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Richelieu’s Guide to Fencing Schools is an excellent expansion to the core book, addressing the need to explore the Fencing Schools further, going into more detail on just what makes each school different, both in philosophy and technique. The addition of unique “Members-Only” Talents is a definite plus that Players will enjoy having as an ace in the hole and greatly expands the options that players have when it comes to personalizing their character.
GMs will find the school descriptions to be full of possible plot hooks, and the discussion on how Fencing Schools benefit and influence their members is an eye-opener, especially for players who tend to view things in pure mechanics.
Definitely a solid addition to the All For One: Regime Diabolique line.
For my full review, please visit: http://philgamer.wordpress.com/2011/06/01/lets-study-all-for -one-regime-diabolique-%E2%80%93-richelieu%E2%80%99s-guide-t o-fencing-schools/
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Richelieu’s Guide to Expanded Characters is a perfect example of what a supplement ought to be. It expands the scope of the core game, adding a wealth of mechanical and fluff options that give All For One: Regime Diabolique the ability to tackle more than just Musketeer-centric games.
I’d highly recommend Richelieu’s Guide to Expanded Characters as the first purchase after the Corebook as expanding the core setting to accommodate a greater cast of characters cannot possibly be a bad thing for any Regime Diabolique campaign and for a price that is definitely easy on the wallet and well within the impulse-buy zone.
For my full review, please visit: http://philgamer.wordpress.com/2011/05/31/lets-study-all-for -one-regime-diabolique-%E2%80%93-richelieus-guide-to-expande d-characters/
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this is a solid product a good fantasy setting that captures the philosophy of savage worlds. the main down side of the book is the layout of the tables, though once I have read through every thing in more detail they should be easier to use. the second complaint I have with the book is the layout if you use your pdf's like I do on my ipad this book will not display.
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All for One: Regime Diabolique is one of those rare games that comes along where the setting, the system, and the vision of the developer all work together to create an exceptional product.
Things to like:
+Very evocative presentation of the concept and setting
+Superlative system (Ubiquity) leading to fast, carefree game play
+High rate of support in the form of both expansions and scenarios at reasonable prices
+Very clean magic system
+Well-developed emphasis on schools of fence
+Great art
+the pdf toggles between web and printer friendly
Things of which to be wary: (Not much)
-May require some work getting those who know nothing about the works of Dumas or Howard into the intent and atmosphere of the setting
-The freedom and flexibility of Ubiquity may give those used to more rigid systems a steeper learning curve.
-limited examples of spell-design are clear and useful, but less-so for absolute novices
-no example of play (although excellent advice and responsiveness can be found on the Triple Ace forum)
This is a game to love!
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A GM might find many of these one-page descriptions useful as starting points to build up an interesting planetary location, or for a quick visit. It's a squishy-soft kind of SF, but unlike some other products, doesn't descend into sheer babbling.
It would have been good for a setting supplement to include a few maps, landscapes or illustrations of local oddities, and also a few game statistics for unique local conditions, creatures or characters, but for the price asked, it is what it is.
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Good stuff, everything your players need to know. Two minor quibbles:
1) It should probably be slightly cheaper.
2) It includes the table of contents for the whole setting book, which could be a little spoilerish for your players.
Otherwise, again, good stuff.
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A straightforward and well-presented classic faerie incursion (the PCs' likely allies are also not without their perils and diverging motivations) leading to a ferocious combat.
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Within the Skies is a collection of 4 adventures. Each adventure is set up for different ranks of Groups (Seasoned, Veteran, Heroic and Legendary).
Lifemothers home is a dungeoncrawl in an island inside the runoff falls. It uses the deck of cards method for exploration. Nice scenario. (Seasoned)'
The Symphony has a group of psychopathic songpriests (The requiem), who have kidnapped a group of citizens in Gateway and are forcing the characters to participate in a sadistic game. This is a very nice scenario that put the group in a position where they have to make difficult choices. I suggest that the savage tale where the requiem tries to assassinate the characters is held before this adventure (Veteran).
Darkhome is a hollow island that a group of pirates have as a headquarters. This is an interesting adventure in which the characters are sailing in caves, and includes ship to ship action, which is nice. I liked this adventure the most (Heroic)
Seed of the wild is for Legendary adventurers. The characters go to an island, fight some elementals and end up fighting the island itself, which is a great big earthelemental birthed by the Wild. Scripted and booring. I did not like this adventure at all, because it puts the group in a difficult position, and no matter what they do, they just end up having to fight loads of enemies. (Legendary)
I kind of liked this product in the end. It had 2 very nice adventures, one mediocre one and one very bad one.
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Two excellent scenarios combining social division, faith, faerie legends and strange magic with a good amount of swordplay. Both might leave few opportunities, beyond simple talking, for any priest-type characters, but it shouldn't be hard to fit in ways to remedy that.
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Great setting, beatifull book! Inspiring and full of adventure hooks! More artwork would make it perfect!
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Pretty much a necessity for every game master, BUT not great.
It certainly gives the stats for every monster you could need but disappointing is the lack of background information on every creature and the is the absence of artwork for 95% of the beasts and monsters.
So what you get is pretty much well layed out but raw stats for your encounters. Disappointing compared to the high quality of the players Guide and the Gazeteer!
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*SPOILERS*
Continuation to the mindthief, I would not use this adventure without playing mindthief first. Also note that this adventure is for heroes of at least heroic rank. That said, this is a truly great adventure product. It is basically an expedition to a mysterious "jungle" island which has a mysterious draconic temple at its centre. Like the other Sundered Skies adventure products, this one too is "ready from the box" and thus suits busy modern ppl. Epic and very well written, I definitely recommend this product to every Sundered Skies GMs :)
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*SPOILERS*
Nice adventure, which can be used as a backdrop plot to your ongoing campaign. I really enjoyed the way they handled a dungeon crawl in the dwarf mountain. There is a system of drawing playing cards which represent various encounters the characters run into. Solid good adventure, which is a bargain for 7.5$
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All the stuff that you want to show your players, without anything "not for their eyes" I personally hated the fact about Sundered Skies basic book (I own printed copy) that on the same opening that has the last page of players' Gazetteer you they reveal the whole plot of the campaign. The next page has a title that is a dead giveaway (I'm not gonna say it, but you GMs know what I mean). This PDF solves that problem.
I recommend this product to any GM who does not think 14.99$ is a lot of money and wants to make their life a little bit easier :) If you let your players read it, they will be more committed to the game remember.
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*SPOILERS*
This is the 1st part of a 4 part campaing to Sundered Skies. It is in my opinion a very well written adventure. The adventure pits the characters against a necromancer cult. I want to highlight one part of the adventure, which is a dungeon prowl in a mazelike tunnels beneath Gateway. Like other Sundered Skies products, this one too does not have maps, but the dungeon prowl has been created very imagenatively with drawing cards from the deck. The cards represent various encounters the characters will have to deal with, before finding their way into the inner sanctum. I liked this idea very much, and will probably use the same method later using this product.
BTW this adventure works without the later parts so you can use it by itself. (I haven't got them by the time I wrote this review)
I definitely recommend this adventure. It is a bargain for 7.5$ !
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