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T4 Marc Miller's Traveller
by Rory H. [Verified Purchaser] Date Added: 01/10/2017 19:46:49

This was never quite as bad as critics made it out to be - although the core task system being roll-under does create some issues in the game (the clunky rolling of ‘half dice’, and the increased emphasis of Characteristic scores over Skills). There is quite a bit of errata too, and some of the text needs repeat reading to make any sense of it. So it could have done with a lot more editing.

There are, however, some very attractive colour plates of starship imagery in here, and while the rest of the layout isn’t flash - it’s not weak either. The cover is nice too and, at it’s core, this is actually a pretty good edition of the game to base star-travelling adventures from. Character generation is fun (as in the best Traveller editions) and the world and starship generators are pretty much the same as in all editions.

If you want a more concise attempt at an authentic version of Marc Miller’s personal vision of his own game than T5, then this will serve you well.



Rating:
[4 of 5 Stars!]
T4  Marc Miller's Traveller
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T2000 v2 Nautical/Aviation Handbook
by Customer Name Withheld [Verified Purchaser] Date Added: 12/31/2016 05:51:54

Another supply catalogue for Twilight 2000 v.2 or Dark Conspiracy. Mostly Ground Attack aircraft or Attack helecopters to menace your ground-pounding PC's, stiffened with a modest supply of water craft for them to be in at the time. Useful, but nothing special. The rules are mercifully basic to get the job done without tears, with minimal changes to existing T2000 rules. Eight out of Ten.



Rating:
[4 of 5 Stars!]
T2000 v2 Nautical/Aviation Handbook
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DC2 Dark Conspiracy Referee's Guide Basic Edition (2nd ed.)
by Customer Name Withheld [Verified Purchaser] Date Added: 12/31/2016 05:44:45

The essential companion to the players handbook for this game. This one contains all the actual numbers you or the GM need to crunch to play the game. Now, I'm of two minds about issuing two seperate handbooks: yes, it prevents your players from looking up how tough a monster is (Very few weak monsters in this game) and the book recommends that the GM conceal information about the PC's abilities (especially Psionics) or how the Dark Tech works and so on. I don't like playing it that way, most players realise an ogre won't fall over when shot by a .25 pistol, or that vampires don't like UV light, especially when it comes out of the business end of a laser carbine. You pays your money and takes your choice, except you don't really have a choice: you need both Players' and Referee's guide to get the picture (Let the GM determine the BIG picture). Enough grumbling. The referees' guide contains more than enough matierial (monsters, weapons, Tech) to set up your own personalised campaign (I kicked the ET's in the head from the start), ever remembering that ALL the Twilight 2000 v.2 supplements can be used without change in this world. It's superbly flexible, and a worthy successor to Call of Cthulhu et al. Minor quibbles. This one throws a heavier workload than some on the GM - all those secret PC records for a start. But a laser-sighted .44 magnum revolver with silver bullets dosn't give you any more of a edge here than a Webley .455 gave Sherlock Holmes - the fear factor is still there, which is what it's all about. Eight out of Ten.



Rating:
[4 of 5 Stars!]
DC2 Dark Conspiracy Referee's Guide Basic Edition (2nd ed.)
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DC2 Dark Conspiracy Player's Handbook Basic Edition(2nd ed.)
by Customer Name Withheld [Verified Purchaser] Date Added: 12/31/2016 04:53:11

A near-future sci-Fi/Horror RPG. Basically, this is Call of Cthuhu uprated to the year 20?? by way of Traveller using the (superior) Twilight 2000 game system. The only new(ish) features are rules for Psionics (Limited, but better than the usual magic-by-another-name efforts.) and a modest stock of monsters taken from European mythology rather than the standard works of fiction (H.P. Lovecraft has taken the day off). The plot is that in a run down 1984ish future, Dark Masters from another Dimension are trying to infiltrate and take over the World, assisted by the usual suspects, Dark minions such as Vampires (several types), Morlocks, ET's (four types), various creeps and (aaargh!) Elves. Only your plucky band of PC's stand between them and world domination. Only the super-rich "Gnomes" have the high tech stuff. The middle class "Mikes" have to make do with low grade Henry Ford style tech. The downtrodden 85%, "Proles", have nothing. At first glance, you've seen it all before, but it is a better take on a popular game setting and any game that allows you to give an elf whatfor with a laser carbine can't be all bad. Eight out of ten



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[4 of 5 Stars!]
DC2 Dark Conspiracy Player's Handbook Basic Edition(2nd ed.)
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Traveller5 Starships & Spacecraft-2 FIVE Deck Plan Set
by William B. [Verified Purchaser] Date Added: 12/30/2016 12:21:23

I loved it! Nostalga in high resolution. Five classic Traveller ships set up as intended and as freform outlines for your own deckplans.



Rating:
[5 of 5 Stars!]
Traveller5 Starships & Spacecraft-2 FIVE Deck Plan Set
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T2000 v2 Heavy Weapons Handbook
by Customer Name Withheld [Verified Purchaser] Date Added: 12/24/2016 05:03:55

A basic listing of non-small arms weapons ranging from shoulder-launched missiles through to heavy artillery, with quite a heavy emphasis on anti-aircraft ( or should that be anti-helecopter) weaponry. Most weapons are of the Twilight 2000 era, but with a sufficently wide selection to allow extrapolation to basically any twentieth century artillery piece. However, no explanation is given as to how the (very basic) weapon stats were calculated. It is a good, solid add-on to Twilight 2000 et al. Score 9 out of 10



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[5 of 5 Stars!]
T2000 v2 Heavy Weapons Handbook
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T2000 v2 Infantry Weapons
by Customer Name Withheld [Verified Purchaser] Date Added: 12/24/2016 03:22:53

First, a confession: I'm a real-world gun buff. So I was surprised to spot a large number of errors in this supposedly well researched work. No mistake, 80% - 90% is good and useful, covering a wide range of weapons used throughout the twentieth century, not just 1999. It includes the basic math used to calculate the game values of any weapon not in the book. And yet... For example, why are there two different listings of the mauser C96, with different values for the same weapon? (It's available in several calibers, that's why, although this is not stated.) If you are unfamiliar with the finer details of twentieth century weaponry this is a good buy. If you or your players have a tendency to nit-pick, it might cause arguments. If you are keen on accurate detail, you might prefer to work out the weapon stats yourself. Overall rating 8 out of 10



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[4 of 5 Stars!]
T2000 v2 Infantry Weapons
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DC Gear-Up!
by Customer Name Withheld [Verified Purchaser] Date Added: 10/03/2016 06:57:15

Great book with tons of information. I can't wait for the next book to come out.



Rating:
[4 of 5 Stars!]
DC Gear-Up!
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2300 AD Star Cruiser
by william b. [Verified Purchaser] Date Added: 10/02/2016 23:45:05

Game mechanics have some similarites to the Honor Harrington universe of David Weber. The main difference being the type of faster than light drive. As noted in another review the combat charts are missing, but can be obtained from Far Future Enterprises by contacting them. I received a copy of the combat charts via email the same day I contacted them. The ability to design your own ships is a good feature. The combat mechanics do require several die rolls to resolve hits. 1. roll to hit, 2. roll to penetrate/reduce screens, 3. roll for hit location, 4. for non-surface hits roll to penetrate armor.



Rating:
[3 of 5 Stars!]
2300 AD Star Cruiser
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T5 Traveller5 Core Rules Book (759 pages)
by Chet C. [Verified Purchaser] Date Added: 08/19/2016 22:40:11

Rats! Accidentally deleted my original review, which went back to a week or three after publication. Let's just say that T5 does Traveller proud and it's once again what it was best: a toolbox filled with tools to create MY favorite sf rolegame.

I still bet Marc wishes he had the support group he had in 1977. It's hard to believe almost all of this came from one mind.



Rating:
[5 of 5 Stars!]
T5 Traveller5 Core Rules Book (759 pages)
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T5 Imperiallines 06
by Mark F. [Verified Purchaser] Date Added: 08/19/2016 12:47:14

Wow! Good to be back in the saddle. You can almost see it. Excellent.



Rating:
[5 of 5 Stars!]
T5 Imperiallines 06
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Guide To Classic Traveller
by David H. [Verified Purchaser] Date Added: 06/18/2016 03:13:59

Fundamental guide to what is in the complete set of Classic Traveller books.



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[5 of 5 Stars!]
Guide To Classic Traveller
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Ebook: The Science Fiction In Traveller
by Philip W. [Verified Purchaser] Date Added: 04/10/2016 03:23:20

A very interesting read. The discussion covers many works from those that pre-date Traveller, and were influential in it's conception as a SF RGP, though various works of fan fiction. It ends up discussing the most recent works.

I really enjoyed this ebook. There are a lot of works discussed that I did not know about.   It was very informative. Although the writer covered a lot, I feel that there are a lot of other SF works out there that, although not Traveller specific, is still of benifit to anyone designing a scenario.   The subject is however very large and it is not possible to cover everything.

Overall, a very good ebook.   Strongly recommend.



Rating:
[5 of 5 Stars!]
Ebook: The Science Fiction In Traveller
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Ebook: The Science Fiction In Traveller
by Peter R. [Verified Purchaser] Date Added: 04/10/2016 00:19:46

Traveller is a game set in a universe that looks somewhat Star-Warsy, if you aren't aware of or haven't read the decades of science fiction that came before 1977, on which the game is actually based. There is no one source; the game has many fathers, from Jefferson P. Swycaffer to Gordon Dickson to H. Beam Piper. Heretofore there hasn't been a compendium of sources, or discussion of influences, or reviews of how these books and authors came to be part of the Traveller background. That's where Shannon Appelcline and "The Science Fiction in Traveller" comes in.

The title refers not so much to the technologies and SFnal elements that go into Traveller than the way these technologies shaped the galactic societies in which they are placed, and how those elements appear in Traveller. For instance, Dickson's "The Genetic General" (known better today as "Dorsai!") does not much resemble Traveller in terms of tech. But it does have a Mercenary's Code, a feature that could be useful for Game Masters looking to provide more detail and substance to their own Traveller merc campaign. H. Beam Piper's "Space Viking" doesn't seem very Traveller, with its half-primitive space raiders devastating planets for the tech and raw materials to sustain their own civilization... but the home worlds of the Space Vikings have the same names as the Sword Worlds in Traveller, and the use of hyperdrive jump starships and their effect on commerce and warfare is very close to what you find in Traveller. Here too a GM can find inspiration for a campaign, raiding worlds for supplies or defending against them. In each case you find a little more of the Traveller universe and a good deal more in terms of usable background, story organization, campaign goals and structure to enhance your Traveler campaign.

My own long-time Traveller GM made much use of Keith Laumer's books on Retief, the diplomat to the stars, which greatly informed his campaigns with political and diplomatic subtlety -- even as we poor schlubs were using air/rafts to break into secret prisons for hostages in an enemy capital, hoping to get away clean. It's this sort of backgrounding that makes a campaign feel more real, and greatly enhances the player's enjoyment of the setting as well as the adventure. Bigger Things Are Moving In the Shadows, and if you are lucky, you might get to find out how to profit for them.

If that's the sort of thing you're looking to do for your players, I heartily recommend "The Science Fiction In Traveller" as a way to discover the roots of the game and the stories that can inspire world-spanning adventures for your players. Do look into it; you'll be very glad you did.



Rating:
[5 of 5 Stars!]
Ebook: The Science Fiction In Traveller
by James F. [Verified Purchaser] Date Added: 04/08/2016 14:35:43

While I did enjoy this and found it very interesting. I think this book will mainly be of interest to die-hard Traveller fans.



Rating:
[4 of 5 Stars!]
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