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Deadlands Reloaded: Player's Guide Explorer's Edition
par Roger L. [Featured Reviewer] Date Ajoutée: 06/22/2017 04:10:21

http://www.teilzeithelden.de

Klassiker-Rezension: Deadlands Players Guide

Der Weird West ist ein rauer und gefährlicher Ort, voller Schrecken und merkwürdiger Phänomene, aber es gibt trotzdem noch Menschen die sich dort hinauswagen. Manche von ihnen suchen Gold, andere Ruhm und ein paar sind einfach nur verrückt. . Wir haben den Klassiker neu gelesen.

Deadlands spielt im wilden Westen während der amerikanischen Revolution, die bis zu einem bestimmten Punkt exakt so verlaufen ist, wie in unserer Realität.

Dieses Ereignis war ein plötzliches Erdbeben von immensem Ausmaß, das riesige Schluchten in den Kontinent riss, die man fortan als „The Maze“ bezeichnete. Ab diesem Zeitpunkt unterscheidet sich Deadlands stark von unserer Realität.

Man entdeckte den Ghost Rock, ein kohleähnliches Material, das unglaubliche Eigenschaften besaß und die Waffenproduktion und somit auch den Krieg grundlegend veränderte. Ebenso kehrte die Magie in die Welt zurück und verlieh einem geringen Teil der Bevölkerung unglaubliche Kräfte. Doch damit nicht genug, denn es gab immer mehr Gerüchte über Monstern, die aus den besagten Schluchten krochen und sogar Tote, die unter den Lebenden wandeln. Die Spielwelt

Wie ein paar Leuten vielleicht bekannt ist, war Deadlands früher ein reines Tabletop-Spiel (unter dem Namen Great Rail Wars), wurde dann aber von den Savage Worlds-Entwicklern in die Liste der Erweiterungen aufgenommen. Genauer gesagt, war der Beginn von Savage Worlds eben jenes Tabletop.

Der Weird West setzt sich aus einigen faszinierenden Fraktionen zusammen und ist sehr detailreich ausgearbeitet. So besitzt jede von ihnen ihren jeweils eigenen Anführer, Soldaten, Währungen und mache sogar Sondergruppen gegen die Schrecken des Westens.

„The United States“ unter der Führung von Ulysses S. Grant ist die erste der beiden größten Fraktionen, ein gut kontrollierter Staat mit strengen Gesetzen, die von Sheriffs und Agenten des Secret Service durchgesetzt werden.

Ihr großer Gegenspieler sind die „The Confederacy“ die unter Jefferson Davis vereint sind, welcher recht umstritten an seine Position kam, diese aber dennoch mit aller Macht hält. Ihnen unterstehen die Texas Range,r die das Konföderierten-Pendant zum Secret Service bilden.

Eine der Interessantesten Städte war für mich die „City of Fallen Angels“, die sich in der Hand eines Pastors befindet.

Dieser Mann, Ezekiah Grimme genannt, nahm kurz nach dem Auftauchen des „Maze“ eine Bande von Flüchtlingen auf und regiert seitdem die Stadt, indem er die Einfuhr von Lebensmitteln strengstens kontrolliert.

Die Bewohner sind, genauso wie ihr Anführer, größtenteils streng gläubig, was zu einigen ungemütlichen Situationen für Außenseiter führen kann

Die amerikanischen Ureinwohner haben ebenfalls ihre eigene Nation gegründet. Unter dem Namen „The Sioux Nations“ haben sich die Indianer im Dakota-Gebiet unter ihrem Anführer Sitting Bull versammelt und verfolgen den „alten Weg“, wodurch sie sich von Dingen der Fremden wie Feuerwasser und Schusswaffen aufs Stärkste distanzieren und zurück zu ihren Wurzeln kehren.

Es gibt jedoch eine kleine Splittergruppe, die sich den Namen „Order of the Raven“ gab und die Meinung vertritt, dass man den Feind mit seinen eigenen Waffen bekämpfen müsse. Es gelang ihnen, dank des Krieges und der geringen Bewachung, ihre Gebiete zurück zu erobern und sie bislang effizient zu verteidigen.

Aufgrund der großen Ghost Rock-Vorkommen und der dadurch ständigen Überschreitung der Grenzen durch Zivilisten sowie Soldaten, haben die Sioux bestimmte Areale für Außenseiter zugänglich gemacht. Sollte aber jemand außerhalb dieser Zonen erwischt werden, so kommt dieser nur im seltensten Fall mit dem Leben davon.

Im Süden haben sich einige Stämme unter dem mysteriösen Koyoten zur „Coyote Confederation“ zusammengeschlossen, welche außerdem eine stille Vereinbarung mit der „Confederacy“ haben. Diese bezieht sich darauf, dass die Ureinwohner jegliche konföderierten Truppen sowie Städte in Frieden lassen und stattdessen Städte der „United States“ angreifen und zerstören.

Zu guter Letzt gibt es noch „Salt Lake City“ die Stadt im Westen, die berühmt für ihre Experimente und Erfindungen in Verbindung mit dem neu entdeckten Rohstoff, nämlich Ghost Rock, ist.

Ständig in den weißen Dampf gehüllt, der bei der Verbrennung dieser Substanz entsteht, verdiente sie sich den Beinamen „The City of Gloom“.

Doch es gibt hier nicht nur geniale Erfinder und reiche Kaufleute, denn in den dunklen Gassen und auf den Müllhalden herrschen andere Regeln. Brutale Straßengangs sorgen unter den Einwohnern für Chaos und Unruhe und der Anführer von „Salt Lacke City“, Brigham Young, hat alle Hände voll zu tun, diese Unruhestifter einigermaßen unter Kontrolle zu halten.

Die Regeln Deadlands verwendet zum größten Teil dasselbe Würfelsystem, das in Savage Worlds allgemein benutzt wird und ist damit ein schlichtes und schnell zu verstehendes System, das man recht schnell beherrscht.

Wer sich detaillierter mit den Regeln auseinandersetzen möchte, findet dazu in der Besprechung der Savage Worlds-Grundregelwerks die entsprechenden Ausführungen.

Eine Sache, die Deadlands zur Zeitpunkt der damaligen Veröffentlichung einzigartig machte, ist die Verwendung von Spielkarten, nämlich eines ganzen Pokerdecks samt Joker, welche dafür verwendet werden, um für jede Runde die Initiative im Kampf neu zu bestimmen. Jeder Spieler zieht hierbei eine Karte und je höher der gezogene Wert ist, desto schneller ist der Spielcharakter in der Kampfrunde. Hierbei verleiht der Joker dem Charakter jedoch noch einen zusätzlichen Bonus, denn hiermit darf sich der Spieler während des Kampfes frei aussuchen, zu welcher Zeit er an der Reihe sein möchte. Mittlerweile ist dieser Mechanismus in den Standard-Regeln von Savage Worlds verankert.

Außerdem braucht man diese Karten für die Anwendung eine bestimmte Art von Magie, bei der man mit einem bösen Geist, auch Manitou genannt, um dessen Dienste spielt. Dies wird in Form einer Pokerrunde zwischen Spieler und Spielleiter entschieden. Gewinnt der Spieler, so wird der Zauber, je nach Stärke der Hand mit gewissen Boni, gewirkt. Verliert man jedoch, so erhält man einen sogenannten Backlash und bekommt Schaden.

Als letztes kann man die Spielkarten auch für die Fähigkeit „Gambling“ einsetzten, die Regeln dafür sind ebenfalls ausführlich im Buch beschrieben. Charaktererschaffung Die Charaktererschaffung in Deadlands ist einfach und schnell, man kann sich vormittags auf einen Kaffee zusammensetzten und mittags mit der Runde losspielen.

Als erstes suchen sich die Spieler aus, wen sie verkörpern wollen, hier werden vom Regelwerk nicht viele Grenzen gesetzt, sei es die Herkunft des Charakters, dessen Geschlecht oder Beruf, die einzige Einschränkung ist, dass es im Deadlands -Universum ausschließlich Menschen (Anmerkung der Redaktion: später auch Untote) zu spielen gibt.

Nach dem der grobe Entwurf feststeht, werden fünf Punkte auf die Eigenschaften Strength (Stärke), Smarts (Intelligenz), Agility (Geschick), Spirit (Willensstärke) und Vigor (Ausdauer, Durchhaltevermögen) verteilt.

Auch hier gibt es keine Vorschriften wie man die Punkte verteilt, wodurch man als Spielleiter hier und da ein wenig aufpassen sollte, da Spieler, die alle Punkte in ein oder zwei Eigenschaften ihres Charakters stecken, in einigen Situationen hilflos da stehen und so gut wie nichts tun können, was für die Spieler mit der Zeit ein wenig frustrierend werden kann.

Danach werden ein paar Fähigkeiten erworben, hier gibt es in Deadlands noch einmal eine schöne Ergänzung zu der ohnehin schon umfangreichen Auswahl im Savage Worlds Regelbuch.

Nun wählt sich jeder Spieler einen, oder falls gewünscht auch mehrere Nachteile, wobei es von einem blinden Auge über Gierig bis hin zu plagenden Albträumen eine große Bandbreite an Möglichkeiten gibt, aus der die Spieler auswählen können.

Für die Nachteile können den Charakteren anschließend Vorteile gekauft werden oder die Eigenschaften noch ein wenig verbessert werden.

Im Anschluss schreibt jeder Spieler die schlimmste und schrecklichste Angst seines Helden auf ein Blatt Papier und gibt dieses dem Spielleiter, wozu dieser Schritt nötig ist, erfahren die Spieler aber nicht, da dieses Thema ausschließlich im Marshalls Guide für den Spielleiter genauer erläutert wird. Zu guter Letzt wird noch Ausrüstung gekauft und jeder Spieler bekommt einen Punkt in Grit (Abhärtung), anzeigt, wie starke Nerven der Held besitzt und wie gut er mit paranormalen Ereignissen umgehen kann.

Spielbarkeit aus Spielleitersicht Eine Geschichte in Deadlands aufzubauen, ist wirklich nicht schwer, gerade Abenteuer, die nicht mehr als zwei bis drei Spielabende dauern, sind an einem Wochenende fertig.

Ein großer Vorteil von Deadlands bzw. Savage Worlds im Allgemeinen sind die einfach zu verstehenden Regeln und in den meisten Fällen reicht es, das Buch einmal durchgelesen zu haben.

Dieser Umstand ist gerade für Neueinsteiger sehr nützlich, da man so viel mehr Zeit hat, sich auch die Spieler und die Welt zu konzentrieren, anstatt ständig die Nase im Regelbuch vergraben zu müssen.

Natürlich gibt es auch hier Ausnahmen, aber diese beziehen sich meiner Erfahrung nach größtenteils auf das Magiesystem, das trotz der Einfachheit der Regeln ziemlich umfangreich ist.

Über die Jahre hinweg gab es viele Abenteuer und Quellenbände für Deadlands, von denen wir einige besprochen haben. Spielbarkeit aus Spielersicht Als Spieler ist es dank des Settings ziemlich einfach in die Welt von Deadlands einzutauchen. Jeder, der schon einmal Wild West-Streifen gesehen hat, kann sich vorstellen, wie man durch die Wüste reitet, im Saloon mit einem Glas Brandy der Musik lauscht oder eine Prügelei anzettelt, weil der Gegenüber beim Pokern getrickst hat.

Die Regeln sind auch sehr leicht zu verstehen und dadurch, dass man nur zwei Würfel bei den Proben werfen muss und nicht viel zu rechnen hat, ist genug Zeit da, um sich auf das Rollenspiel und die Geschichte zu konzentrieren.

Spielbericht Wir werden euch in Kürze einen Spielbericht zur Verfügung stellen. Erscheinungsbild Der Deadlands Players Guide kommt mit dem erwarteten rauen Wild West-Charme an.

Die Illustrationen sind stimmig und wirklich passend, sodass man schon beim Durchblättern tolle Ideen und Anregungen für einen Charakter bekommt, den man spielen möchte.

Das Buch ist gut zu lesen, schön strukturiert und aufgrund des Inhaltsverzeichnisses beschränkt sich das ohnehin schon sehr wenige nachschlagen auf ein Minimum. Jedoch ist die Schrift am Anfang der Kapitel wegen der etwas unvorteilhaften Schriftart ein wenig unangenehm zu lesen.

Fazit Der Deadlands Players Guide ist für jeden Wild West-Fan auf jeden Fall einen Blick wert, aber auch Leute die dem wilden Westen nicht so zugetan sind, so wie ich, sollten diesem System definitiv eine Chance geben.

Die Welt von Deadlands ist gut ausgearbeitet und interessant, die Regeln einfach und leicht zu verstehen und die Möglichkeiten sind geradezu grenzenlos was man mit diesem Buch machen kann.

Natürlich benötigt man zum Spielen noch zusätzlich das Savage Worlds-Grundregelwerk und am besten den Marshalls Guide gleich dazu, was dennoch zusammen ein leistbares Spielsystem darstellt, welches den Erwerb auf jeden Fall wert ist.



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Savage Tales of Horror: Volume 2
par Cedric C. [Featured Reviewer] Date Ajoutée: 06/14/2017 01:21:41

Introduction: Savage Tales of Horror is a three-volume set of independent adventures for the Savage Worlds roleplaying game. Even though Savage Worlds has its Savage Worlds Horror Companion, these scenarios can be played with just the core rules. The adventures are based on different Savage World settings, but, again, only the core rules are necessary. This is definitely an unusual approach for adventure collections, which typically center around only one roleplaying game setting. However, given the mortality rates in horror, and gaming groups who can only meet for a one-shot game, these collections are an excellent way for roleplayers to play a variety of horror settings without having to learn another roleplaying game system. (LARP of Horror can also be played as an origins chapter of modern-day heroes.) They also introduce the gaming group to Savage World's other game systems, which they might not otherwise be exposed to. Many foes have special abilities, so you should be familiar with combat in the Savage World game system. Spoilers ahead, of course. (fwiw, The reviews of the Savage Tales volumes were written in reverse order. Comments common to all three tales are included in all three reviews.)

Love on the Mountain: Set in the Deadlands, Love on the Mountain has the party on a lovelorn adventure to help out the tenderfoot Merle King find his beloved Jo Ann in the mountains, "captured" by the bearlike Claude Clifton. With this being the Deadlands, a the posse discovers, soon enough, that this is not a mundane adventure. The "hook" of the adventure, I thought, was a little forced, assuming the players would side with the romatic Merle without doing some investigation and fact-checking ahead of time. The NPCs, however, are quite colorful, so, if you or another player enjoy personalities (both major and minor NPCs) in your adventures, you'll find plenty of opportunities. Also, for those gamemasters who enjoy chewing the scenario, the encounters of the mountain path do a good job building up the atmosphere. (Practice a little sleight of hand when you draw cards from the playing deck, or preselect the cards -- BLACK cards -- ahead of time!) For those gamemasters who like to pillage adventures, Love on the Mountain has a gang of disreputable cowboys he can use as enemies for other old west adventures, as well as those spooky mountain encounters I mentioned.

Skitters: A modern-day adventure, Skitters has the players as a cast of researchers in a small town (it's not Mayberry RFD, but it sure comes to mind!), investigating sheep disappearances that have no sign of wolf or other activity. As minor characters, the NPCs have easily run personalities, so you can let players play the town gossip, the excited farmer whose sheep have disappeared, the mayor who doesn't want a town panic, and so on. Inevitably, the local air force is called in, but the adventure has hooks to keep the researchers involved as key support in defeating the menance, as well as following up on its demise. Strange that the bones of the sheep still can't be found. Oh, and did anyone check that the cave network of the spider is attached to the town sewers? You'll have to set up the town vs. spiders miniature battle if you want, but stats are provided. The adventure comes with NPC townsfolk and a research team of pregenerated characters.

Blood on Ice: The adventure opens with the characters as members of Artemis Security and Intelligence, escorting four American university prfessors to a conference on democratic governance. The party is overworked, stressed, and tired, but this is just the opening of the adventure, as militants attack the escort. The co-founder of ASI himself offers the party a rest in Washington, followed by a security investigation job at Jukkasjärvi, Sweden’s famous Frozen Hotel. At the Frozen Hotel, the party is greeted by Sven Helvete, the CEO/Owner, and Axel Nyquist, Chief of Security. Helvete discusses how nine of his security staff members have been murdered over the past two weeks. The killers seem to be using some kind of trained wolf or bear in their attacks. Helvete thanks the team for taking this job, while Nyquist resents the outsiders. Helvete suspects his neglect to maintain the Kyrka, a rarely used local religious building and former tourist location, has something to do with it, since a protest by some locals happened a few months before the strange attacks around the Kyrka grounds. The adventure has some good ideas on how modern-day supernaturals would function in today's world, but I thought the second half of the adventure was too linear, assuming the players would act a certain way, and lacking subtlety, with the supernaturals revealing their hand rather than erring on the side of caution and secrecy. Still, if you want an action movie rather than a guarded secret, then this adventure should work for your group.

LARP of Horror: "To Arms, defend the town!" Or, at least the barn. A LARP ritual goes awry, as a demon is released, subjugating our poor heroes into a series of teenage horror movie and vampire slayer tropes. The scenario is linear, with NPCs often telling the players what to do, but, since the characters are desperate newbies, not experienced adventurers, this shouldn't be a problem. The adventure itself is a good introduction to Savage Worlds, and could be a good origin for a modern day supernatural setting, including Savage World's mystical East Texas University. (Remember to add a curse from the evil bad guy for the party to stumble upon supernatural threats for the rest of their lives!) It presents a variety of encounters not found in most generic fantasy adventures (eg. non-lethal combat, supernatural traps), with simple mechanics resolution. Characters also gain supernatural abilities as they survive, a subtle way to introduce experience to the game. The game comes with pregenerated characters, including why they're playing a LARP.

Rosewood: "Shortly after the 2056 supply run, radio communication with Ares I was lost." Your players are the second emergency team investigating Ares I, a permanent Mars colony. The green material showing on the long range cameras suggest that Ares I was built on an oasis. But certainly that's impossible. What's also odd is that the commander of Ares I has no idea of the first emergency team. Let's hope that the second emergency team is more wary than the first. The adventure has the Ares I crew as additional NPCs which gamemaster assistants could play.

PDF vs. Hardcopy: For adventures, I typically recommend PDFs over hardcopies. With a PDF, you can print out the adventure you're playing for the night, rather than bring the entire book with you. You can print pages on color, then cut them out as visual handouts (some of the Tales of Horror adventures also have handouts). You can cut out and give the players any pregenerated characters (although I would have preferred them to be on half-pages, rather than across a two-column format). You can take notes on the printouts. And, of course, the PDFs are less expensive.

Free Test Drive: I should note that Savage Worlds has a free Test Drive modern-day horror adventure, The Wild Hunt, originally given out on Free RPG Day 2011. The sixteen-page PDF has a short four-page adventure, pregenerated characters, figure flats, and six-page core rules including character generation. A review can be found on RPG.net : https://www.rpg.net/reviews/archive/15/15319.phtml

Conclusion: I would describe these Savage Tales of Horror as adventures, as much as horror. Characters can fight off most of the threats, though the foes are often flexible enough for a game master to adjust ad hoc. Some investigation and stealth is necessary. Some of the adventures are on the linear side. And, as said, the adventures are for different Savage Worlds, so they're best played by players who prefer or can only play one-off adventures.

LARP of Horror stands out as a scenario new gamemasters and players should try for their first games of Savage Worlds. It introduces them to the Savage World game system, without overloading them with the mechanics, yet uses situations that are uncommon in generic fantasy roleplaying. Blood on Ice and Rosewood are better suited for gamemasters who can play various NPC roles, or have assistants to help him. Love on the Mountain would work best with "romantic" players who believe in uniting lost loves. Skitters should be fun for a "giant insect vs. small town" B-movie session, with optional miniature skirmishes for all those plastic spiders from your dungeoncrawl miniatures game or last Halloween party. I've reviewed volumes two and three, and would recommend whichever has settings you and your players would like to play, or volume two for its newbie-friendly LARP of Horror adventure.



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Weird War I: War Master's Handbook
par Francesco B. [Acheteur vérifié] Date Ajoutée: 06/02/2017 17:57:10

Another quality product from PEG. You can always count on them to make it right, make it look good, and make it work. Fast! Furious! Fun!

This has a plethora of useful facts, stats, and knowledge for you to use for any game set in WW1. It has inspiriations, adventure seeds, and sets the tone beautifully.

Highly recommended if this period is of interest. This is the second WW1 book you should buy, but only because the Player's Guide is the first!



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Weird War I: Player's Guide
par Francesco B. [Acheteur vérifié] Date Ajoutée: 06/02/2017 17:54:48

Another quality product from PEG. You can always count on them to make it right, make it look good, and make it work. Fast! Furious! Fun!

This has a plethora of useful facts, stats, and knowledge for you to use for any game set in WW1. It has inspiriations, adventure seeds, and sets the tone beautifully.

Highly recommended if this period is of interest. This is the first WW1 book you should buy!



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Deadlands Reloaded: Player's Guide
par Brandon W. [Acheteur vérifié] Date Ajoutée: 05/27/2017 11:28:04

Deadlands is an iconic license from the RPG frontier days, and it gets the polish it deserves here. The lore is interesting and delivered with gusto. Many designers have forgotten the importance of flavor, and this book serves as a reminder. Its also a reminder of how important it is to know your game's genre niche and play to those strengths. Shadowrun had cyberpunk fantasy, D&D had high fantasy, Mechwarrior had war sci-fi, Cyberpunk 2020 had pure cyber, Star Wars had space opera and Deadlands had the Western. Like a grizzled gunslinger, the Reloaded edition evokes that genre spirit at every turn. The mechanics stay true to their roots, but engrave that six shooter with the best that modern design has to offer. If your going to run a Western game, this is your ride pard.



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Savage Tales of Horror: Volume 3
par Cedric C. [Featured Reviewer] Date Ajoutée: 05/25/2017 02:45:30

Introduction: Savage Tales of Horror is a three-volume set of independent adventures for the Savage Worlds roleplaying game. Even though Savage Worlds has its Savage Worlds Horror Companion, these scenarios can be played with just the core rules. The adventures are based on different Savage World settings, but, again, only the core rules are necessary. This is definitely an unusual approach for adventure collections, which typically center around only one roleplaying game setting. However, given the mortality rates in horror, and gaming groups who can only meet for a one-shot game, these collections are an excellent way for roleplayers to play a variety of horror settings without having to learn another roleplaying game system. They also introduce the gaming group to Savage World's other game systems, which they might not otherwise be exposed to. Spoilers ahead, of course.

Isle of Death: This adventure takes place within Savage World's Weird War II setting. The players are on a routine mission, which crash lands on a Nazi testing island. Up until the lab, much of the adventure is novel for gamers mostly used to generic fantasy or Cthulhu Mythos roleplaying. Players will involve themselves in a dogfight (read up on the Dogfight Chase rules!), encounter zombie soldiers while in a crashed plane, and skulk around a POW camp to free some prisoners. However, once in the lab, most of the encounters just end with a monster of the week fight. Gamemasters with some experience should be able to change the mood of the adventure and NPCs to focus more on stealth, or interacting with prisoners and staff who'd rather escape. If you like Savage Worlds as a miniatures game, the adventure has plenty of opportunities for miniatures combat. No pregenerated characters are included, but most players should have an idea how to create a World War II allied soldier.

The Final Page: This adventure takes place in Morden Savage Worlds setting. "The world of Morden is part of a setting book for Savage Worlds named Accursed, a place of dark fantasy where the themes and tropes of Hellboy meet those of Solomon Kane. Only those bearing the forms of monsters can stand against the tide of the Witches’ evil. The Accursed are this world’s only hope — they must learn to embrace their curse or fight against it in order to free their world from the grip of darkness." As someone not familiar with The Accursed, it's a little unclear from this sidebar what sort of character should be generated. I think pregenerated characters would have helped. The Accursed roleplaying site, accursedrpg.com, has a wealth of information about this setting, more than enough to run this adventure. You should also be able to run the adventure with generic fantasy heroes, treated as outsiders sent by an unwelcome body. The adventure primarily happens in a mansion, so it's not too difficult to modify it to a Gothic adventure. With some editing and scaling down of encounters, the adventure could be modified into a Call of Cthulhu-style scenario (or even a Tom Baker Dr. Who adventure, "The Witch in the Mirrors", with its science-fiction-y explanation of horror events!).

Hear Your Scream: This adventure takes place in the Last Parsec setting, and optionally uses the the Savage Worlds Science Fiction Companion. Savage World's Last Parsec Primer free download has additional background the gamemaster and players may wish to use. The gamemaster may also wish to play the free non-horror Last Parsec's Unexpected Colony download adventure beforehand. With the characters in space, their communication devices will go dead, and the players will have to communicate non-verbally. The last pages of the adventure have stats for entities encountee during the adventure, a synopsis of the Kobold crew, and pregenerated characters who may be used in other sf games. The adventure starts off with a distress signal, and the players find themselves having to make a decision: who stays on the ship, and who boards the disabled space craft? Tales then divides up its adventure into location-based encounters on the disabled space craft, and event-driven ones on the rescuing ship. The plot is a bit more straightforward than I'd like. Two alien crystaline intelligences have been squabbling about for eons, but, being crystals, couldn't do anything about their philosophical opponents. Milleniea ago, mobile aliens found these alien crystals, which then took over their bodies and resulted in planetary war and doom. Time passed, and the Kobold crew discovered these crystals, which took them over as well, resulting in their demise as the aliens, both as crew members and the mobile aliens, fought each other again. Thankfully, one of the crew, who can be revived in the medical bay, isn't quite telling the truth, and can be played by a wily gamemaster (or co-GM). A creative gamemaster can think of other ways for the different entities in this scenario to have their own interests, with the players caught in-between (or having motives of their own). If players are late to the game, the gamemaster can also try some flashback roleplaying of the crew of the Kobold, so that the players can look at them as more than "extras".

Hotel 96: This adventure takes place in the East Texas University world, or can be placed in any modern horror, mystery, or noir setting. Our heroes find their car (and, mysteriously, cell phones) breaking down in front of the ominous Hotel 96. As they enter the hotel, they find themselves within celebration -- of the last night of Prohibition. Alas, they are soon told, by the charred spirits of the hotel, that they must "end this". The hotel of the adventure reminds me quite a bit of that of The Shining, so you may want to watch that movie (with a bright light) for ideas and encounters with those of the hotel's past. As the characters investigate the rooms, they have various premonitions and encounters with various NPCs. Activities which result in disrupting the environment result in various "haunting" effects that happen to the characters. Myself, I would have liked the adventure to be more subtle, giving clues rather than direct instructions, and the NPC encounters fleshed out more into subplots. Pregenerated characters (Freshmen (Novices) with two advances) are included, and may be used in other East Texas University campaigns.

Dance of the Dead: This adventure "is a Soloman Kane adventure for veteran level characters or higher set in London and the wilds of Scotland." Soloman Kane himself is a pulp-era late 16th to early 17th century Puritan, and creation of Conan the Barbarian writer, Robert E. Howard. N'Longa, one of the characters of Soloman Kane, makes an appearance. The adventure itself can fit any generic fantasy city (with a book seller), and its beginning a particularly good model for designing a town adventure. The adventure also features a variety of ghosts from different eras and you can adjust the difficulty levels of the ghosts pretty easily, from wispy to fully material. The adventure is on the linear side, and assumes the characters will act heroically, rather than ally against the enemy, or even defeat him and take his place. Thematically, characters will need to have weapons that can affect ghosts, although the Friends and Foes section says the ghosts the characters fight are material, and do not have the Ethereal ability (can only be harmed with magic attacks) that Ghosts in the core book have.

PDF vs. Hardcopy: For adventures, I typically recommend PDFs over hardcopies. With a PDF, you can print out the adventure you're playing for the night, rather than bring the entire book with you. You can print pages on color, then cut them out as visual handouts (some of the Tales of Horror adventures also have handouts). You can cut out and give the players any pregenerated characters (although I would have preferred them to be on half-pages, rather than across a two-column format). You can take notes on the printouts. And, of course, the PDFs are less expensive.

Free Test Drive: I should note that Savage Worlds has a free Test Drive modern-day horror adventure, The Wild Hunt, originally given out on Free RPG Day 2011. The sixteen-page PDF has a short four-page adventure, pregenerated characters, figure flats, and six-page core rules including character generation. A review can be found on RPG.net : https://www.rpg.net/reviews/archive/15/15319.phtml

Conclusion: I would describe these Savage Tales of Horror as adventures, as much as horror. Characters can fight off most of the threats, though the foes are often flexible enough for a game master to adjust ad hoc. Some investigation and stealth is necessary. Some of the adventures are on the linear side. And, as said, the adventures are for different Savage Worlds, so they're best played by players who prefer or can only play one-off adventures.



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Savage Tales of Horror: Volume 3
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Deadlands Reloaded: Heroes o' Gloom
par Ronald L. [Acheteur vérifié] Date Ajoutée: 05/15/2017 13:51:28

An interesting assortment of characters, with a good background for each. However my main requirement as a novice Marshall is a set of decently statted characters for practice one-shots with my gaming group. This product does not deliver in this regard, in that I have 0 certainty that the characters contained within are compatible with the most recent Deadlands Reloaded rule set. Instead, this set of pregens includes a character with Arcane Background(Miracles) along with a listed set of powers, and experience purchased edges in Power Points. This is wholly incompatible with the current Deadlands Reloaded ruleset for AB(Miracles) in which the background grants all available powers and powerpoints are irrelevant.

In short: do not expect this product to be compatible with Deadlands Reloaded.



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Deadlands Reloaded: The Tombstone Seven
par Ronald L. [Acheteur vérifié] Date Ajoutée: 05/15/2017 13:48:42

An interesting assortment of characters, with a good background for each. However my main requirement as a novice Marshall is a set of decently statted characters for practice one-shots with my gaming group. This product does not deliver in this regard, in that I have 0 certainty that the characters contained within are compatible with the most recent Deadlands Reloaded rule set. Instead, this set of pregens includes a character with Arcane Background(Hex-slinger), which in the current rules has been rolled into Arcane Background(Magic), aka the Huckster.

In short: do not expect this product to be compatible with Deadlands Reloaded.



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Savage Rifts: Coalition Field Manual
par Gary W. [Acheteur vérifié] Date Ajoutée: 05/06/2017 22:23:54

haven't had the opportunity to put this stuff into action, but I love the layout and the art work has me drooling. really excited about playing with all these new toys!!



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Savage Rifts: Coalition Field Manual
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Savage Rifts: Bookmarks
par Gary W. [Acheteur vérifié] Date Ajoutée: 05/06/2017 22:16:27

Haven't had the chance to put stuff into use yet but I love the look and colors and layout. really inspiring, has me chomping at the bit to put it all in play.



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Savage Rifts: Bookmarks
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Savage Worlds Science Fiction Companion
par David D. [Acheteur vérifié] Date Ajoutée: 04/25/2017 13:40:20

Everything I needed and more. The shining jewel of the book is the 30 page bestiary and NPC gallery but it also has multiple species and a species builder, multiple spaceships and a spaceship builder, multiple suits of power armor and a power armor builder, as well as rules for alien worlds, robots, cybernetics, and mecha. All are modular and easy to use.



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Deadlands Reloaded: Combat Map Set 2
par Tim K. [Acheteur vérifié] Date Ajoutée: 03/02/2017 15:59:56

(This is a duplicate of my review for Combat Map Set 1)

This map pack is a bit like a stray shot. It was well-intentioned, but it missed the mark by a good little bit.

The included JPGs and PNG files are maps of the interiors of various westren buildings. Porches come as a independent file. The interiors are without a scale, but an included PNG file has the missing grid.

Thus, you will need a graphics program in order to create an interior with a grid. And you will need to expand the dimensions along one axis to leave enough space to add the missing porch - and the missing porches grid.

So if you bought this with the intent of using it for a VTT session, it might take a little work - or a lot of work if you are not comfortable with a graphics editor. I bought this to have quickly usuable interiors and I am somewhat annoyed that I will have to do the work. (Normally, guys, the publisher provides 2 maps, one with a grid and another without. As for the porches being seperate pieces.... well, whatever - it makes no logical sense. As long as I am forced to add the grid, I guess adding the porch is something I may as well do.)

Anyhow, this product doesn't seem to know it's market. It could either elect to provide the building blocks for someone to do all the work (give us chairs, bar stools, bottles, wooden walls, jail cell walls etc), or provide a finished product. Instead, they elected to give us something not quite finished.



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Deadlands Reloaded: Combat Map Set 2
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Deadlands Reloaded: Combat Map Set 1
par Tim K. [Acheteur vérifié] Date Ajoutée: 03/02/2017 15:57:49

This map pack is a bit like a stray shot. It was well-intentioned, but it missed the mark by a good little bit.

The included JPGs and PNG files are maps of the interiors of various westren buildings. Porches come as a independent file. The interiors are without a scale, but an included PNG file has the missing grid.

Thus, you will need a graphics program in order to create an interior with a grid. And you will need to expand the dimensions along one axis to leave enough space to add the missing porch - and the missing porches grid.

So if you bought this with the intent of using it for a VTT session, it might take a little work - or a lot of work if you are not comfortable with a graphics editor. I bought this to have quickly usuable interiors and I am somewhat annoyed that I will have to do the work. (Normally, guys, the publisher provides 2 maps, one with a grid and another without. As for the porches being seperate pieces.... well, whatever - it makes no logical sense. As long as I am forced to add the grid, I guess adding the porch is something I may as well do.)

Anyhow, this product doesn't seem to know it's market. It could either elect to provide the building blocks for someone to do all the work (give us chairs, bar stools, bottles, wooden walls, jail cell walls etc), or provide a finished product. Instead, they elected to give us something not quite finished.



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Deadlands Reloaded: Combat Map Set 1
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Modern Ops
par John G. [Acheteur vérifié] Date Ajoutée: 02/06/2017 14:13:58

First, the complaint. The product is good for what it is, but it needs to be made clear that this is a miniatures skirkmish game that uses the Savage Worlds ruleset. I had hoped that I would find solid background information on real-world special ops units, feats unique to such, what skills they should possess, and detailed weapons information. What I got was a glossing over of the Savage Worlds rules and extensive details for using miniatures to play out real-world special ops scenarios. I needed solid information on weapons, such as costs and weights. Encumbrance is not accounted in the skirmish system and costs are in point values, not dollars. I understand that many of these weapons are exclusive to the military, but it would have been nice to know what the cost in dollars of a MP7 is (not to mention what it weighs). There are no new feats. What was good about the product for my purposes was that it at least told me how a particular spec ops unit should be kitted out, providing many NPC examples.

That said, as a supplement for minitaures gaming using the Savage Worlds rules as a base, the product succeeds very nicely. It's just another example of how diverse Savage Worlds can be. Many real-world spec ops units are fully detailed as extras, both friendlies and enemies. There are several new vehicles and a host of new guns. Sadly, not a lot is said about them. Included is a mission generator and eight Savage Tales (with more promised on the website). If I used miniatures, this would be invaluable. Unfortunately, I don't.



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Modern Ops
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12TM: Last Rites: Savaged edition
par Tim K. [Acheteur vérifié] Date Ajoutée: 02/01/2017 15:46:44

I got it for Halloween and it did not disappoint. The plot is based off of a Nazi dying of old age - that was much more plausible in 2005ish when it was written than now.



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12TM: Last Rites: Savaged edition
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