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Ebook: Fate of the Kinunir
by Philip C. [Verified Purchaser] Date Added: 09/19/2017 18:37:10

I wanted very much to like this book since I am a huge fan of the original Traveller but all I could think of was "who really wrote this crap". Supposedly the author had over 100 writing credits when he did this but there were so many inconsistancies that I frequently lost track. For example, the first officer is described as a nerdy science type who has never been on a starship before. Later the captain can't tell how old she is because she is a spacer. Later still our nerd disarms a soldier with her combat training removes the magazine and gives him the weapon back and then turns around and laughs at the guard when he tries to shoot her in the back and can't because he doesn't notice there is no magazine in HIS weapon and when he does apparently doesn't have a spare.

The worst sin is that this was supposed to explain what happened to the Kinunir but instead added a lot more that wasn't in the original adventure, left out a few things that were and expects a planet full of rioting people to not talk about the ship that caused the riot when anyone else stopped by.



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[1 of 5 Stars!]
Ebook: Fate of the Kinunir
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CT-X The Encyclopedia of Dagudashaag
by Jae C. [Verified Purchaser] Date Added: 09/18/2017 16:29:11

This supplement was provided for free via the travellerrpg website and recieved the following comments when released:

This file is 382 pages of absolute gold for free.

So overwhelmingly good! Latest T5 style world stats and comprehensive library data. So much to explore, and so many directions a Referee could let players take an adventure easily because of its comprehensive nature.

Magnificent!

Go get yourselves a copy and read, if you can not think of at least one adventure from each letter or even each subsector then you should hang your head in shame. People, religions, companies, worlds and lifeforms its all there just waiting to come to life in the Rimward Galactic Province. Go explore, get mugged, make a fortune, lose a fortune, have an adventure or two.

it is indeed a fabulous piece of work - thank you

I downloaded it and am impressed with the amount of detail and the quality of the work.

This is the right way to do a sector book.

A separate FREE Referee's Guide to the Sector - 'For Your Eyes Only' can be downloaded for free from http://wiki.travellerrpg.com/For_your_eyes_only



Rating:
[5 of 5 Stars!]
CT-X The Encyclopedia of Dagudashaag
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T5 Traveller5 Core Rules Book (759 pages)
by Andy H. [Verified Purchaser] Date Added: 09/15/2017 13:21:32

For me, I really want to like and recommend this product. I've been a fan of Traveller since the first small box, as it was the first actual role-playing game I ever purchased. That being said, I realize that I am somewhat biased, but Traveller5 is really hard to recommend to all but the most die-hard Traveller aficionados.

I’ll start with the positive. Traveller5 is greatly updated and expanded compared to previous versions/editions. The basic rules have been adapted to allow for more flexibility for characters or other intelligent beings that deviate from the human norm. This flexibility can cause some confusion, as a previous reviewer noted when sometimes attributes were written “Str C2 End” instead of the just saying “Str Dex End” – this allows for beings without a specific Dex stat to make the specific check. There are even sections on genetics for your character! The expansion also continues with a good system for the quality of items, which manages to apply to everything from a hand tool to a starship drive. Finally you have the notion that a higher tech level civilization can actually make a better power plant or jump drive, for example – no longer does a TL15 civilization necessarily build the same component with the same characteristics as a TL9 civilization. There are also accommodations for prototype and experimental versions available at earlier tech levels. Many tech level tables have been greatly expanded to show systems that are possible well beyond the Imperial norm of TL15. And other Traveller rules of the past that sometimes caused a chuckle (remember Murphy’s Rules in Space Gamer magazine?) have been corrected or modified: you don’t die in character creation any more. Taken all around, there is a lot of good new material here and a lot of positive changes.

But that brings us to the negative. To be fair, much of what is negative is viewed as such because there have been so many positive features added or revised that those which remain as they were, or are missing entirely, seem jarring. But let us firstly address the elephant in the room, and the primary reason is Travller5 is so hard to recommend:

The rules are a mess.

It is more than typos or charts in the wrong places or the like: it is more the overall impact that it has on the reader. There are over 700 pages in the PDF, and yet most sections read as if there was an editor behind the scenes doing their utmost to cut down the word and page count. It means most concepts are, at best, about half-explained. It means that the reader has to go over and over sections, refer to charts, refer to examples (if any are given), to try to figure out what is really being said or what the intent of the rule or system might be. You then add to that obtuse style a number of other problems, such as no references to charts. So it may explain a system on one page, perhaps give you an example, and you’ll know from both the text and the example that you’re missing something . . . which you’ll find on a chart three pages later. Then you’ll flip back at try to figure it out, as it may not be obvious . . . because the example (if you have one) could be wrong. The example may mysteriously make a different roll (is it a typo? Did you miss it on the chart?) or completely miss a whole selection of modifiers that really leaves you wondering (again) what the original intent might be. Here’s an example from the section on “How Jump Works”:

On page 338, it talks about the Astrogation task, and gives the table at the top of the page. So far so good, but part of the task is that the number of dice is modified by Stellar Density . . . which isn’t even explained on that page, it’s much later in a section on generating subsectors and the like. The text below on the page, though, never makes mention of Stellar Density as a modifier at all. Even the example given doesn’t use that modifier. As a reader you know something isn’t right from reading the text: given the example as written, a jump of 6 parsecs is effectively impossible (average roll of 7 dice, including the uncertainty die, is 24.5, meaning that a character would have to have an Int of 12 and Astrogation skill of 13 just to make it half of the time) for a player, and a TL15 computer would fail most of the time too (at TL16 you could get an artificially intelligent computer which would still fail). If you factor in Stellar Density from the chart, that makes it reasonable (reduces it to 4 dice, or an average of 14, which the computer could do most of the time). And then it gets odd: a character who, because of the uncertainty die, is not certain that their roll might be successful, is encouraged to “verify” the task. But to do so takes 24 hours and adds to the difficulty of the task, meaning you’re far less likely to succeed at the verification than you are at the original task. So you take much longer, and have a much higher chance to fail . . . why would you do that?

And what is really not mentioned there either is that the fuel requirements of the old Traveller are unchanged so if you fail an astrogation task, and wind up jumping in to deep space . . . you’re dead. There may be jump-9 technology, but that just means 90% of your ship is taken up for fuel. You can now link jump drives together, too . . .but that doesn’t help you for fuel, so if you link two jump-4 drives together you’d still need 80% of your ship’s tonnage in fuel.

Astute readers then note that, even with stellar density modifiers, the astrogation task for all of those higher order jump drives is effectively impossible (except across rifts or extra galactic distances). How do the rules address that? With an egregious hand wave: “without making any criticism of the Astrogator, most higher order jump Astrogation tasks fail.” A basic, “yeah we can’t explain it to you, but it works exactly the same way as a TL9 jump drive and has the same limitations as jump-1, so you figure it out.” The book is chock full of other advanced technologies that aren’t explained, so it seems really incongruous to say they’re all governed by the same mechanic, except when you get really advanced that mechanic doesn’t work, so you just flit about randomly.

Not all of the rule sections or systems are this bad, nor are they all incomplete to this same degree. But the overall effect is that the reader is forced to go over and over sections, read the whole thing, go back and revisit, and otherwise spend an inordinate amount of time simply deciphering some systems. Some things are fixable with errata it’s true – hey on page 340 where it talks about jump mishaps I don’t think the injury diagnosis / first aid table is supposed to be at the top of the page, you could correct some examples and add modifiers, and so forth. But even if you fixed all of those things there were still be areas that would require quite an investment in time to read and re-read, and still some systems that would be fodder for a 21st century version of “Murphy’s Rules.” If you’ve experience with Traveller, you can get through this, although you did likely expect more from a PDF that costs this much. If you’re not, start with one of the older Traveller versions – they won’t be as complete, or as novel, in some areas, but it will give you a strong foundation in what to expect to perhaps enable you to overcome the later shortcomings of Traveller5.



Rating:
[2 of 5 Stars!]
T5 Traveller5 Core Rules Book (759 pages)
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T2000 v2 East Africa Sourcebook
by Wayne G. [Verified Purchaser] Date Added: 09/09/2017 14:04:32

Loaded with material. It's a unique setting, with lots of archaic military gear you wouldn't find in other theaters. If you're tired of running a Poland or America campaign for the 12th time, try Kenya instead.



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[5 of 5 Stars!]
T2000 v2  East Africa Sourcebook
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DC1 Nightsider
by Customer Name Withheld [Verified Purchaser] Date Added: 09/09/2017 04:03:55

A game of three parts - Dungeon (OK, Island) crawl, Proto dimension puzzle and Boss bashing. The maps are colourful, the monsters vary from cannon fodder to unbeatable (at least with guns). Loot - well, there seems to be too much of that. Almost the first thing you find is the remains of a US Special Forces team loaded with goodies, so some GM moderation is required, otherwise part one will end with the smoking wreckage of Fang Island sinking into the Atlantic. Probably too tough for novice players who merely shoot at anything that moves. They'll need to think about this one.



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[4 of 5 Stars!]
DC1 Nightsider
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Guide Checklist to GDW RPG Titles
by Customer Name Withheld [Verified Purchaser] Date Added: 09/09/2017 03:51:42

A useful and comprehensive list as it says on the tin. Unfortunatly, the hyperlinks don't seem to work on my PC.



Rating:
[4 of 5 Stars!]
Guide Checklist to GDW RPG Titles
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T2000 v2 Rooks Gambit
by David A. [Verified Purchaser] Date Added: 09/06/2017 22:40:49

Love seeing the first new offical adventure module for the game in over 20 years, one that added a new dimension to Going Home and also shone a light on a previously non-detailed area of Poland, thus showing that even in the most heavily explored country in the game there are new stories and new adventures to be had. Look forward to more new material and adventures from this author.



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[5 of 5 Stars!]
T2000 v2  Rooks Gambit
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CT-D01a-Annic Nova
by Charles V. [Verified Purchaser] Date Added: 07/19/2017 07:30:37

Seems like a great lil ship supplement, with some sample PCs and other things. Unfortunately the scan quality is quite bad - at 100% the page is too zoomed out to read, and at 200% the text is blurry. You can highlight the text and copy-paste it to a text file to make it legible, but given that other Classic Traveller supplements are considerably more readable, it seems like this pdf ought to be fixed.

If legible, would probably be about 4-5 stars.



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[1 of 5 Stars!]
CT-D01a-Annic Nova
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DC Gear-Up!
by Customer Name Withheld [Verified Purchaser] Date Added: 06/03/2017 03:57:27

A comprehensive equipment list for the Dark Conspiracy / Twilight 2000 / Traveller world - and boy, is it comprehensive! 106 pages, rather like an Argos catalogue, covering everything from armour through computers and electronic gear, plus camping and Cold / Hot weather gear, clothing (fashion) webbing, medical, street drugs etc, etc, etc. No weapons or vehicles though, these apparently will be covered in future releases. Like, wow! My only quibble is the wide technological range, from low tech garden shed-produced plate armour to advanced Battle Dress that Darth Vader would drool over. It'll keep you and your players amused for hours, just be prepared to lay down the law about what is or is not available...



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[5 of 5 Stars!]
DC Gear-Up!
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DC1 Darktek
by Customer Name Withheld [Verified Purchaser] Date Added: 05/06/2017 04:52:37

An great equipment catalogue for Dark Conspiracy - except most of it is for the bad guys. This supplement contains the usual stock items such as improved weapons, ground vehicles, aircraft etc. for the seriously cool adventurer. The unique twist here is that many high tech items are only available from the monsters. If YOU want them, you need to get them the hard way (Oh well, shades of D & D...). Many items will be instantly recognisable for anyone who played old-style Traveler (Combat Environment suits for example). Other items are the painfully crude personal computers that are the only things in the shops in the world of Dark Conspiracy. Or the little Trabant cars that my players consider a "Horror" aspect... The really great stuff? Think slime. Lots of slime. And, if like some PC's you are overcome by a psychotic urge to empty your magazines at the mere sight of a Dark Elf, think twice. Now the **** Dark Elves have some pretty heavy firepower of their own. (OK Legolas, next time it's no more Mr. Nice Guy...)



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[4 of 5 Stars!]
DC1 Darktek
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DC1 Empathic Sourcebook
by Customer Name Withheld [Verified Purchaser] Date Added: 05/03/2017 07:19:51

A basically essential aid for Dark Conspiracy players and GM's who wish to feature Empathic skills in their campaign. If you don't know what that means, read no further. This add-on contains all the detail you could ask for, whether basic or seriously advanced for the would-be Neuropath, Sorcerer, Psychic or Mystic player character. Most of this is included in the 2nd edition advanced rulebooks, although I seemed to notice that some details have been edited out of the latter. The authors have gone to some effort to avoid that "Magic by another Name" feel by limiting humans' abilities, adding serious health issues and generally making Empathic abilities a subtle and uncanny (and unreliable) aid to adventurers rather than the heavy artillery approach (although Sorcerers can still toss fire about). Beware though, this one is not for novice players.



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[4 of 5 Stars!]
DC1 Empathic Sourcebook
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DC1 Proto-Dimensions Sourcebook, Volume 1
by Customer Name Withheld [Verified Purchaser] Date Added: 05/03/2017 07:05:32

A Dark Conspiracy ad-on best suited for GM's who are fans of Doctor Who or Doctor Strange. It contains much doubletalk about the nature of Proto-dimensions, Quantum-dimensions and so on that would baffle Professor Brainstorm. Helpfully, several example of typical (?) Proto-dimensions are included for players to visit, draw power from, or imprison those pesky unbeatable monsters in. Best taken late at night with a six pack of real-ale. Absolutely not for the novice player.



Rating:
[3 of 5 Stars!]
DC1 Proto-Dimensions Sourcebook, Volume 1
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DC1 Dark Conspiracy, 1st edition rulebook
by Customer Name Withheld [Verified Purchaser] Date Added: 05/03/2017 06:55:51

Dark Conspiracy is a Call of Cthulhu meets Traveler sci-fi / horror game set in the 2050's, where the world has gone to hell in a hand basket. High Technology is restricted to an aristocratic nomenclatura, the downtrodden middle classes drive Trabants and the other 85% (proles) are there to be eaten by invaders from another dimension. It's a good game, utilising the original Twilight 2000 rules, and so easily adaptable to any period between 1889 and 2050+. The authors tend to place more emphasis on the horror aspect than Sci-fi, which might not appeal to some. This 1st edition rulebook is the more complete book for a new player (who has experience of other RPG's), the 2nd edition player's handbook is the better for a total novice. The main fault in this edition is that it does not contain rules for Empathic PC's (Which are in one of the supplements). The only real difference between 1st and 2nd editions is that the latter (in the full version anyway) contains most of the info. scattered throughout the 1st edition supplements.



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[4 of 5 Stars!]
DC1  Dark Conspiracy, 1st edition rulebook
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CT- B06-Scouts
by Andy B. [Verified Purchaser] Date Added: 02/18/2017 09:45:55

No matter what RPG setting you use... 'Scouts' is without doubt the most sophisticated and accurate star system generator you are likely to find.

Personally I'm an author and I find it invaluable for creating realistic settings

Its clear that the authors had a love and understanding of REAL astronomy allowing the user to be really specific about the star system that's been created.You know tyou are on safe ground when the first thing your dice roll are the spectral class of the star and then burrow down to the tiny details that might normally not be important until they are.. like the axial tilt of a world or the length of day (eg an 80 degree tilt and a 200 year long day)



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[5 of 5 Stars!]
CT- B06-Scouts
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T2000 v2 NATO Combat Vehicle Handbook
by Customer Name Withheld [Verified Purchaser] Date Added: 01/15/2017 04:56:56

A furthur addition to the "supply catalogue" type of add-on to the Twilight 2000 v.2 series of games. This one is not so comprehensive (too much ground to cover) but is very useful nonetheless. It basically includes softskins such as the Landrover (SAS style of course) through the APC and AFV to some distinctly odd choices (Gee sarge, we found the bridgelayer just sitting there and...). Still, British/French/German/Dutch/Swiss vehicles can liven up any campaign. There just isn't a full set of any of them. The basic stat sheet for all these has been upgraded for the better. There is also a (basic and incomplete) order of battle for what was left of NATO at the start of the T2000 campaign so you don't have to knock your brains out as to where the "cheese eating surrender monkeys" are currently skulking. Also, there is an (aaargh!) eight page colour plate set to aid the painting of plastic tanks. Overall, if you are buying the set of three combat vehicle handbooks, leave this one untill last. It's not bad, just not as good as the other two. Seven out of ten.



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[4 of 5 Stars!]
T2000 v2 NATO Combat Vehicle Handbook
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