RPGNow.com
Close
New Account
 
  
 
 
You will lose your chance to get the free product of the week.
One-click unsubscribe later if you don't enjoy the newsletter.
Close
Log In
 
 Forgot password?
 

     or     Log In with your Facebook Account
Browse









Back
Other comments left for this publisher:
Deadlands Noir: Memories of Yesterday
by Alexander L. [Featured Reviewer] Date Added: 07/29/2013 08:36:12
Originally posted at: http://diehardgamefan.com/2013/07/29/book-review-deadlands-n-
oir-memories-of-yesterday-savage-worlds/

Memories of Yesterday is the third “dime novel” (short story) released for the Deadlands Noir setting. The first two, Tenement Men and Blood and Roses, were released in February. I loved them, as they were fun little pieces of fiction and really helped set the tone for this new Deadlands setting. My only problem was the four dollar price tag, as you were getting less than two dozen pages of story in a day and age where you can get full novels for the same cost digitally. Still, they were great reads, and I’d heartily recommend them to anyone curious about Deadlands Noir or even people who don’t play tabletop RPGS but are looking for a good two fisted pulp short story.

Memories of Yesterday is a very different story. It’s not as spooky as previous stories, but it also ratchets up both the action side of pulp and highlights the prominent voodoo aspects of New Orleans – which is a must for Deadlands Noir, and it’s great to see that focus here. Your main character is Mac, a veteran of the Great War, who, like a lot of veterans that came home from that, is no longer right in the head. In Mac’s case, he appears to have been in a state of catatonia and/or shellshock when the story starts off. However, as it progresses, we learn the real reason for his mental state, and it’s both unexpected and very fitting for the Deadland setting.

Mac is brought back to the real world by the help of two people, O’Leary and Halloran. In exchange for restoring his mind, Halloran asks for his help against the Red Sect, a voodoo cult/gang who are running rackets against Halloran’s Teamster Union. Halloran doesn’t want to pay protection money and he feels that Mac, being an obvious muscle man and war veteran, could help him out in getting the Red Sect to back off, and he’s right.

What follows in a ton of revelations across the board. In Memories of Yesterday, nothing is what it seems – not O’Leary, not Halloran, not the Red Sect and certainly not Mac. There are double crosses, subterfuge and mystical mayhem as soon as the basic story hook is laid out. There’s a great fight scene in the story posing as a false climax, which I appreciated on multiple levels. However, just when you think the story is wrapping up, it hits you with more surprises and conflict. The story ends on a melancholic downer, but it does leave enough of an opening for a potential sequel. So instead of, “Rocks fall; everyone dies”, it’s more “Rocks fall; one guy lives but not in any state a sane person would call living.”

So far, the dime novels of Deadlands Noir have been fantastic, and I keep hoping for more, or, with luck, perhaps even an anthology of these once enough have been penned. I think Memories of Yesterday is slightly weaker than the first two stories, but it balances things out with a slightly lower price tag, albeit it one still higher than I think should be the sweet spot for these short stories to really sell. If you enjoyed the previous Dime Novels, or Deadlands Noir at all, than DEFINITELY grab this. It’s short and you’ll whip through the tale in under fifteen minutes, but it was a great read while it lasted. Again, these are a great way to test the waters and see if Deadlands Noir is for you. Hell, I’m not really a fan of The Wild West or Hell on Earth, but I adore Deadlands Noir. I realize $2.99 is a bit pricey for a PDF, when you can get full adventures or even a comic book for the same cost, but the Dime Novels ARE great, so if you have the money to burn, I strongly recommend picking this up.

Rating:
[4 of 5 Stars!]
Deadlands Noir: Memories of Yesterday
Click to show product description

Add to RPGNow.com Order

Savage Worlds Sci Fi World Builder Toolkit
by Roger N. [Verified Purchaser] Date Added: 07/14/2013 14:12:29
OK let me start by saying i came into the Savage Worlds game perhaps a little later than many other gamers. I have to say though since i did ive never looked back ! Great game, simple to play, run and teach. The Science Fiction World Builder toolkit is a fine addition to the game. It gives the GM everything they need pretty much to establish and build their own sand box Savage Sci-Fi game. Strongly recommend this book to anybody looking to use Savage Worlds for a sci-fi game.

Rating:
[5 of 5 Stars!]
Savage Worlds Sci Fi World Builder Toolkit
Click to show product description

Add to RPGNow.com Order

Deadlands Noir Companion
by Roger L. [Featured Reviewer] Date Added: 07/03/2013 07:28:44
http://www.teilzeithelden.de
------------------


Mit dem Deadlands Noir Companion soll das Setting sowohl zeitlich als auch räumlich erweitert werden. Wir verraten euch, was euch in dieser Erweiterung erwartet.

Bereits zu Ende der Kickstarterkampagne angekündigt wurde der Deadlands Noir Companion nur wenige Monate nach dem Grundregelwerk veröffentlicht. Der 200 Seiten starke Band lockt mit vier neuen Städten, in denen die Ermittler dem Schrecken der Abrechner die Stirn bieten können. Das besondere dieses Bandes ist, dass jede Stadt von einem anderen Autor geschrieben wurde und hier praktisch ein achthändig geschriebenes Werk vorliegt. Die Unterschiede äußern sich zum Teil in einer unterschiedlichen Einteilung der Kapitel oder dem Aufbau der gesamten Plot-Point Kampagne, sind aber nahe genug beieinander um sich als stimmiges Ganzes zu präsentieren.

Erscheinungsbild

Das Layout des Companions, der uns als PDF-Datei vorliegt, orientiert sich am Deadlands Noir Grundregelwerk. Eine optische Zusammengehörigkeit oder neudeutsch das Corporate Design ist vollständig übernommen. Die Gestaltung des 207 Seiten starken Bandes wird immer noch durch ein helles Grau dominiert, dass durch den dezenten Einsatz von Farben aufgelockert wird. Neben den an jeder größeren Überschrift vorkommenden Blutflecken wird das Layout durch professionelle schwarz-weiß Illustrationen aufgelockert. Bei diesen Abbildung fällt besonders ins Auge, dass immer bestimmte Elemente, jedoch nie die eigentlichen Akteure farbig dargestellt werden. Da wäre zum Beispiel der in schwarz-weiß gehaltene Penner, der vor einem großen Gebäude mit rot erleuchteten Fenstern steht. Oder die wilde Verfolgungsjagd, in der nur das Blaulicht der Polizeiautos einen Farbakzent setzt. Das buchstäbliche farblose Umfeld fängt den Geist des Settings wunderbar ein. Wie auch im Grundregelwerk gibt es bei der Leserlichkeit nichts zu meckern: Starke Kontraste, lesbare Schriftarten und die klare Trennung von Inhalten strukturieren den Text augenfreundlich. Bei den Seitenleisten hat man allerdings das Gefühl, dass hier etwas experimentiert wurde: Das Layout dieser Informationen ist leider nicht einheitlich, nicht mal in den einzelnen Abschnitten des Bandes. Die aus dem Grundregelwerk bekannten Filmstreifen sind zwar immer noch vorherrschend, aber es werden auch unterschiedliche papierartige Hintergründe eingesetzt. Das ist nicht wirklich störend, fällt aber definitiv ins Auge.

Insgesamt liefert Pinnacle Entertainment wieder ein hervorragendes Werk ab: Tippfehler fielen keine auf und die gesamte Aufmachung wirkt professionell und aus einem Guss. Die Grafiken unterstützen den Text, ohne ihn unnötig zu überlagern. Als kleines Bonbon wurde die Datei in Layern aufgebaut. Möchte ich meine Datei also ohne den Tinte fressenden Hintergrund auszudrucken, ist das kein Problem – im Bedarfsfall können sogar sämtliche Grafiken ausgeblendet werden. So muss ein aktueller Rollenspielband aussehen!


Inhalt

Anders als in vielen anderen Settingerweiterungen werden im Deadlands Noir Companion nicht nur neue Regeln und Schauplätze beschrieben. Das Besondere an diesem Band ist, dass jede vorgestellte Stadt auch gleichzeitig in einer anderen zeitlichen Periode spielt. Leider bedeutet dies aber auch, dass der Inhalt für New Orleans Kampagnen eher dünn ausfällt: Viele der vorgestellten Charaktere und Monster sind ortsgebunden und nur selten kann ein Bösewicht ohne weiteres nach New Orleans verpflanzt werden. So bleiben für Charaktere in New Orleans lediglich die zwei „neuen“ mystischen Hintergründe des Gesegneten und des Sykers. Diese sind zwar aus den Geschwistersettings entnommen, aber immerhin auf das Setting angepasst worden.

Der Aufbau des Bandes ist durchaus schlüssig: Neben den einleitenden Worten, den neuen Settingregeln und einer kurzen Lektion in Sachen geschichtlicher Entwicklung in den USA bzw. CSA von 1913 bis 1956 werden auf jeweils vierzig bis fünfzig Seiten die Städte Chicago (1927), Shan Fan (1939), City of Lost Angels (1946) und die City of Gloom (1950) vorgestellt. Jeder Abschnitt beginnt mit einer groben Beschreibung der aktuellen Situation der Stadt sowie eines kurzen geschichtlichen Einblicks. In diesen Kapiteln wird der Leser an die wichtigsten Macher und laufenden Entwicklungen herangeführt. Anschließend folgt jeweils eine Karte der Stadt und eine grobe Beschreibung der Stadtviertel und wichtiger Orte. Selbstverständlich wird hier auch auf die kommenden Savage Tales verwiesen, sofern diese sich im jeweiligen Gebiet befinden. Der eigentliche Schatz der Kapitel sind die Savage Tales und die Plot-Point Kampagnen, die individuell für jede Stadt zusammengestellt wurden. Die Palette deckt hier einen Großteil klassischer Noir Geschichten wie z.B. Entführung, Raub oder Mord in unterschiedlichen Inkarnationen ab. Genauso wie die in diesem Kapitel enthaltenen Plot-Point Kampagnen wurden die Savage Tales bestens auf den Ort der Handlung zugeschrieben.

Die Kampagnen sind teilweise etwas geradlinig geworden. Hier und da wird sehr stark auf Railroading gesetzt um die Story voranzutreiben. Im Großen und Ganzen ist aber jede Kampagne eine spannende Ergänzung und hält für die Spieler die eine oder andere hässliche Überrauschung bereit. Der thematische Einschlag ist hier noch deutlicher als in den kurzen Savage Tales: Während man in Chicago zum Beispiel einem Gangster-Plot nachjagt, hat man es in der City of Gloom mit einer stark steampunk-lastigen Geschichte zu tun. Durch diese starke Aufteilung in unterschiedliche Genres bietet dieser Band eine unheimliche Vielfalt an Tonalität und Geschichte, ohne dabei zu viel zu wollen. Ein Wermutstropfen ist natürlich, dass die Charaktere wahrscheinlich nicht sämtliche Geschichten begonnen bei New Orleans über die neuen Städte erleben wird, sondern dass jede Kampagne für eine frische Gruppe von Ermittlern ausgelegt ist. Auf diese Weise schafft es der Companion aber auch, die Spieler immer wieder mit neuen Nuancen und Ideen im Noir Setting zu begeistern.

Die Exotik hält sich dabei aber noch in Grenzen. Es werden zwar stets neue Elemente eingeführt, das komplette Setting fühlt sich aber immer noch nach Noir an, ohne aufgesetzt zu wirken. Dies setzt sich auch in den Monsterbeschreibungen fort, die jedes Kapitel beenden. Ein globales Bestiarium mit Schrecken, die sich praktisch in jeder Stadt finden lassen hätte das Buch noch zusätzlich bereichert, fehlt allerdings komplett.

Fazit

Der Deadlands Noir Companion erweitert Deadlands Noir um zahlreiche neue Schauplätze. Jede Stadt erhielt in ungefähr soviel Raum, wie New Orleans im Grundregelwerk zur Verfügung stand. Besitzer des Companions können sich frei eine der ausgearbeiteten Städte nehmen und erhalten ausreichend Informationen um direkt in die Geschichte stürzen zu können. Die Qualität der Savage Tales befindet sich auf hohem Niveau, einen kompletten Totalausfall gibt praktisch nicht. Die eine oder andere Geschichte hätte aber noch etwas weniger geradlinig ausfallen können. Mit den Plot-Point Kampagnen kann der Companion aber auf jeden Fall wieder punkten. Die auf den Handlungsort zugeschnittene Story hat das Potential ein unheimlich dichtes Szenario zu zeichnen, das Spieler wie auch Spielleiter in ihrer einzigartigen Stadt gefangen hält. Das ist auf der anderen Seite aber auch ein kleiner Nachteil, da Monster und Geschichten kaum in einer anderer Stadt als Schauplatz zu leiten sind. Der Companion bietet eine Menge neuer Informationen und spannender Geschichten. Diese sind gleichmäßig auf die neu vorgestellten Städte verteilt, so dass der tatsächliche Nutzen für eine einzelne Kampagne eher gering ist.

Gruppen, die New Orleans bespielen schauen praktisch vollständig in die Röhre, in jeder anderen Stadt angesiedelte Kampagnen können immerhin ein Viertel der im Companion angebotenen Informationen direkt nutzen. Die Zeitreise von Chicago bis hin zur City of Gloom ist eine nette Abwechslung zu anderen Begleitbänden, jedoch ist der tatsächliche Nutzen eher gering. Natürlich wird sich das Setting durch die historischen Ereignisse verändern, dies ist im Spiel aber leider nicht zu spüren. Es erfolgt zum Beispiel keine Anpassung der Ausrüstung oder Technologie, was in einem Zeitraum von über vierzig Jahren realistisch wäre. Ein generelles Problem des Companions ist außerdem, dass nur wenige Themen bis in die Tiefe behandelt werden. Die meisten Savage Tales bestehen aus maximal einer halben Seite, in der der komplette Plot erklärt wird. Weiterführende Details wie Charakter- oder Ortsbeschreibungen sind entweder nur sehr rudimentär oder gar nicht vorhanden. Die Verantwortung für diese Details liegen vollständig beim Spielleiter, der aus diesem Grund auch – wie in den Deadlands Settings allgemein üblich – über einige Erfahrung verfügen sollte.

Mit diesem Werk hat Pinnacle Entertainment eine solide Erweiterung zu Deadlands Noir zustande gebracht. Die beschriebenen Städte und ihre Bewohner sind glaubhaft und in düsterem Noir-Stil gezeichnet. Der Inhalt sowie die Gestaltung des Buches weiß zu überzeugen. Der Preis ist aber für ein unterstützendes Produkt sehr hoch und trübt die Freude über dieses Buch merklich. Nichtsdestotrotz kann für Fans der Reihe mit genug Spielleitererfahrung eine Kaufempfehlung ausgesprochen werden

Unsere Bewertung

Erscheinungsbild: 5/5 Hervorragend!
Inhalt: 3/5 Vier neue Städte für Deadlands: Noir mit eigenem Flair und noch zwei neue mystische Hintergründe obendrauf.
Preis-/Leistungsverhältnis: 3.5/5 Saubere Präsentation, viel Inhalt, aber leider immer nur in Teilen verwendbar
Gesamt: 4/5

Rating:
[4 of 5 Stars!]
Deadlands Noir Companion
Click to show product description

Add to RPGNow.com Order

Savage Worlds Fantasy Character Generator Toolkit
by colin t. [Verified Purchaser] Date Added: 06/21/2013 14:00:58
Picked this up as I'm very new to Savage Worlds and the one time i ran a game it was without understanding the need for playing cards.
So having been listening to the Knights of Reignsborough podcast got me interested in superhero gaming and I picked up the fantasy companion since I've been taking a few steps away from dungeons and dragons and this is one of many I've been looking at.
This toolkit is the first I've bought and I've been using it to get a handle on character generation, although its intended to be used instead of normal character generation I've been using it to provide a starting point for creating characters, I believe its well worth the price and I recommend it to anyone who like me is new to Savage Worlds and looking for a bit of inspiration for creating characters and even ideas for scenarios.
Give it a try you won't regret it!

Rating:
[4 of 5 Stars!]
Savage Worlds Fantasy Character Generator Toolkit
Click to show product description

Add to RPGNow.com Order

Savage Worlds GM Screen Inserts
by Stephane G. [Verified Purchaser] Date Added: 06/14/2013 22:50:10
Cool illustrations no matter what setting your using. The pages with the tables are clear & concise, thus avoiding the need to look it up in the rulebook. If the players can see the combat options, then they may be more inclined to use them in game.

Rating:
[4 of 5 Stars!]
Savage Worlds GM Screen Inserts
Click to show product description

Add to RPGNow.com Order

Deadlands Noir: The Old Absinthe House Blues
by Cedric C. [Featured Reviewer] Date Added: 06/13/2013 23:09:38
The Old Absinthe House Blues isn't a bad adventure. But after the Red Harvest adventure of the core book, I found OAHB to have less noir and be less intertwined with the New Orleans of Deadlands: Noir. Particularly with the investigation and bayou locals, it felt like something close to a Call of Cthulhu adventure, without the highly thematic mythos.

The adventure is also more linear than I'd like. The adventure breaks down into three acts: investigation in New Orleans, convincing the locals in the bayous, and a climactic fight against some thugs some high cornfields. But the investigation requires the players to follow a particular path, and the bayous has an encounter with an undefeatable creature. A game master may have to rewrite the adventure to add more flexibility.

On the plus side, the adventure is adaptable. Because it's not deeply connected to the Deadlands: Noir version of New Orleans, and the focus is roleplaying over mechanics, new players (and even game master) can get into the adventure without knowing much of Deadlands: Noir New Orleans, nor must they use the Savage Worlds game system. The adventure has also been designed to allow other adventures, such as personal scenarios, to be played between OAHB acts. Since the adventure starts in New Orleans, the gamemaster can easily introduce OAHB elements into the New Orleans-based Red Harvest adventure of the core book.

At around 30 pages, it can be printed on the laser printer without changing the toner. However, I would recommend playing out the core book adventure first, and seeing what other Deadlands: Noir adventures come out later.

Rating:
[3 of 5 Stars!]
Deadlands Noir: The Old Absinthe House Blues
Click to show product description

Add to RPGNow.com Order

Deadlands Reloaded: Grim Prairie Trails
by Sean F. [Featured Reviewer] Date Added: 06/10/2013 18:26:44
SEAN'S PICK OF THE DAY: Deadlands fans still wanting to wander the Old Weird West will be happy about this one. New monsters, classic creatures and archetypes, and lots of adventures.

Rating:
[5 of 5 Stars!]
Deadlands Reloaded: Grim Prairie Trails
Click to show product description

Add to RPGNow.com Order

Deadlands Noir
by Cedric C. [Featured Reviewer] Date Added: 05/30/2013 23:52:19
Introduction

Alexander L. has written a fantastic review of Deadlands Noir, so, instead of assuming you're incapable of reading his review, I'll some additional comments to add to it.

*****

Do you need Deadlands: Reloaded?

No, but you should be familiar with the Deadlands setting. But, since Deadlands: Noir takes place in the Depression, certainly none of the characters will care about some history lesson from a century ago. They're too busy trying to find a dime for their next meal. The Deadlands weirdness works well as the underbelly of the city, so players unfamiliar with Deadlands can easily play player characters who are discovering things they shouldn't know.


Do you need Savage Worlds?

You should. About a third of the book includes Deadlands: Noir rules for Savage Worlds, stats for important NPCs in its New Orleans setting and a bestiary of Deadlands critters you don't want to tussle with.

The Savage Worlds RPG and miniatures skirmish game system support cinematic gaming very well. The Deluxe PDF edition is ten dollars and really can be used for more roleplaying games by itself. The earlier Explorer's Edition can be found hardcopy for ten dollars or less at the OLGS. You can also get the Savage Worlds: Test Drive edition free on DriveThruRPG or the Pinnacle games site. You're welcome.

Of course, with this being Noir, your players will be investigating and roleplaying more than hacking and looting. So, if your players are obstinate, adapting Deadlands: Noir to your system of choice isn't impossible.


Is this game only for Deadlands players?

No. This game could have been equally called Noir: Deadlands. Deadlands gives the game a unique flavor, but can be suited for your playing group's taste. Investigative Call of Cthulhu players will also enjoy this game, as Deadlands: Noir supports adventures where something spooky lies underneath the story.

In fact, most character types have changed, and some eliminated entirely. Blessed, sykers, and martial artists are rare so will be covered in the Deadlands Noir: Companion. Indian shamans exist, but not in the urban landscape of Deadlands Noir. Mad scientists evolved into patent scientists. Hucksters were hunted down, with those remaning becoming Grifters. Voodoo, however, has risin in New Orleands, allowing players to play shamanistic characters. And the Harrowed are still there. Savage Worlds supports designing characters based on skills, not classes, so players always have the option of playing their favorite noir character idea.


What if I don't want to run premade adventures or don't want to set Deadlands: Noir in New Orleands?

Okay, maybe this book won't work out too well for you. There *is* a two-page mystery generator you can use to create your own adventures. But about a fifth of the book is dedicated to a seven-adventure campaign, with the shorter mini-adventures usable between these adventures. New Orleands (and its corrupt factions) is the only city covered in this book. See the Deadlands: Noir Companinion for additional cities.

*****

Web Support

As of this writing, the Deadlands: Noir KickStarter is still shipping dead tree versions of its books, so it's not too surprising that the only support are some premade characters and a character sheet. The premade characters are definitely worth looking at. Deadlands: Noir mentions miniatures and printable and purchasable maps of the adventures in the PDF, but I couldn't find mention of them on the website.


PDF Format

One irritation I have with PDFs is that many of them make a PDF of the book, and that's that. IMO, Since PDFs have an unlimited page count, and material that couldn't be included in the dead tree version because of printing costs should be included. Also, PDFs allow printing of individual pages. The artwork includes mug shots of NPCs. So Pinnacle could have included NPC picture profile handouts for the GM to print and cut out for the players to see whom they were dealing with. Also, since Savage Worlds supports miniatures gaming and they have the full-body art of the beasties, I would have liked to see paper miniatures included with the PDF.

Conversely, a 145 page grey-color intensive coffee-table PDF is not something you want to print out. No printer-friendly version is included. Entries for NPCs and beasts have widows and orphans (ie. a one-page entry for a beast will start at the bottom of one page and go to the other side). Artwork that looks purdy in the electronic coffee table book consumes ink and toner when you have to print out the page it's one.

Rating:
[5 of 5 Stars!]
Deadlands Noir
Click to show product description

Add to RPGNow.com Order

Savage Worlds Deluxe
by Cedric C. [Featured Reviewer] Date Added: 05/29/2013 23:20:14
Savage Worlds is a generic cinematic simulationist RPG, with miniature skirmish rules. Savage Worlds Deluxe: Explorer’s is the newest edition, providing an update to the third printing of Savage Worlds Explorer’s Edition. Savage Worlds is published by Pinnacle Entertainment, with settings Evernight, 50 Fathoms, Necessary Evil, Rippers, Low Life, Deadlands: Reloaded, Tour of Darkness, Necropolis, and Weird War II. Just under fifty companies have been licensed to create product for the Savage World game system.

The Rules

Each character has attributes and skills, collectively called traits. Traits are represented by a type of die, such as d8. Whenever a character performs a Trait Test, they roll the appropriate Trait die, add modifiers, and try to reach a Target Number, typically a 4. If two characters are in a conflict, they each make an opposed Trait Test, with whoever rolled the higher number winning out. A character also has a Race, Derived Statistics, Edges and Hinderances (advantages and disadvantages), and Gear. Additional rules allow cooperative rolls for characters, and group rolls, for Extras.

Sounds typical, right? Well, Savage Worlds adds a number of cinematic rules to the standard "skill roll vs. target number" mechanic. Aces allow "exploding dice", where an additional die roll is added if a die's highest number has been rolled. For every 4 points above the Target Number the hero achieves a Raise for the roll, for additional effects, such as additional damage. Every hero roll includes a d6 Wild Die, whose results can be used in lieu of their regular die roll. Bennies are "plot points", allowing a Trait reroll, and taking the better of the two. And so on.

Initiative is a slightly gimmicky deck of playing cards, with each hero and his allies, or GM group of whatever being dealt a card. Highest rank goes first. Jokers, however provide a temporary bonus and allow the hero to go at any time during the round. A Hold allows a hero to wait on another character's action, and interrupt with a successful Agility contested roll. Player Characters can either Move their Pace of 6 inches, or Run an additional 1d6 inches, with a -2 Trait test penalty.

A Melee Attack is simply an opposed roll of Fighting Skill vs. Parry. Ranged Attacks are a Shooting Trait Test, with Target Numbers of 4 for short range, -2 modifier for Medium Range, and -4 modifier for Long Range. Additional rules allow multiple targets. Melee Damage is the character's Strength die and weapon's damage die. Ranged Damage is the weapon's damage die. Damage dice can also Ace (explode). Total damage is compared to the defender's Toughness, and can have raises.

You've probably seen that crunch before, but the next cinematic mechanic is damage. No abstract hit points here! Characters are either Shaken, Wounded, Incapaciated, or Dead. If the damage roll was successful, the target is Shaken, but each raise causes a Wound. If the character was just an Extra (such as a minion), he's out of the combat. Each wound means a -1 on Trait Tests, and three wounds means Incapacitated. Keep a benny around to soak damage: make a successful Vigor roll to shake off those wounds! Or spend a benny to automatically stop being Shaken. Additional rules cover situations such as Aiming, Area Affect Attacks, Breaking Things, Called Shots, Hazards, etc. Tests of Will is a great cinematic mechanic, in which heroes can Intimidate the bad guys, or Taunt the behemoth.

Dramatic Tasks have their own mechanic. A standard Dramatic Task requires five actions (rounds) and five successes. Dramatic Tasks are typically difficult (-2 Trait modifier), but other characters can cooperate. Just don't draw a Club for your action, or the GM will inflict a -2 Complication, with disasterous results!

Horror and mythos game masters will like the Fright Table. The Fear mechanic is a Spirit attribute trait check. A horrific scene can cause a character to be Shaken. Something from the mythos will have worse effects! Both can result on a roll on the Fright Table, ranging from a useful Adrenaline Surge, to a Charisma-penalizing streak of white hair, to a heart attack!

Additional rules include Interludes (breaks between adventures), Mass Battles (eg. Mars invades Earth), Social Conflict, and Vehicles.

An entire chapter is dedicated towards Powers (magic, psionics, super powers, weird science) using a power point system, and detailing specific powers. Another chapter is Game Mastering advice. The Bestiary chapter has both Abilities (similar to Edges and Hinderances) for creatures, and sample beasts. The book ends with several unconnected "One Page Adventures" designed for a single session of climactic play, plus some templates for area effects.


Buyer's Guide

I do recommend first downloading from DriveThruRPG the free Free RPG Day Test Drive rules, which come with a modern day horror adventure. The additional mechanics in the Deluxe book can be intimidating, and the Test Drive rules provide an excellent framework for new players and game masters. The pdf download of the Deluxe book does not come with a printer-friendly version, so if you don't plan to bring your iPad or laptop to the game table, also check your OLGS for the hardcopy Deluxe Explorer's Edition, for about $10. The Deluxe Edition has some updates, but the two editions are still compatible, and rules changes are on the Pinnacle website. Pinnacles Entertainment has the Test Drive, additional adventures, and other support for Savage Worlds.

Rating:
[5 of 5 Stars!]
Savage Worlds Deluxe
Click to show product description

Add to RPGNow.com Order

12TM: Fear Effects: Savaged edition
by SJ B. [Verified Purchaser] Date Added: 05/20/2013 16:14:54
So far the best purchased Ive made on RPGNow!

So useful and full of variety and awesome flavorful options!

Thank you so much for offering this :)

Rating:
[5 of 5 Stars!]
12TM: Fear Effects: Savaged edition
Click to show product description

Add to RPGNow.com Order

Deadlands Fiction Anthology 2: For a Few Dead Guys More
by Flames R. [Featured Reviewer] Date Added: 05/17/2013 10:23:55
The combination of Horror and Westerns does take a little getting used to. The Foreword to this volume, written by Joe Lansdale, explains the appeal of both genres and how they might work when mixed together. Deadlands explores these themes, mixing elements from TV shows, movies and comic books in a bizarre, but workable, adventure. The fiction in this volume explores the living and the dead, good and evil, drama and humor.

There is a nice two-page introduction to Deadlands just before the stories begin. It offers up information on the arrival of the Manitous and the points at which the supernatural invaded the West. This primer is invaluable for those unfamiliar with the backstory of the Deadlands and makes reading the stories much easier.

The short stories that make up this volume are fitting to the world of Deadlands, and range in quality from very entertaining to pointless. Obviously part two of a three-part series of anthologies, some of the tales in this volume are continuing stories, which then go on to finish up in the next volume. Some introduce interesting characters, ones that might make great antagonists for a group of Deadlands PCs. Exploring different regions of the Deadlands, these tales offer a variety of mysteries and pit the protagonists against foes both supernatural and mundane.

Lucien Soulban’s “No Man’s Law” offers a tale of young Eli Woodrow, a stagecoach robber who is way out of his league. Eli gets himself caught in the middle of a mysterious plot and a nasty doublecross. The best parts of this tale have nothing to do with the supernatural and everything to do with human greed and sin.

Zach Bush offers up a ghost tale of sorrow and vengeance called “Nuna Daul Tsuny” about atrocities done to a Cherokee girl who now haunts the plains seeking her lost innocence. Tragic and eerie, this story proves that not all horror in the Deadlands is about gore and monsters.

Rating:
[3 of 5 Stars!]
Deadlands Fiction Anthology 2: For a Few Dead Guys More
Click to show product description

Add to RPGNow.com Order

Solomon Kane
by Paul H. [Verified Purchaser] Date Added: 05/04/2013 05:06:57
The Soloman Kane Savage worlds system is as good as all the other Savage world settings. The rules and die conventions are easy to understand.
Combat for novice characters can take a while to play out. Here is an example. Our last combat, This involved 3 players, the combat took two sessions totalling approx., 3.5 hours. Player 1 who was on a -2 for wounds from a previous combat, spent the entire 3.5 hours entangled in a tree, because he kept on getting poor dice rolls. Player 2 Was up against 2 zombies, which he had to fight on his own.
I am player 3 was up against two robed figures, during the start of the combat I got wounded giving me a -1 penalty, about 1.5 hours into the combat one of them conjures a snake. My character has a minor phobia of snakes giving me another -2 penalty making a total of -3. This also causes me to be Shaken, Due to -3 I keep failing to recover from the shaken state and due to poor die rolls from the GM it is.5 of hour before my character is bitten by the snake. I then have to make a vigour roll at -2 for the poison with -1 for being wounded, I fail and become incapacitated, I then have to make a 2nd vigour roll which if I fail I will die. I failed but the Gm is not playing the rules as they are written, so I spend the next 1.5 hours trying to recover from this snake bite finally lapsing into unconsiusness.
It also could do with more detail on Poisons and Diseases and there recovery.

Rating:
[3 of 5 Stars!]
Solomon Kane
Click to show product description

Add to RPGNow.com Order

Savage Worlds Deluxe: Explorer's Edition
by David S. [Verified Purchaser] Date Added: 04/26/2013 12:08:24
Very well written, clean, concise, to the point, with just the right amount of fluff. The design notes really help to get a better understanding of why rules were created the way the were.

Rating:
[5 of 5 Stars!]
Savage Worlds Deluxe: Explorer's Edition
Click to show product description

Add to RPGNow.com Order

Savage Worlds Fantasy Companion
by jonathan a. [Verified Purchaser] Date Added: 04/08/2013 00:50:24
The Savage Worlds Fantasy Companion is very useful for creating and running Fantasy based SW settings.

Rating:
[4 of 5 Stars!]
Savage Worlds Fantasy Companion
Click to show product description

Add to RPGNow.com Order

Rippers: Death on Dartmoor
by Tim H. [Verified Purchaser] Date Added: 04/05/2013 16:34:33
Over all the plot is interesting, with enough twists to throw the unwary off track. Some aspects are a little troublesome in that if the party is lacking a particular skill, it's difficult to advance the story. (someone with Tracking is virtually a must!)

The story itself is engaging, and the NPCs well-fleshed, with plenty of specifics but enough room to allow for GM creativity.
The challenges of the case are such it will not be an easy walk, requiring the full range of combat, social and investigative skills to deal with them.

Aspects of the timing becomes tricky if the party dallies much at all, but they won't know that until the window of opportunity has already closed. Tying in the right culprits into the right places may prove a bit of a challenge for those not of an investigative bent. Combat has the potential to become overwhelming if the group has "kicked the hornet's nest" too hard.

All in all, it's an interesting case for even experienced Rippers, though newer groups would do well to bring numbers.....

Rating:
[4 of 5 Stars!]
Rippers: Death on Dartmoor
Click to show product description

Add to RPGNow.com Order

Displaying 61 to 75 (of 575 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates
Powered by DrivethruRPG