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T5 Traveller5 Wallpapers
by John K. [Verified Purchaser] Date Added: 01/29/2016 12:42:37

Great set of wallpapers! The only drawback is that there are none sized for a smartphone. Not having a tablet or PC to resize the pics, I had to crop. Otherwise, a great deal!



Rating:
[4 of 5 Stars!]
T5 Traveller5 Wallpapers
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GDW Game System Guides [BUNDLE]
by Philip W. [Verified Purchaser] Date Added: 01/08/2016 16:55:05

Game guides have their uses as they can help establish what serious collectors of gaming products need to get to fill out their collections.


I got the bundled package during the Christmas period when it was free. As a minor point, this is really a form of advertising and should always be free as it is essentially helping the vendor to sell more products.


Overall, was worth getting.



Rating:
[4 of 5 Stars!]
GDW Game System Guides [BUNDLE]
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T2000 v1 Twilight: 2000
by Richard K. [Verified Purchaser] Date Added: 12/16/2015 08:00:04

Like others have already mentioned - most fun character creation system ever. I have played both editions and First Edition is the only way to go. Second edition replaces many of the % rolls with d10 and the game lost detail and the "right feel". Trust me on this. The rating - well, I would give it 5 stars easily because of the value of the bundled deal. Its great to get all the books at once so heavily discounted. I wish other "big" publishers would do this. However, the scanning is some of the worst I've encountered on this website. And I've purchased alot of PDFs. Not only do the scans bleed through from the backside, the text clarity and sharpness is also poor. I recommend a complete rescan of this series ASAP and post the updates so we can re-download. thanks guys



Rating:
[3 of 5 Stars!]
T2000 v1  Twilight: 2000
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Classic Traveller Orientation Pack
by Richard C. [Verified Purchaser] Date Added: 12/08/2015 09:32:24

Truth be told, I purchased this to get the 134-page Traveller Timeline which pulls together all significant events from the time of the ancients to the end of the Fifth Frontier War/Golden Age (1115). This is a good treatment of the timeline because Classic Traveller focuses on the "Golden Age" setting. McKinney pulls together data from a wide variety of sources (from the original Library Data to Dragon Magazine and finally to supplements from publishers like SJ Games).


The timeline is a fascinating resource and is well worth the price. All events are listed by date (day-XXXX Imperial Year), description and source in a kind of modified MLA format (Source Publication, Publisher, Date, Page.)


This collection has all the great Classic Traveller materials together in one place. Unfortunately, it does not have a Guide to the Judges Guild and GameLords Traveller Resources.



Rating:
[5 of 5 Stars!]
Classic Traveller Orientation Pack
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2300 AD Star Cruiser
by Megan R. [Featured Reviewer] Date Added: 11/30/2015 07:16:52

If you enjoy space combat and want to approach it as a 'wargame', this set of rules and other resources will enable you to do so within the context of your 2300 AD game, moving seamlessly from character-level role-playing to ship-to-ship combat. For those who like their games realistic, this ruleset has been designed to model as closely as possible what would be likely to happen in a space combat - the only real breach of known physical laws is the existence of 'stutterwarp' as a propulsion system.


As a box set, several books are included (they come as a single large PDF file if you purchase a download copy). The first one, Star Cruiser Rule Book, contains the actual combat system - a good straightforward one - along with a collection of scenarios to fight out (complete with lists of appropriate ships to use) and a lot of ships to use in your battles. There's no scope for character involvement, even if you do decide that the party is aboard one of the participating ships - this is pure 'wargame'.


Next is the Naval Architect's Manual. This is designed to enable quite detailed ship design, and takes you through the process step-by-step from the original concept through to all the details of power plant, armament, crew size and such like that you'll need to know - especially if you want to test your new design in battle using the rules provided.


Finally, there's a whole bunch of Ship Status Sheets covering every vessel mentioned as well as a few blanks for you to add your own designs. There are also ship counters and a large map on which to fight out your battles. (If using the PDF version and printing, you might want to make your own map as this one is basically black - it is space, after all - and will eat up your black ink!)


Overall, if you want to have a stand-alone space combat boardgame, this is quite a neat and straightforward one. If you want a space combat game that links in to the 2300 AD galaxy, perhaps to resolve the outcomes of disputes in the background of your role-playing (for example, Kafer ships are included so if the Kafer invasion is part of your campaign, you might have a space battle or two being fought out that the party will hear about...), this one makes good use of the background set up for the game. The one place it falls down is if you want to have the party involved in space actions. This is ship-on-ship combat, pure and simple. And fun!



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[3 of 5 Stars!]
2300 AD Star Cruiser
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T5 Imperiallines 07 - FFE7402
by Richard C. [Verified Purchaser] Date Added: 11/29/2015 18:13:50

Can't say enough nice things about this short magazine/supplement. It is interesting, well-written and further established my interest in the "new" rule system for Traveller5. I only wish there were more of them. It's really nice to see some fresh new material for Traveller.



Rating:
[5 of 5 Stars!]
T5 Imperiallines 07 - FFE7402
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T5 Traveller5 Core Rules Book (759 pages)
by Chet C. [Verified Purchaser] Date Added: 11/28/2015 11:37:17

A Work in Progress -


Maybe it's been edited and written (very part time, in a very busy life of Marc's) for years, but I say it's still worth it. For one thing, electronic publishing means that the ebook can continue to be corrected, modified, and improved. A friend (Hi, Elliot!) has been publishing a wonderful textbook for what seems like a decade now, and continues to update it with new chapters that arrive in our e-mailboxes (free to purchasers). Currently, the book is almost 1,000 pages - all quality material for real workers - and I see Traveller Core as that new form of book.


Can anyone say Windows 10?


Meantime, Traveller 5 is - as was Traveller Original - a wonderful tool for creating my favorite SF RPG - and one of my Top 3 favorite RPGs, period - and my individual campaign from here to infinity.


Much applause to Marc for this! It's amazing when you consider it was practically a one-man operation. I'll bet he missed the support staff from the old GDW days!


(Will there be an epub version some day? Or will something better come along soon?)



Rating:
[4 of 5 Stars!]
T5 Traveller5 Core Rules Book (759 pages)
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2300 AD Ranger
by Megan R. [Featured Reviewer] Date Added: 11/24/2015 09:02:46

This book combines sourcebook information about the planet Kormoran, the fourth planet of 82 Eridani, and an adventure set thereon... so you can use it in different ways. Perhaps the party has a reason to visit Kormoran, so you have data about it, then you might choose to run the adventure, or you may bring them there - or even start a campaign there - purely to use the adventure, then you have additional information about the place should they decide to remain there afterwards. One of the interesting things about Kormoran is that it is the homeworld of a sentient species called the Ebers. It also is home to Arab and Texan colonies who don't exactly get along. Interesting indeed... and in 'interesting' adventure is often to be found. Indeed, this tension is the core of the adventure itself, which sees the party embroiled in a three-way struggle between Arabs, Texans and Ebers. Can they bring peace?


We begin, however, with sourcebook material, beginning with chapters covering the 82 Eridani system, the Ebers, Kormoran's geography, its flora and fauna and more. One interesting point about the Ebers is that some are 'civilised' (or at least live in permament settlements) whilst others are nomadic. The two groups have completely different technologies and indeed approach to life. The Ebers' rise to sentience is also covered, which makes for a fascinating read as well as touching on the way in which they behave in present times. It should be noted that this is 'referee only' information, as their behaviour is pivotal to the adventure and finding out why they act as they do - or at least gaining some understanding of what they mean by some of the really strange things they say - is pivotal to bringing it to a satisfactory conclusion. Their language - very tonal, they pretty much sing pure notes to communicate meaning - is also discussed at length.


Whilst the extensive Eber material is fascinating and germane, presenting as it does yet another beautifully-developed alien lifeform, it must be remembered that others live there now as well. As mentioned, the main groups are Arabs and Texans, and each group is discussed in detail. The Arabs possibly understand the Ebers better, but cling to their knowledge jealously. The Texans, on the other hand, have the Rangers... who are the linear descendants of the original Earth Texas Rangers. There's a chapter devoted to them, as the assumption is that the party will likely form an alliance with them, work for them or even join up in the course of the adventure (or before, especially if you are starting your campaign with this adventure).


The rest of the book consists of the adventure proper, and it's a cracking ride of a frontier adventure with plenty to do: interaction, investigation and some good brawls. Care is taken to get the characters embedded into the community before the real action starts. This works well both in making the place seem more 'real' and in giving them some investment in looking after it once things begin to go downhill. The Ebers are on the warpath, and nature is fairly unfriendly too. But the evidence as to what is really going on is out there...


With yet another excellent and truly alien sentient race to encounter, a developing conflict to understand and two different human factions working at cross-purposes, this is a very good addition to the 2300 AD line, with an adventure I'm itching to run!



Rating:
[5 of 5 Stars!]
2300 AD Ranger
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Official 2010 Traveller Calendar
by Richard C. [Verified Purchaser] Date Added: 11/23/2015 13:18:15

This 2010 version of the calendar features William H. Keith's alternate cover image for Alien Module 1: Aslan. There is also some excellent art from various licensed sources. A very good buy.



Rating:
[5 of 5 Stars!]
Official 2010 Traveller Calendar
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2300 AD Equipment Guide
by Megan R. [Featured Reviewer] Date Added: 11/23/2015 07:44:06

The Equipment Guide does pretty much what it says on the tin, provide a large list of useful items (excluding vehicles and weapons) which an adventurer in 2300 AD might find useful. It's laid out in a manner designed to be easy for use, with chapters mostly on functional lines (so medical, security, etc.), with chapters on alien artefacts from Pentapods and Kafers at the end. There's enough detail to make the items seem real, and enough game mechanical information to allow them to be used in the game.


First up is Medical Equipment, covering a range of things from what you need to resupply your first aid kit to 'automeds' and a wide range of pharmacuticals. Details of anagathics (anti-aging treatments) are included, and in every case there's a task for using the item (or avoiding side effects in the case of some of the drugs) as well as costs and some line art. A packet of pills looks like... well, a packet of pills, though!


Next is Security Systems, probably more use for the referee trying to keep the party out of places they shouldn't be. Much of it - writing the review almost 30 years after the book was written - is already if not in common use at least in experimental stages now. Tools for bypassing security are also available (although generally illegal), as well as surveillance devices and all sorts of other stuff that has some link to the concept of 'security'.


2300 AD is a game about exploration, so the next section on Exploratory Equipment is of particular use. This starts off with survival equipment, much of which will be familiar to anyone who likes visiting extreme environments or even just does a lot of hiking and camping. Intertial mapping systems are interesting, and there are also sub-sections on personal communication equipment, a solar power generator for field use, and various items to augment the senses. There's also a sub-section on oceanic equipment, should you fancy some underwater exploration.


Computers merit a section to themselves, with some interesting notes about 'wearable' and even sub-dermal equipment, and then rather oddly - given that this book is not about military material - a section on Combat Walkers. Designed for fighting, there are no peaceful uses for the beasts, they wouldn't even make useful cargo lifters! Next, it's out to space with a section on Space Equipment. Chief amongst this is the pressure suit (P-suit). As well as personal equipment, we also find satellites here. They can have a range of uses: navigation, communications, survey or even surveillance. The last of the regular equipment chapters is the catch-all of General Use Equipment - you'll find a wide range of stuff from a multitool to explosives, along with various tool kits, cargo handling equipment and so on.


Next comes a chapter on Pentapod Products. Produced by the alien species called Pentapods, they use bioengineering to produce analogues of many things that humans use technology for. Some of these are quite ingenious, others plain weird.


Finally, a chapter looks at Kafer Equipment. Unlike Pentapod items, which can be bought on the open market, Kafer ones can only be acquired by taking them from captured or dead Kafer. A lot of effort is being devoted to attempts to understand them, and to figure out how they work... in some cases, what they do. Each entry gives the human-assigned name, a physical description and notes on what it is thought that they do. This chapter is player-friendly, describing what has been discovered so far (the referee is directed to the Kafer Sourcebook for more accurate information).


Overall, this is a useful book to have to hand, especially if your players enjoy 'gearing up' their characters. Presentation is logical, with everything you need grouped together (description, rules for use and illustration), even if some of the illustrations seem to take up a lot of space without adding much to the effect. There's a good index at the back (provided you can recall the name of what you are looking for). It all helps to make the galaxy of 2300 AD a bit more 'real'.



Rating:
[4 of 5 Stars!]
2300 AD Equipment Guide
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2300 AD Ground Vehicle Guide
by Megan R. [Featured Reviewer] Date Added: 11/20/2015 07:17:51

Subtitled 'Vehicles for Unearthly Terrain' this is a collection of ground vehicles that are to be found throughout the 2300 AD galaxy - well, the human-colonised bits anyway (plus a few Kafer ones for good measure). It's a bit heavy on military vehicles, although you might either want a combat vehicle or hold that they are suitably rugged to cope with frontier environments. There are dedicated exploration vehicles, though, if you prefer to remain civilian.


Each vehicle comes with a line-art sketch, game mechanical details and some background text. These include details of how easy it is to get hold of, the equipment and other facilities that it has; and also looks at modifications that are commonly found. Naturally it's up to the party to suggest other modifications that they would like to make (generally things like adding weapons!) and for the referee to rule on cost and if it's even possible.


Vehicles range from a specialised exploration vehicle to hovercraft, trucks, snow-skimmers, luxury limos... just about anything you can imagine. Many can cope with off-roading in rough terrain but some do need a road so will be limited to the better-developed parts of whichever planet the party is on. There are even trains - with options for conventional railroad ones, maglevs and airfilm suspension. It's unlikely that these will be personal vehicles, but characters might well need to take a ride to get wherever they are going on one.


For the miliary-minded, there are tanks and other military vehicles, including some drones (if operated from a vehicle). These often have variants depending on the intended use, and information about weapons systems is included should you end up having to fight! Interestingly, military vehicles from several nations - chiefly Germany, America and France - are included. Personally, there are rather too many of what appear superficially similar combat vehicles, but if your campaign involves a lot of fighting you might find the variety of use. Finally, there are some Kafer military vehicles. Mostly these will form the opposition, but perhaps the party might get the chance to capture or steal one.


The vehicle listings are followed by notes on various 'vehicle accessories' that you or the party may wish to add. There are also a few colour illustrations including some uniform patches and vehicle markings, as well as a few cut-away drawings of some of the military vehicles mentioned earlier.


There's a good selection here, particular if it is a military vehicle that you are after. They manage to have a slight air of future-tech whilst being rooted in reality. Apparently driverless car technology has not taken off by 2300 AD! Although some vehicles can be sealed, and there's mention of a Pentapod air filter, little mention has been made of adaptations needed for use on airless worlds or ones where the atmosphere is unbreatheable for whatever reason (too thin, wrong composition...).



Rating:
[4 of 5 Stars!]
2300 AD Ground Vehicle Guide
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2300 AD Bayern
by Megan R. [Featured Reviewer] Date Added: 11/19/2015 07:50:36

The 2300 AD game is all about exploration, and it doesn't get more epic than this! Bayern provides all the material you need to run adventures around the voyage of the eponymous starship to the Pleiades Star Cluster in the constellation of Taurus, a trip expected to last almost half a decade. The information provided includes details of the Bayern himself, the aims and objectives of the mission which is sponsored by the Astronomischen Rechen-lnstitut, notes on major members of the crew and scientific staff (who could make good characters, or be people with whom the characters interact) and material about the Pleiades Cluster itself. There are also two adventures, one to be used during the voyage (on the way there or the way back, it doesn't matter) and one when actually in the Cluster.


Despite two adventures being provided, there are notes throughout which suggest events and adventures that you can develop for yourself. In some ways, this campaign is more like Star Trek, a voyage of exploration - and as you'll see from one of the adventures, there are opportunities to stop off along the way to the Pleiades to explore other systems. As designed, the Bayern is an unarmed science vessel, but should you wish to include hostile contacts that don't end with the entire party dead, you might consider amending this so that the Bayern is capable of at least self-defence.


Even between systems, there's plenty going on aboard. During at least part of the voyage, the scientists will be in cyrogenic sleep but those crew who are awake will have to keep themselves entertained as well as look after the ship - after all, there won't be many opportunities for shore leave. Anything from putting on concerts and contests to continuing education presents the potential for adventure, particularly when your players enjoy interaction and role-playing... and of course, everyone has to keep fit. Indeed, it's written into their contracts! There also might just be a secret or two to discover...


There's a whole section about the Astronomischen Rechen-lnstitut (AR-I), which is based on Earth (in Germany, as you might imagine). This covers motivations, background, history and facilities - likely known to expedition members as they will have been hired and probably trained there. Next comes a section on the objective, the Pleiades Cluster itself, here mostly astronomical data that is known before the expedition sets out.


This is followed by a section on the Bayern starship, with the history of its development as well as technical data on the starship and associated vessels - landers, spaceplanes and 'EVA bugs' for things like external maintenance as well as an assortment of drone craft. Leading members of the crew are covered in sidebars, and there's quite a bit about the ship's computer, called Aristotle.


Next is a section about The Ship's Complement. Here are full details of notable crew members. The entire crew is 110 people, some ship crew and some scientists, and all are regarded as expert in whatever it is that they do. This voyage was oversubscribed and the AR-I were able to be very selective. The main groups of people are the bridge crew, engineering, scientists, vessel support crew (who look after the ancillary vessels and drones), medics and even a small group of journalists. Most are in cryosleep until needed, with the bridge and engineering constantly staffed of course and others being awoken as and when their services are required. Not everyone is presented in full detail, but for those who are there is sufficient for them to be used as player-characters. This includes both game statistics and background, so that they can come to life with ease if being used as NPCs. Most of them occupy senior positions and are likely to be awake most of the time, hence ideal for player-characters.


The two adventures - Death Throes and Daughters of Atlas - follow. Death Throes covers a visit to a system encountered during the journey, whilst Daughters of Atlas deals with the exploration of the Pleiades Cluster itself... and boy, is there plenty to be found! Characters who do not go insane will have quite a tale to tell when they return.


This is exploration of the highest order, presenting intellectual challenges and puzzles all presented in a realistic way... leaving you imagining that this could just happen, did we have a way to travel as far. For those who love science fiction and exploration this will be a memorable campaign, although those who prefer to solve all problems with a blaster or a fist may be disappointed (although of course you could easily add in more adventures that would provide opportunities for combat if you wanted). For realistic space exploration with a scienc-fiction twist, however, this is outstanding.



Rating:
[5 of 5 Stars!]
2300 AD Bayern
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2300 AD Invasion
by Megan R. [Featured Reviewer] Date Added: 11/17/2015 03:11:12

Invasion is a sourcebook detailing the Kafer advance along the French Arm of the galaxy, complete with loads of ideas for adventures and events in which the party can become embroiled, if they are privateers operating in space or become resistance fighters due to being on the wrong planet at the right time. Whilst there are other books in this line detailing encounters with the Kafer, not to mention an entire Kafer Sourcebook to let you in on far more that humanity knows about them at the present, you do not need any of them to use this book, although they might help you build your campaign even more effectively.


The book begins with a Referee’s Synopsis that lays out the course of events since first contact was made at Arcturus and Aurore. It then moves on to a section on The Military Situation, which describes the state of play in August 2301, when the events described in this book begin. Whilst the main focus is on human ships, Kafer forces are also mentioned. Next comes a section on The Path of Invasion, which includes a sidebar on how to get the party involved. It also explains how Invasion is intended to provide a backdrop against which your adventures will be played out, recognising that role-playing and all-out war can be difficult bed-fellows. Those who would like to play out major engagements can use the supplement Star Cruiser which presents rules for a starship combat board game (or you can just use the starship combat rules in the 2300 AD core rulebook. Here, though, we concentrate on events that are appropriate for a regular party of player-characters, with the wider sweep of the conflict presented as background. Even before they get involved themselves, the party will be able to hear news reports as the Kafer begin with a surprise attack and then move onwards…


Scene set, the following chapters cover each system the conflict reaches in turn. Every section includes ideas for adventure to use with the party should they be there, and for running a space combat within and around the system, should your tastes run in that direction. Influential personalities are mentioned, perhaps the party will meet them in their travels. You will need to decide when the invasion and the party meet – events before then will have happened but the party may influence later ones – you will have to judge how much their actions make a difference to the suggested timeline.


There is also information on a couple of bases established by the Kafer and a detailed account of the Battle of Beowulf, before moving on to a section called Adventures in the Kafer War which looks in greater detail at the sort of things your party might become involved in. The three main areas are escaping from a planet before the Kafers get there, fighting the Kafers on the ground and fighting them in space. Less martial individuals might concentrate on surviving under Kafer rule, but it is likely – knowing player-characters – that they will probably get caught up in a resistance movement (or even start one!). Other opportunities include courier missions, acting as privateers or even reporting on events to the rest of the galaxy. There are some technical details to help you adjudicate things like communications, blockade running and privateering in general too.


For those who wish to become involved in ground battles, the section War to the Knife provides a wealth of detail pertinent to running anything from a skirmish to a full-blown battle in the context of a role-playing game, where the focus is on the small group of characters that make up your party. This is well-handled and provides some good ideas. Material on Kafer weapons, equipment and starships is also provided.


Invasion handles the difficult subject of running a full-blown war in the middle of a role-playing game well, and provides for plenty of action should the party be caught up in events. Perhaps they will make a real difference, or maybe their fight will be just one to survive: they will, however, have answers to the age-old question, “What did you do in the War?”



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[5 of 5 Stars!]
2300 AD Invasion
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2300 AD Mission Arcturus
by Megan R. [Featured Reviewer] Date Added: 11/15/2015 10:37:41

This adventure, whilst capable of being run as a stand-alone one, works best if you have already played at least some of the adventures in Kafer Dawn and have established the party as competent troubleshoots on Aurore, which is where it all begins. After an Introduction, which explains this and a bit about the contents of this book, there is a Referee's Synopsis that provides an overview of the adventure in quite some detail.


The basic premise is that the party are asked to join Mission Arcturus, which is being sent to investigate why nothing has been heard from the scientific station at Arcturus for about three years. Given that the Arcturus system is only about a day's travel away, you might ask why nobody's bothered until now, but it seems that they were too involved with dealing with Kafer attacks. It was, however, the folks on the station who first reported contact with the Kafers... although it was a couple of years after they'd reported this that contact was lost.


The adventure is well-structured, beginning with An Invitation which covers the party's recruitment. The next section is Aboard the Bassompierre, this being the vessel in which the mission team will travel to Arcturus. The main force aboard, to which the party will be attached, is a company of American Marines, and the next section introduces them. (Those referees playing this adventure 'cold' rather than as part of an existing campaign might care to use the Fire Team One NPCs as player-characters instead of having the party attached to them as advisors/troubleshooters.) There are also a couple of combat walkers aboard, characters with appropriate skills could pilot them (or there are NPC pilots who again could be used as characters if needed). If you are using the NPCs as your party, some advisors are supplied to fill the advisor role intended for your players. It's a neat way of ensuring all necessary roles are filled and giving you various ways in to the adventure, especially if you do not have an existing party suitable to participate.


After a brief section introducing the Arcturus system, we move on to resources about Station Arcture itself. These include its outward appearance and deck-by-deck detailed descriptions... as the idea of the mission is to go aboard and discover just why nothing has been heard from them for so long. Starting with the initial approach and external investigation, the party and others will make their way aboard and deal with whatever situation they find there. There's plenty of material - including some evocative descriptions to read out - to help you run this exploration, when the party pretty much has free rein to go wherever they like on the station. Whatever they decide to do, wherever they decide to go, you will find what you need to run encounters and adjudicate events. Needless to say, this exploration will not be straightforward, with external events as well as internal hazards.


It's a cracking adventure, the classic exploration of a deserted spacestation where anything might be lurking poised to get you, well-resourced and coherent in vision.



Rating:
[5 of 5 Stars!]
2300 AD Mission Arcturus
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2300 AD Kafer Dawn
by Megan R. [Featured Reviewer] Date Added: 11/12/2015 07:59:28

This adventure is set on the planet Aurore, in a system which was recently a battleground between humanity and the Kafer, an alien race that does not seem disposed to find ways of sharing the galaxy with other sentients. The book contains background material on Aurore itself, the major settlement of Tanstafl, the Kafer, and a whole series of interlinked adventures suitable for a party of freelance adventurers or mercenaries. Most of this work is for referee's eyes only, with the usual 'read alound' material and a few handouts.


The first section, Aurore, is written to provide the referee with background information on the planet itself and the Eta Bootis system in which it was found, with the specific intent of providing material to remind players that their characters are on an alien world. For a start, Aurore is actually the moon of a gas giant that's almost but not quite a full-blown star in its own right. It's tidally-locked and only parts of the planet are habitable, so settlements need to be located with care. There is a lot of physical and astronomical data to absorb here, things which give rise to a unique planetary setting. There are environmental dangers as well, things that long-time Aurorean residents are accustomed to but which can easily catch newcomers (like the party!) unawares.


The next section, Aurorean Biology, delivers a wealth of native lifeforms, many of which are actively inimical to people. It seems that mutually-incompatible biology does not stop them trying to eat people, even if they won't get nourishment (or may even be poisoned) by the attempt!


These sections are followed by one about Tanstaafl. Built on the site of the first colony, this is the premier city on Aurore, situated near to the spaceport of Port Blackjack. As well as describing the city in reasonable detail, it also lists a lot of other settlements to be found on Aurore, mostly with a sentence or two to give at least an idea about them.


Next is a section on Kafers. This is definitely 'referee territory' - very little is known about this race at present except that they are not interested in forming alliances or sharing the galaxy with anyone! However, what little is known about them and their activity is presented in a separate sub-section that can be shared with players as you see fit. The rest they'll have to find out the hard way...


Then comes the Campaign Introduction. This begins with some background and scene-setting information, which assumes that the party has arrived on Aurore in search of adventure or as mercenaries seeking work - of which there is plenty either in the militia or as a private military contractor. Four actual adventures are provided, as well as ample scope for devising your own given the information in this book. Having played through this module many years ago, I can now see how the referee used elements of the adventures provided and wove them into a plot of his own design making use of the material here...


Overall, this work provides an interesting setting and a wealth of background material, with loads of adventure ideas to use in conjunction with your own plots to create a memorable experience for all concerned.



Rating:
[5 of 5 Stars!]
2300 AD Kafer Dawn
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