag this really is a bargain, two the inclusion of the plant and animal rules and the way their presented makes perfect sense against the back drop of the post apocalyptic wasteland and finally the flexibility of the whole package. You really get your money's worth with this issue four out of five for this issue. Eric Fabiaschi Swords and Stitchery blog Want to know more and see the commentary that goes with this review? Visit Swords and Stitchery http://swordsandstitchery.blogspot.com/



Rating:
[4 of 5 Stars!]
Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes
Click to show product description

Add to RPGNow.com Order

Insults & Injuries: A Pathfinder Sourcebook for Medical Maladies
by Billy W. [Verified Purchaser] Date Added: 09/20/2015 20:28:13

The time and effort required to put this book together is mind boggling. I and my cohorts absolutely love this book and all of the devious ways we are planning to put it to good use. Eric Lis has outdone himself here. The Diseases and injuries in the book are well defined both in lay terms and via game mechanics. Each section of the body gets its own chapter giving you lots of interesting things to play with. There are also prestige classes for the aspiring physician or healer in your parties, as well as mundane and magical items. All in all I loved everything about Insults and Injuries! ~Fangbjorn from the PlayersGuidePodcast



Rating:
[5 of 5 Stars!]
Insults & Injuries: A Pathfinder Sourcebook for Medical Maladies
Click to show product description

Add to RPGNow.com Order

Insults & Injuries: A Pathfinder Sourcebook for Medical Maladies
by Eric F. [Verified Purchaser] Date Added: 09/11/2015 15:52:23

I have been reading through this book over the past day or so and wringing my hands as to how to approach this book. Confession time, Skirmisher sent me this book and I don't play Pathfinder, in point of fact I don't even own a single Pathfinder book. But for years now I've been following Dr. Eric Lis, blog posts on the D-Infinity blog site for years now . This source book could be used with a wide variety of SDR style games and includes a huge swath of information on death, disease, personal injury and all kinds of ins and outs on healing, PC classes,etc. In point of fact this book is incredibly useful for not only 3.0 and beyond edition games but also other near clones such as Dungeon Crawl Classics. But the material there in of Insults & Injuries could also be applied to newly emerging games of post apocalyptic goodness where disease and death is at the center of life quite literally. The first thing to note is the inclusion of an index and overview of the book's contents marking this as a well organized product and allowing the Dungeon Master to have a quick scan of the contents quite literally at a the drop of a hat. Much of the book's first chapter is literally a quasi historic overview of a fantasy world's setting and how these health, healing and disease elements fit into the context of the DM's world view. In this case the folks over at Skirmisher publishing have oriented Insults and Injuries toward a Kos their own Neo Grecian mythological campaign world with public domain artwork peppering the product throughout. Chapters such as the first one are Head & Neck along with a ton of injuries that can happen to PC's as well as incredible detail about these injuries along with a break down of system details and ideas. For the kind of detail that I'm talking about let's look into a sample entry in this case 'Headache' : HeadacheAlso known as: N/A.Ages: Any.Description: Headache is one of the most commonillnesses in the world. It afflicts all races to varyingseverities and can range from annoying to debilitating.Stories tell of Beholders who end their lives and Hydraswho chew off their own heads to end their pain,although the headaches of most humanoids are rarelyso terrible. Although dozens of types of headaches havebeen categorized, broadly speaking there are threecommon types.Tension headache is the most common type and isusually associated with stress, uncomfortable position,or hunger. Pain can be severe but rarely disabling andusually goes away on its own after four to six hours,although in rare cases tension headaches can last foryears. Pain is usually on both sides of the head and isoften described as a squeezing feeling.Migraine headache is often more severe than atension headache and often includes some nausea ordizziness. Before a migraine begins, the creature maysee flashes of light or other brief vision changes. Painis often on only one side of the head and has a throbbingquality, and may become worse with bright light orloud noise. Pain usually lasts 3d8 hours.Cluster headache is immensely painful and usuallybrief. Several short headaches may occur in rapidsequence. This headache is described as one of theworst pains known and is sometimes said to be worsethan childbirth. Typically, the pain occurs on only oneside and has a stabbing quality, and is almost invariablyaccompanied by a drooping eye, pupillary constriction,red eye, runny nose, or sweating. Pain usually lastsbetween 15 minutes and three hours. There may be asmany as five to 10 attacks per day.Hangover (post-alcohol headache) is discussed inChapter 11: Drugs & Toxins.Mechanics: A creature suffering from a tensionheadache is considered to be Sickened for the durationof the headache. A creature suffering from a migraineis considered to be Staggered. A creature suffering from a cluster headache is considered to be Nauseated (even though they may not actually be nauseated).Treatment: Any cure spell immediately ends theheadache but does not prevent the headache fromrecurring. Remove disease ends the headache andprevents a headache from recurring for one week.The Heal skill has no effect on headache. Yeah this is the type of detail here that your going to get in Insults and Injuries, this is product presents and its very well done at what it does. Chest is next then abdomen, the limbs, followed up with Cancers, etc. We don't simply have a fast book here we get a discourse on the mythological and legendary causes of these medical conditions. So this over all the product's strength and detail here. Dr. Eric Lis goes into just this sort of background with common D&D and Advanced dungeons and dragons elements like mummy rot and much more. We get a full plate of infections, injures, nutritional deficiencies,etc. There is a ton of byplay material when it comes to the game elements here and the level of research detail is far in excess to most other D20 and Pathfinder books that I've seen. When it comes to the latter half of the book there's a ton of useful bits for a dungeon master, drugs & toxins, medicines, race specific illnesses, surgeries, feats, defects, and finally prestige classes are all given center stage. A quick note on the prestige classes, we get the 'Alienist' is described thus 'some choose instead to turn their attention to sicknesses of the mind. Thesespecialized healers are known as Alienists, from an ancient word for “insane” or “estranged.” While Alienists may lack other healers’ abilities to banish diseases and fix broken bones, they work hard to gain insight into how intelligent creatures think and what processes can go awry in their brains. '' For games where supernatural elements and horrors play a part, the real hell were the insane asylums of the ancient world. And injuries and insults tackles this head on. Apothacary is another essential class whose appearances in games is often down played, part physician, part herbalist, and part alchemist, such characters, known as Apothecaries,unravel the mysteries of the body by learning how different chemicals can help or harm the body’s natural processes. Apothecaries take the often interesting and strange approach to the path of healing with drugs, powders, herbs, toxins and can be a wizards best friend or worst enemy. Chirurgeons are also given their due here and they're very well fleshed out for the most part, knives and all. Physicians come under the heading of the cleric and its amazing to see how they were worked in. Finally we are given the tools of the trade and how to work them under the heading of equipment. This includes everything from hooks to scalpels plus some of the tools of the medical trade of the historical past. Yeah, there are more then a few squeamish bits here to make me skip over this chapter and return to it again and again to figure where the author was taking his audience. And yes there are leeches and using their works in game. Finally we get a full range of spells and their basically work ups of the diseases and injuries covered in the book in 3.0 and 3.7 Pathfinder terms. They're well done and up to Skirmisher Publishing usual standards. That being said I do think that parts of Insult & Injury are a bit dry but entertaining by turns. With the amount of information packed into this book its going to be in places. Do I think that the book is worth the entry fee? Yes I do but if I were you I'd wait till the book goes on sale. This book packs a ton of information for a D20 style Dungeon master, do yourself a favor and pick this one up. Eric Fabiaschi Sword and Stitchery blog



Rating:
[5 of 5 Stars!]
Heroes and Monsters of the Necropolis (Cardstock CharactersTM/Swords of Kos Fantasy Campaign Setting)
by Richard P. [Verified Purchaser] Date Added: 07/22/2015 08:12:35

Oh wow, so pleased I purchased this. With Skirmisher you always know you will be getting a quality product and these cardstock characters are no exception. Teaming up with Amanda Kahl from Age of Night fame was an inspired decision, love her artwork on the Kos Necropolis titles and was pleasantly delighted that these minis retain the same high standard of art. Ideal for Kos campaigns of course but a fantastic edition to any cardstock set. It's worth it just for the Undead Cerberus alone!



Rating:
[5 of 5 Stars!]
Heroes and Monsters of the Necropolis (Cardstock CharactersTM/Swords of Kos Fantasy Campaign Setting)
Click to show product description

Add to RPGNow.com Order

Cards & Quests: An Innovative Fantasy Role-Playing Game
by Sharon L D. [Verified Purchaser] Date Added: 06/30/2015 12:19:26

This is a sweet & simple RPG system for any adventure you can imagine. All you need is one standard poker deck for each player; choose your favorite elements and go!

Interesting character elements for physical and magic combat (Fire, Wind, Earth, Mountain, Heaven, Thunder, Water, and Lake) make for fun play. You choose two for your character, one primary and one secondary, and all your abilities, spells, and combat actions are now sorted and assigned.

There's even an easy randomizer for character elements for the guy who just can't decide--a rather elegant looking cards-instead-of-dice method that works via visual patterns that are intriguingly like simplified hexagrams from the Chinese Book of Changes.

Most concepts of the system are arranged in easy-to-handle groups of threes and fours. Your body & mind are represented by Physical, Mental, and Spirit; your gear is separated into Weapons, Armor & Shields, and Accessories; Combat Actions are Attack, Counter, & Heal. The four card suits (Spades, Clubs, Hearts, Diamonds) set up differing battlefield conditions (which I think is just plain good game design). The authors have set up good card systems of resolution for most actions you can conceive of during the course of play.

If you really get into Cards & Quest, specialized decks for your character's prime element are available now, and I believe the authors are rolling out a GM's deck and adventures immediately.



Rating:
[5 of 5 Stars!]
Cards & Quests: An Innovative Fantasy Role-Playing Game
Click to show product description

Add to RPGNow.com Order

A Brief History of Gnolls: Anthropophagy and Emeralds from Wales to Wisconsin and Beyond (revised and expanded 2nd edition)
by Toph M. [Verified Purchaser] Date Added: 06/04/2015 15:23:27

The core of this book is a short (4-5 page) essay on the development of the race for D&D. It is smart and helpful, but it is really just an introduction to the two short stories (one by Lord Dunsany and one by Margaret St Clair) that existed before D&D, which are also included here.

Certainly worth reading, but not really a game product and the "revised and expanded" edition is only a short, fun but definitely light contribution.



Rating:
[3 of 5 Stars!]
A Brief History of Gnolls: Anthropophagy and Emeralds from Wales to Wisconsin and Beyond (revised and expanded 2nd edition)
Click to show product description

Add to RPGNow.com Order

Cards & Quests: An Innovative Fantasy Role-Playing Game
by Hunter W. [Verified Purchaser] Date Added: 05/18/2015 21:03:22

I LOVED the card based battle system, it adds another dimension to every fight!



Rating:
[5 of 5 Stars!]
Cards & Quests: An Innovative Fantasy Role-Playing Game
Click to show product description

Add to RPGNow.com Order

Cards & Quests: An Innovative Fantasy Role-Playing Game
by Robert H. [Verified Purchaser] Date Added: 05/16/2015 20:11:58

I enjoyed my time playing Cards and Quests!

For me, the main factor that sets C&Q apart from other systems is its card-based mechanic for skill checks and combat. Each player and the GM use a standard deck of 52 cards to represent their character's abilities. Success or failure of a skill or combat check is generally as simple as comparing who played the highest (or sometimes lowest, second highest, or second lowest) value card. Character levels and other modifiers come into play during these checks as well. Two cards are played to attack, one card to defend, or you can choose (or be forced to) play no cards. Depending on your character type, some cards allow you to use special abilities or skills as part of your attack. As cards are played, they are added to that player's discard pile. Once all 52 cards in a player's deck have been played, the character is considered "exhausted", and must rest in order to reshuffle cards into their draw deck (note: there are in-game ways to recover cards from the discard pile other than resting). Cards are typically played out of one's hand. While players can use strategy by paying attention to what cards have already been played or holding onto more powerful cards for times when success is especially important, they are still at the mercy of their shuffled deck, which adds a fun amount of randomness. Overall, the system seems to strike a good balance between strategy and chance.

Character creation takes very little time and effort, which can be a good or bad thing depending on your personal preference. You get to pick your primary and secondary "elements" (class and subclass) as well as your attributes, but your skills, combat abilities, and magic are predetermined based on your element choices. The designers clearly wanted character creation to be simple and quick, and I believe they succeeded in that respect.

The sourcebook assumes that you are at least somewhat familiar with basic tabletop RPG conventions and concepts. As a result, it may not be the best system to use if the GM or players have never played a tabletop RPG before. That being said, the system is overall very lightweight, and is easy to pick up once you've played a couple of combat rounds. The sourcebook currently does not come with any pre-made characters or scenarios, so it is up to the GM to get everyone started.

All in all, I think C&Q is a unique system that has a lot of potential in the hands of the right GM. It is obviously designed for people who enjoy role-playing but dislike too much "rule"-playing. If you're looking for extremely detailed and specific rules and hundreds of pages of character options, this system is probably not for you. But if you want a quick and easy system with enough depth to support your epic storytelling, C&Q is worth checking out.



Rating:
[5 of 5 Stars!]
Cards & Quests: An Innovative Fantasy Role-Playing Game
by Kervin Q. [Verified Purchaser] Date Added: 05/16/2015 16:05:44

I think Cards & Quest is very refreshing especially with the use of cards instead of dice. I really enjoyed playing this RPG. The highlights for me are the dynamic of battle field type and the use of special abilities in conflict.

For battles in most traditional RPGs, the players either want to roll high or low depending on the system to land a successful offense or defense. In Cards & Quest, the rule changes depending on the battle field type and can change multiple times when fighting a monster. This dynamic makes battles a lot more more enjoyable.

Activating special abilities are tied directly with the battle field type and the value of the card. Players have be strategic in order to use their special abilities. This forces all the characters to play a role in the battle as opposed to having one character fight a monster by themselves.

I enjoyed playing Cards & Quests and I would it play it again.



Rating:
[5 of 5 Stars!]
Cards & Quests: An Innovative Fantasy Role-Playing Game
by Jennifer P. [Verified Purchaser] Date Added: 05/11/2015 10:35:45

My new favorite RPG! Cards & Quest uses decks of cards instead of dice, which I prefer as it means more control over the outcome since you can choose which cards to play. It's easy-to-understand and lets you jump right into the action! I also like the creativity it allows. It seems much more centered on exploration rather than combat. Combat still happens, but it's resolved quickly.

The characters are well-developed and have cool descriptions. There's also nice, colorful artwork for each. The PDF is great, but I love the physical copy of the book because it's sturdy, has an attractive cover, and is easy to pass around. Same thing for the decks-- the custom Cards & Quest decks look pretty cool and have special cards according to your character's element (designated by hearts, clubs, spades, or diamonds with two elements per each) which in my opinion are a better way to do classes/professions. Again, you can totally play with regular decks, but I'd go for the Cards & Quest decks.

All in all definitely a creative, well-thought-out game that lets even beginners complete a fun quest in a couple of hours. Our group of five had a blast, and I look forward to playing more!



Rating:
[5 of 5 Stars!]
d-Infinity Volume #7: Holidays & Celebrations
by Eric F. [Verified Purchaser] Date Added: 05/09/2015 03:00:43

This is a pretty well put together magazine issue that covers a wide gamuit of articles about Holidays and Celebrations. I can honestly see using this magazine as a jump off point for my own researches into holidays as adventure jump off points. Almost the entire issue here is one huge homage to festivals and holidays. There has always been an element of celebration as adventure stepping stone in old and new school gaming. According to the Drivethrurpg blurb: In the real lives of most people, holidays and celebrations of various sorts often provide them with their greatest experiences, and positive and negative events alike tend to be significantly more memorable when viewed through the lenses of festivities. While most game masters and storytellers certainly understand how festivals, holidays, and celebrations can be used to accentuate the action of their scenarios, however, such events are used surprisingly rarely in this way. Several of the features in this volume of d-Infinity are designed to be of use to game designers and authors who want to use holidays and celebrations to a greater extent in their stories. d- Infinity has always been a mixed bag of material catering to a wide variety of tastes and the contents can vary from author to author depending upon the totality of what the magazine goes for game wise. The theme here is set for a solid mix of articles. d-Infinity Volume #7 Contents

Editorial: “Holidays & Festivals” This editorial sets the tone for the entire magazine and covers most of the basics of the whole holiday as jump off point for adventure or campaign idea. The flavor seems very OGL or Pathfinder with a ton of ideas thrown into a blender and set on campaign. Not a bad way to start off. There are a ton of ideas lurking in the background here and some of them need to be padded out.

Fiction: “Introduction to the World of Kos” A fiction piece for the peusdo ancient world setting for Skirmisher's in house campaign. Not too badly done at all and if your a fan or new to the world of Kos this is a place to start. Kos is marching its way towards more Pathfinder or D&D 3.5 in my mind. The article is pretty solid.

LARP/Prop Room: “Swords & Sorcery in the World of Kos” Larping in the world of Kos, there seems to be a shift on Skirmisher's part and an expansion of the Kos line into the Larping scene. Not a bad little article on expanding your Kos game into the live action. Not really for me at all as a table top gamer.

Digital Dice: “Black Hat Magic” An article about certain trends in gaming that are well thought out and there's some interesting material here.

100 Oddities: “Random Holiday Treats” This is one of those weirdly useful 100 Oddities lists that have a wide variety of uses at the gaming table not badly done at all and this list can easily be used in any old or new school rpg campaigns where the jump off point is that magical time of year whatever that may be. This is a solidly done and highly useful article across the board. Basic System/Mutant Future: “Mutant Plant Monsters” When it comes to Mutant Future this is really the meat and potatoes of monsters, a solid article for the post apocalytic madness that is Mutant Future. One can never have to many mutant monsters. And this drops in some much needed plant like horrors.

Basic System/Labyrinth Lord: “Six Festive Spells” Finally we get into a bit of Goblinoid games Labyrinth Lord magick and spells perfectly suited to that magical time of year. These are highly useful and a nice addition to the retroclone scene. I was hoping for more then a mere six spells. Pathfinder System: “Festivals & High Holy Days” Pathfinder gets a nice little system of “Festivals & High Holy Days” for your campaign. The article is well done and actually useful. Not too badly done.

Pathfinder System/Insults & Injuries: “Alcohol & Other Intoxicants” A whole mini system of Pathfinder drunkenness and drug use for the game something that goes hand in hand with this holiday issue. This is actually a pretty damn useful article for Pathfinder or 3.5 or any D20 style game. 5th Edition: “Bard Background: Thespian” With the popularity of 5th edition I was expecting a bit more material then simply a Bardic background that could be simply slapped into the background of a PC. As a piece for a PC's build this isn't a bad little add on to the bard class. Cards & Quests: “Monsters of Kos” New game options for the Kos setting. Not badly done but there needed to be more then simply the one article, this one needed more expansion in a few places. Chevauchee: “A Cold Day in Hel!” An expansion into the Skirmisher war game with additional rules and scenarios. The material here is well done and pretty solid.

d- Infinity is the house internal magazine for Skirmisher publishing and it emulates the formula of some of the Dragon magazine's style but does it in such a way that it covers a wide variety of games. The magazine does a good solid job of covering the holiday them but the effort is aimed more at the 3.5 and Pathfinder crowd. There is a showing of OSR material but there needs to be a bit more. All in all this is a solid mixed bag of material wrapped in a well produced package. Its nice to see that Kos is getting more airtime and the push for more articles is starting to pay off. Is it worth downloading? If you are doing a holiday theme for your adventures or campaigns that I would say its a definite yes.



Rating:
[4 of 5 Stars!]
d-Infinity Volume #7: Holidays & Celebrations
Click to show product description

Add to RPGNow.com Order

Creatures of the Tropical Wastes (Mutant Future)
by Eric F. [Verified Purchaser] Date Added: 03/25/2015 09:24:51

There are a few essential books out there for the Mutant Future rpg retroclone rpg system and Creatures Of The Tropical Wastes By Chris Van Deleen is one of them. This is a sixty two page package of wasteland construction from the additional rules and guidelines, to the mutant monsters, and a concise backdrop of tropical paradise weirdness thrown into the background. This book basically covers everything that a DM is going to need in the jungles of his alien wasteland from thirty new plant mutations to solid radiation and poison guidelines, they're all here and very well done in a slick as grease format. The mutant mayhem continues with fifty new creatures and some dangerous high weirdness that these monsters add to your games. Many of these horrors are drawn from Philippines myth and legends twisted into the Mutant Future background. This makes this a useful book not only for Mutant Future but Labyrinth Lord as well. There's been a lot of time and care that went into this product, the art is evocative of the sort of adventure and mayhem that the author is trying to convey and does it with a slickness and style. This is a book that will get your fevered post apocalyptic dreams going in a way and direction that hearkens to fetid jungle wastelands. These are places filled to the brim with adventure and dark legends of mutant fueled mayhem. This is the sort of book that tests and challenges a DM to construct adventures in lost worlds, hidden valleys, and places straight out of post apocalyptic myth and legend. The writing here is tight and the ideas here are solidly done, easily used in your own campaign to drop straight into the backdrop of your own mutant future or old school post apocalyptic campaigns. This isn't a huge book at all but a book that allows one to take the material and run with it. This book is perfect for filling in some of the weirdness that PC's are likely to encounter in lost or prehistoric worlds as well. Much of the material here can be used to fill in background, plant mutations, monster variations, and all kinds of ideas to throw into your mutant dinosaur or lost world campaign as well for any old school game. All in all this is one of in my opinion the essential books for not simply Mutant Future but old school retroclone gaming in general. The ideas and ideals of the book can be applied across the board for adventure construction, campaign background and rules fill, and much more. Personally I rate this book a five out out five.



Rating:
[5 of 5 Stars!]
Creatures of the Tropical Wastes (Mutant Future)
Click to show product description

Add to RPGNow.com Order

Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons
by Eric F. [Verified Purchaser] Date Added: 03/22/2015 01:27:19

There are certain essential Wisdom From The Wasteland issues and twenty one is definitely one of those. This issue presents one of the key yet over looked weapons of the wastelands. High tech melee weapons for your old school post apocalyptic campaigns. Basically this issue is an entire weaponry construction kit for your old school campaigns, what it actually contains is everything from the base high tech construction material to the enhancements for the weapon all the way to the damage for the finished product and then some. What the issue presents is all of the additional odds and ends that make a weapon memorable. Do you want a blade that's laser etched, how about one constructed from high tech synthetic diamond? And even weird combinations of all of the myriad details that go into weapon construction. This is one issue that walks the line between gonzo, comic book reality, and high tech trend speculation with a science fictional edge. The kit that essentially makes up this issue takes the material that was presented in the Mutant Future rule book and then turns it up to eleven. Can I recommend this issue? Yes I strongly recommend this issue and then some. This is the type of issue with clear cut uses and one that can be for both players and DM's alike. The material here can enhance weaponry and artifacts in very cool and off the wall ways. The material is balanced and the attention to the devil of the details is strong as is the quality of writing. All in all this issue presents a compact and concise system for generating some highly specialized items in the deep wilderness of the world of the post apocalyptic wastelands. This is one definitely worth every single penny.



Rating:
[5 of 5 Stars!]
Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons
Click to show product description

Add to RPGNow.com Order

Displaying 61 to 75 (of 320 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates
Powered by DrivethruRPG