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Road Rage: Life in the Fast Lane
by William W. [Verified Purchaser] Date Added: 09/25/2012 14:43:28
Everything you need to run a Jump Bike Racing campaign or add a racing element to your current campaign. The Jump Bike racing rules are sort of a hybrid between Chases and Dramatic Tasks from SWD core rules. I think they do a good job of making races feel significant and substantial, all the while keeping the rules Fast, Furious, and Fun like you expect from Savage Worlds. On top of that you've got new Occupations, Edges, Gear, sample tracks, a way to generate your own random tracks, and even some NPCs to fill them with. I can't think of single thing that's missing. Good product. 5/5!

Rating:
[5 of 5 Stars!]
Road Rage: Life in the Fast Lane
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San Francisco: The Ruins by the Bay
by Evyn M. [Verified Purchaser] Date Added: 07/24/2012 20:34:09
Not written by a local, There is so much more to the 9 counties than just SF. Otherwise not bad.

Rating:
[3 of 5 Stars!]
San Francisco: The Ruins by the Bay
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The Yaurcoan Empire
by 2 G. 1 M. [Featured Reviewer] Date Added: 06/20/2012 00:51:48
The Yaurcoan Empire sourcebook is a fantastic resource for Totems of the Dead, especially if you want an Incan themed game. If I can put my historian hat on a for a moment, The Yaurcoan Empire won’t get you through a class on the Inca, as the Empire presented in the book is a mash up of the Incan Empire around the time of its “discovery” by Pizarro. I like to think of the Yaurcoan Empire as a bit of alternate history with the assumption that the Spanish never showed up…and it has Pterosaur riding warriors and Pleistocene animals wandering around (like Terror Birds). This, to me, makes it incredibly awesome!

The book itself is short but sweet, covering all sorts of material without bogging the reader down in minutiae. There is at least one adventure seed per page, and I’m not exaggerating about that. There is a part that covers the history, religion, and culture of the Yaurcoan Empire and its subject people. Like the Incas, the Yaurcoa dominate a bunch of local tribes, some of whom resent the dominance and others who are busily assimilating, as well as many shades of gray in between the extremes. The religion section is interesting and really illustrates this cosmopolitan atmosphere.

The Gazetteer section is also incredibly informative and useful for a GM who is going to run a game set in the cities of the Empire. Each city comes complete with a sentence or two of history, some cultural differences highlighted, and a little news (adventure seed!). The places are wonderfully thought out, and yet tease you with a lack of detail begging to be filled in! The entire book is written with an eye for tantalizing your imagination with ways to bridge gaps between short bursts of inspirational prose. There are neat details like a mention that there are hidden valleys in the mountains containing monsters, treasure, secret estates, and ancient ruins. They even mention a couple of peoples from the distant past (one a race of giants that still inhabit some of the valleys) to help you flavor your own ruins.

There is only a page of new crunch in here, which definitively shows that it’s more of a GM’s book than one for players. The new edges and equipment is still pretty cool, though. In the GM’s section of the book there are stats and backgrounds for a few major characters mentioned in the current events of the Empire, which does a really good job of showing you how to build a character from a similar background. Each description has a few good story hooks in it, too. There are two pages of “secrets,” which are really just adventure seeds, and they add a lot of ideas!

The bestiary section is really cool, too, which is really a feature of this line (the GM’s Guide has a massive bestiary). It has the stats you would need to run the adventure at the end of the book. The adventure is only a page, and would require a little bit of exposition on the GM’s part. It does a solid job of giving someone a good kick start to the two-fisted nature of the game.

Overall, if you like Totems of the Dead, pick up The Yaurcoan Empire. It’d be six dollars well spent, as at the very least it will keep you inspired to do something. The best praise I can heap on The Yaurcoan Empire is that it screams to be played. The entire time you read it as a GM your head will spin with ideas to run a game set in the Empire itself.

Rating:
[5 of 5 Stars!]
The Yaurcoan Empire
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Hostile Takeover
by Michael H. [Verified Purchaser] Date Added: 05/28/2012 04:16:17
For more discussion about Savage Worlds and other RPG's please visit my blog at http://solaceofsavagery.wordpress.com

Hostile Takeover is a 41 page supplement for Gun Metal Games excellent cyberpunk setting, Interface Zero. The book focuses on adding elements of corporate intrigue, politics, policy and power plays to a campaign. It is divided into two sections – the first is designated as “The New Employee Handbook” for players, and the second is titled “The Policy and Procedure Manual” for Gamemaster’s.

The player’s section is written as if it were a manual for a new hire at a corporation. It contains information for understanding the setting and has advice for using the standard Savage Worlds mechanics in a way that is stylistically consistent with the genre. There are also new Hindrances and Edges for players to choose from that reinforce the setting (I got a kick out of the “Non Disclosure Agreement” hindrance).

The GM’s section, as you’d expect, has a lot of advice for introducing corporate play into Interface Zero. Early on it talks about avoiding turning your game into an office simulator, which I found interesting and helpful since, to me, that seems the quickest way to kill the fun factor of the setting. There are entries on running different types of corporate style games, as well as a detailed section on creating unique companies that have a sense of character. There is also an excellent chapter called “Murder in the Board Room” that shows you how to use common Savage Worlds mechanics (chases, mass battles, etc..) in new ways that emulate different facets of the genre (like using the mass battle rules to resolve a corporate takeover). This approach is very creative and keeps with the classic Savage Worlds idea of trappings. The book is end capped with a list of common NPC’s that your player’s are likely to encounter in an office environment.

This is a cool book and a pretty neat idea. On the surface, the prospect of role playing in an office sounds painfully dull. This book had the challenge of refuting that idea and it does so quite well. Presentation, like all Gun Metal Games releases, is stellar. Layout is well done and the whole book is very polished. This title is well dressed, ready for business and bleeding cool.

Rating:
[5 of 5 Stars!]
Hostile Takeover
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Interface Zero Game Masters Screen
by Keith (. T. A. [Featured Reviewer] Date Added: 04/07/2012 13:08:51
Interface Zero GM Screen for Savage Worlds by Gunmetal Games

Remarkable Art and on the practical side, the screen gives the GM all the useful charts to keep the action moving and the hacking nerve wracking.

Art: Nothing communicates a setting better than excellent art. For me, strong visuals like these keep me in the groove of the game.

A quick recap of the charts:

First Page: The Shoot and Move Charts
Attacking Options and Modifiers
Skills / Derived Stats / Range Modifiers / Non-lethal Combat / Movement
Stealth Rules / Modifiers

Second Page: IZ Interactions and Network Hacking
Allied Personality / NPC Initial Reaction / Calling in Favors / Test of Wills /
Zeek Fatigue
Public Access Network / Home Access Network
Corporate Access Network / Government Access / Military Access Network

Third Page: IZ Trauma, Damage, and Healing
Cybertrauma / Biotrauma / Fire Damage / Radiation / Encumbrance
Gritty Damage / Shaken / Incapacitation / Injury Table / Natural Healing


This is a useful product done well and the price can't be beat.

The Savage Troll
rptroll.blogspot.com

Note: This review was excerpted from a blog review: http://rptroll.blogspot.com/2012/03/interface-zero-gm-screen-
-for-savage.html

Rating:
[5 of 5 Stars!]
Interface Zero Game Masters Screen
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The Yaurcoan Empire
by Michael H. [Verified Purchaser] Date Added: 03/31/2012 11:35:02
For more discussion about Savage Worlds and other RPG's please visit my blog at http://solaceofsavagery.wordpress.com

The Yaurcoan Empire is a 23 page supplement released by Gun Metal Games for their Totems of the Dead setting for Savage Worlds. The region described within the book lies south of the Maztlani lands, and its settlements lie all around the Andred mountains (about where Peru is on a real map).

The book is split up into seven sections. The first half covers general information for the “Mountain Empire”. Areas of focus include architecture, agriculture, religion, peoples, and settlements. The second half of the book is primarily GM information and includes a couple of new edges, a new power, prominent npc’s, a bestiary, and an adventure.

At 23 pages this title is a pretty light entry. Having said that, what’s presented is thorough and useful at the table provided you are going to run your players through the region. The pdf sports a 2 column layout and is layered to facilitate printing. The black and white interior is easy to read and the included art is awesome.

Content wise this book carries on with drawing inspiration from the rich native cultures that are the real world counterparts to the fictional peoples presented in the game. Flavor is drawn heavily from this cultural source forge and then recombined into an inspiring assortment of useful game materials.

I’m happy to see Gun Metal Games releasing support material for Totems. I’d have loved to have seen a heftier book that covered more ground, but this book accomplishes what it sets out to do. With any luck these releases will continue and support for this great setting will stay strong!

Rating:
[5 of 5 Stars!]
The Yaurcoan Empire
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Interface Zero Game Masters Screen
by John P. [Verified Purchaser] Date Added: 03/16/2012 12:26:21
Great GM screen! The art is from several of the products that are currently out and the working part of the screen has all the charts and info that any GM would want.

All in all great value for the $$$

Rating:
[5 of 5 Stars!]
Interface Zero Game Masters Screen
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Interface Zero Hacking 2.0
by Dillard R. [Verified Purchaser] Date Added: 03/13/2012 14:20:08
Two dollars is a steal. If you have bought Gun Metal Games before you may even be able to get a coupon for a dollar off. Check out their website.

IZ 2.0 in it's glorious entirety is scheduled to come out later this year. This product offers the Basic Hacking rules only. Advanced stuff like hacking vehicles, weapon hacking and even brain hacking will be coming out with the new and improved version.

What you do get is Fast, Fun and Furious. Gone are the "ghosting" rules. Added are rules for "hyper gloves" that allow you to manipulate Hyper Reality at range (albeit hand grenade ranges).

The rules are simplified and fall in line quite nicely with the normal modifier system used in Savage Worlds Explorer and Savage World's Deluxe additions.

Everyone that wanted a hacking system for Savage Worlds that is FFF and doesn't lose the flavor of Cyberpunk these are a great introduction at a great price.

Like Savage Worlds itself this system is "simple like Chess". Easy to learn, with all the levels of complexity you could hope for or need with little likelihood of getting bogged down.

Rating:
[5 of 5 Stars!]
Interface Zero Hacking 2.0
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Interface Zero Game Masters Screen
by Thomas B. [Featured Reviewer] Date Added: 03/06/2012 23:56:25
WHAT YOU SHOULD KNOW: GM Screen's as we know them are fading fast. There was a Savage Worlds GM screen a while back that was clear plastic panels that you could slip cardboard panels for the game you were running in. The Interface Zero GM screen is along those lines...a "do it yourself" GM screen. The three art panels consist of some gorgeously thematic art, running a decent range of IZ material, including an android, cyborgs and mercenaries...(and a cyberpunk street samurai looking figure). The three rules panels include the Gritty damage rules, Zeek fatigue and the Hacking 2.0 rules.

WHAT WORKS: Great art, all the relevant IZ setting rules...about what you would want from a GM screen.

WHAT DOESN'T WORK: It feels a TAD cluttered...but there's just a metric crap ton of tables on this thing (all relevant to your needs).

CONCLUSION: Unless you hate GM screens, this is a very good pick-up for $3 if you have access to a good printer. Much better deal than the $20 GM screen standard we've seen in the past, especially if you have one of the clear Savage Worlds screens to slide the panels into.

Rating:
[4 of 5 Stars!]
Interface Zero Game Masters Screen
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Interface Zero Hacking 2.0
by Thomas B. [Featured Reviewer] Date Added: 03/06/2012 23:39:55
WHAT YOU SHOULD KNOW: This mini PDF requires Savage Worlds and Interface Zero for maximum use, as it is an overhaul of the hacking rules from Interface Zero. The PDF has a short intro from Gun Metal Games' David Jarvis, explaining why this document was released (folks having issues with the hacking/virtual world/etc)...IZ 2.0 is coming later this year and will provide both Basic and Advanced Hacking rules. This document is presenting the Basic rules in advance of IZ 2.0's release. Some of the changes on the character creation end is that Hacking gets its own skill, some Edges have been removed (like Programming 101 and Advanced Programming) and new Edges are introduced (Cool Under Pressure lets you ignore penalties when a system goes on Active Alert and Interference makes you harder to hack, for example). There are also three Hacker specific Hindrances, with advice warning the GM to not allow them if a character who isn't REALLY a Hacker is trying to take a Hindrance that won't affect him. Hyper Gloves are also introduced (the first example that comes to mind to me is the FBI Agent from Heavy Rain, but you have seen them in various other media). The system for Hyper Gloves is pretty simple, a basic stat set that can be upgraded. The Gloves determine everything for the Hacker: Armor, Damage, Hacking Bonus and Range and can be set into three modes: Control (in case you need to manipulate a gun turret or an elevator), Edit (for heavy changes to things) and Destruction (when you need to inflict damage). Additionally, Hyper Gloves have additional MODS that can be used to provide extra bonuses. The hacking itself takes up the final few pages: Essentially, it's a normal skill roll in Savage Worlds, with the level of security providing a penalty to the roll and the Hyper Glove and/or Edges providing a bonus. Unlike most skill rolls, however, Hacking is NEVER without risk: Any Hacking roll failure will have consequences (determined on a die roll against the table appropriate to the type of security firewall).

WHAT WORKS: That cover art is awesome. I'm not sure what it has to do with Hacking, but that is probably the single most compelling piece of artwork I have seen on an Interface Zero product. I like the Hyper Gloves a lot. It's a clean, easy to modify system that fits the Savage Worlds vein.

WHAT DOESN'T WORK: Well, if you're planning on buying IZ 2.0, you might not want to pay for content that's going to be in the eventual release.

CONClUSION: Though designed for Interface Zero, there's not much here that you can't use without it, and it's both inexpensively priced and not a huge document, so if you are running any kind of game in which futuristic hacking would be helpful, it's worth a pick-up. Interface Zero got kicked around (a tad unfairly) for changing "too much" about Savage Worlds, but this is a step back to the feel of SW without sacrificing the unique flavor of IZ.

Rating:
[5 of 5 Stars!]
Interface Zero Hacking 2.0
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Interface Zero Hacking 2.0
by Ron T. [Verified Purchaser] Date Added: 03/05/2012 20:39:14
Quick Look: This is a streamlining of the Interface Zero Rules regarding Hacking. Interface Zero already created a different style of Hacking that Shadowrun or Cyberpunk. As the Hacker doesn't jump into the system, instead he manipulates objects in real-time, the TAP providing him insight as to what's happening visually in hyper reality (Basically a skin over the real world). Only the new hacking rules make it more sleek, bringing it back in line with the Fast, Fun, and Furious design philosophy of Savage Worlds. It's a 14 page PDF. Mostly Crunch, with fluffy examples. I especially love the art on page 6 and the layout artwork.

Main Review: I'll break the review out into quick sections, There's a nice cover illustration, followed by the ToC, then on Page 1 David Jarvis introduces the book and how it came about through feedback with players. Page 2 and 3 cover the changes to the skills, edges and hindrances, including removal of some to complement the streamlining. Pages 4 through 7 describe the Hyper Glove in detail, including the basic modes, control, edit and destruction. The hyper glove itself can be quite the expensive piece of hardware once it's all tricked out, but you're gonna need it if you're hacking a Military Access Network! Page 8 is pretty neat, as it lays out all the Mods for the Hyper Glove, from the Lethal Mod (making your VR attacks lethal damage), to the VR Overlay Mod, letting you re-skin the world with a theme of your own choosing, So if your character wants to see the world in a medieval theme, guards might have repeating crossbows? Page 9 and 10 covers the actual hacking rules, yup, just page 9 and half of 10, simple = fast, fun & furious. The other half of Page 10 to the end covers the different networks and the consequences of failing a hacking roll against them. From the simple Public Access Network, where you might just get nailed for 1d12+2 non-lethal damage at the worst, to a Military Access networks where you might get your synapses fried to a crisp by 3d10 LETHAL damage, all the while locking down the building and powering down, you're in deep in the deep at the mo' ami!

Cost: $1.99 for PDF

Value: It's a bit pricey for a core update, but it's definitely a must have! If it wasn't such a great update, I would say wait for the full book, but if you're playing...get it NOW!!!

Rating: Epic, the new rules really are much simpler and willl lead to faster games, and best of all, the other players aren't sitting around waiting for you to be DONE hacking the system...

Read more reviews on www.EpicRPGBlog.blogspot.com

Rating:
[5 of 5 Stars!]
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Publisher Reply:
Thanks so much for your review!
Interface Zero Game Masters Screen
by Nathan R. [Verified Purchaser] Date Added: 03/04/2012 16:40:29
Good art, crucial if you are running the game as many of the setting rules (hacking, cybertrauma, Zeeks) are there. Only flaw I saw was on the Shaken(Spirit Roll) table (the results are inverted to the success), hopefully they will fix that soon and is the only reason I didn't give it 5 stars.

Rating:
[4 of 5 Stars!]
Interface Zero Game Masters Screen
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Publisher Reply:
Thanks for your review, and thanks for pointing this issue out to us. The problem has been fixed and the file has been updated.
Interface Zero Hacking 2.0
by Jefferson D. [Verified Purchaser] Date Added: 03/01/2012 10:50:46
This my first review at RPGNOW but I had to speak up.

The Hacking 2.0 rules here are a MUST for any players in Interface Zero. The additions & clarifications to the Hacking rules make them so much fun to be a hacker now, your group will have to wrestle for the right to be a Deep delver :)

The hyperglove is a welcomed new tool to this cyberpunk 'verse, streamlining without over or under complicating the system. It really helps in a story-telling sense in how hacking & Deep-interaction in 2088 works & runs in your campaigns.

I can't wait to write new missions for my omaes to hit.

Rating:
[5 of 5 Stars!]
Interface Zero Hacking 2.0
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San Francisco: The Ruins by the Bay
by Thomas B. [Featured Reviewer] Date Added: 01/26/2012 01:24:27
WHAT WORKS: Once again, Gun Metal Games packs a lot of info into a small book, with some nice crunch (I like both Hybrid options, as well as the expanded City Trappings and the Salvaging rules). The art is lovely, probably my favorite art yet in the IZ line, and there's always something cool in their equipment sections. A couple of relevant sidebars are reprinted from earlier books, not taking up too much space and ensuring that this is usable with just the Savage Worlds rules and IZ setting book.

WHAT DOESN'T WORK: I like the layout, other than it seemed to be too bright and clean. I also would have preferred the Hybrid packages with the other character creation stuff. Just would have been handier. For some reason, San Francisco just didn't grip me, but I think it's more of a "I'm a middle of the country guy"...I'm kind of intrigued with what we might see when IZ covers a section closer to home for me.

CONCLUSION: A worthy product for the crunch alone, and some of the best art I've seen in the IZ line yet. I doubt I'd ever intentionally set a game in San Francisco, but I'm just not a California guy (I tend to avoid the same region in Deadlands as well). Even if you're like me, however, you'll find stuff that you can use elsewhere in your IZ games without having to try too hard. Also, pay attention to the sidebar conversations: They're not just filler. Not my favorite book in the Interface Zero line, but still a great product.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2012/01/tommys-take-o-
n-san-francisco-ruins-by.html

Rating:
[4 of 5 Stars!]
San Francisco: The Ruins by the Bay
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San Francisco: The Ruins by the Bay
by Ron T. [Verified Purchaser] Date Added: 01/20/2012 22:14:25
Disclaimer: Provided by GunMetal Games for review purposes.

First Glance: With bright red background and heavy borders, this appears to be a bit cluttered at first. The graphics are top notch for a small company. Better than the art for many major game companies really. Only Paizo and Alderac come to mind right off the bat with consistent awesome artwork. It's 67 pages of crunchy, meaty, savage goodness. (Note: As this PDF is layered properly it was easy to turn off the background and borders layers for ease of viewing...This is a bonus, not a bummer.)

Core Review: This product delivers from the word go. The fictional writing is great, especially with the interaction of the hackers in the sidebars, which runs the entire book, from the neighborhoods to the NPCs. Pages 5-15 are neighborhoods, from Chinatown to Pacific Heights this gives a good indication of what you're in for in San Fran. The next 7 pages cover the organizations operating in San Fran, there's 13 of them, so you can imagine there's plenty of space for conflict.

The next 8 pages are what I usually look for first...crunchy character info. First we start out with a neat hindrance called: Nano-infection, a nanite virus, totally cool, totally futuristic and affects the wild die associated with a specific trait. (This could easily be worked into a normal hindrance such as a chronic disease for your non-scifi games). Next is the new edges. Four of them, Bedroom Eyes (Social), Bounty Hunter (Professional), Feral Throwback (Racial) and the Sword-Whip Training (Combat) edge for the swip from the equipment section. The next thing covered is the Occupations. These are one of the unique elements of IZ, making it slightly more complex than a standard SW game, but I like it, gives clarity of a purpose in life, without nailing you down to a class. The two introduced here are the Caravan Guard and the Professional Escort...yes that kind of professional escort, a companion you might say. Next up...Mad Max style gear from Road Wear, a new Armored jacket and Armor suit...plus wasteland survival wear. Only three new weapons, but man, start with the SWHIP, the sword whip, a heavy blade that can extend out to have reach 1 (with reduced dmg.) and you should probably pick up the edge as well. Next up is a big beefy carving knife...a 3 lb twin titanium blade with a carver motor in it...YIKES! I love it. Last up is a 50Cal sniper rifle...makes big holes in things including heavy armor, it's effectively a Barrett 82. Two new vehicles, the bay runner (a sea motorcycle effectively) and the Wasteland chopper, complete with gorgeous artwork show a nice chopper mounting a mini-gun on the handle bars...Then there's the designer drug, Black Zombie, nasty stuff, which is perfect for sadistic gamemasters. The final piece of gear is "Pipe Cleaners" a catchy name for a hacking filter for the less than perfect San Fran local web. [Also provided in the book are the racial templates for Rat Hybrid (pg 6) and Bull Hybrid (pg 28) characters]

The next section is pure genius!! City Trappings. Really this is brilliant, effectively it is templates for anything from a building to an entire nation. Each trapping has unique characteristics based upon it's trapping, so a building that has brown-outs obviously has power issues, unreliable power makes hacking a little more risky. The trappings are Black Market, Brown Outs, Combat Zone, Humans Only, Hybrids Only, Interdicted Zone, Kingpin, Martial Law, Military Base, Slum Dogs and Wilderness. Really these are awesome and worth the $8.99 in and of themselves.

Next up is "Salvage Tales" 4 pages of crunch for rummaging through ruins. These are also rules that can easily be used in other SW games, or even converted for scrounging rules for other systems. A quick bounty generator for those bounty hunter characters is provided, then we're on to Plot Hooks. Seven plot hooks are provided, not bad at all. The book rounds out with almost 30 NPC stat blocks, some of which are unique NPCs, typically leaders or major contact for an organization and typical members of those organizations.

Artwork: As I said in the Quick Glance, GMG puts out top-notch artwork that surpasses a lot of Big Game companies...The cover is awesome with the Bull hybrid toting the mini gun...

Family Rating: TEEN! With drugs, violence, and sex this supplement, like its parent setting, screams parental discretion advised.

Value: Oh yeah this is easily worth the $8.99 the PDF costs!

Rating: Epic!!

For more in depth reviews, visit EpicRPGBlog.blogspot.com

Rating:
[5 of 5 Stars!]
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