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
 Publisher Info
Naval Perils
Naval Perils
$2.00 $0.00









Back
Other comments left for this publisher:
Crawling Under A Broken Moon fanzine issue #3
by Daniel B. [Verified Purchaser] Date Added: 09/03/2014 14:45:25
Consider this a place-holder for a full review.

With issue #3 CUABM really comes into its own. This issue offers more info for making 0-level PCs suitable for Umerica, and it offers a suitable 0-level funnel for those characters to die horribly in. There is a ton to like about this funnel as well.

Kudos!

Rating:
[5 of 5 Stars!]
Crawling Under A Broken Moon fanzine issue #3
Click to show product description

Add to RPGNow.com Order

Crawling Under A Broken Moon fanzine issue #3
by Venger S. [Verified Purchaser] Date Added: 09/03/2014 12:23:09
I was given a complimentary review PDF of this product.

Crawling Under a Broken Moon fanzine issue #3 is my first encounter with CUaBM, but not my first encounter with Dungeon Crawl Classics fanzines or gonzo, post-apocalyptic science-fantasy. Overall impression: it's awesome!

Issue #3 is pretty much all adventure. As in, the entire thing is a zero-level funnel adventure for DCC. It's got a sweet little hook that's as familiar as it is compelling: a settlement is being harassed by raiders who can kick the crap out of them. You start out as one of the settlers! Although, later in the background section, it mentions that the settlement in question tried to raid someplace else and because of that failed raid, they must now pay a tribute, like reparations or something. That paints a different picture. Less sympathetic but a little more interesting. Really, a GM could go either way.

So, the entire reason for going into this creepy, forbidden mall is salvage. Find enough stuff to load up the tribute truck and your village won't be destroyed or looted beyond all recognition. The module includes rules for determining how much stuff will take up room in the tribute truck. Pretty neat, although it may become a hassle to track after awhile if gamers are math-adverse (like me).

What I want to know is... how many of these farmers-turned-adventurers are looking for weapons or magic/tech items in order to thrash the enemy raiders? If I was playing, that would be my #1 priority. No one puts baby in a corner. Did I just say that? Hells yeah, I did!

I like the three factions within the mall. The map and occasional "bad art" are also cool.

Besides a few typos, one criticism I have is an over-reliance on modern D&D skill checks and standardized rules yielding a mechanical bonus or penalty. For example, in Ward's Forest of Bugs and Shrooms there's a haze of spores in the area which has an effect on PCs hanging out there for more than a few minutes. Great stuff. But then it goes on to say, "Any PCs staying in the area for more than a few minutes must make a Fort save DC 10 each 30 minutes or suffer a 1 die penalty to their action dice due to mild hallucinations for the next 1d3 hours." I would have rather had a description of physical or mental side effects or an illustration of what those hallucinations might include. Stuff like that. Not a huge deal but it's the little things that count.

I love all the various locations - sunglasses hut, food court, ice dream (?) parlour, etc. Some neat descriptions evoke a vague sense of both Escape from New York and Dawn of the Dead (the original, of course). Not so much Thundarr the Barbarian but that doesn't really bother me.

There are some notes at the end on where to go from here (short but very sweet), followed by new monsters. I got to give an extra special shout-out to these bizarre creatures. They're 1 part silly, 1 part strange, and 1 part awesome. I can totally see myself using them in other OSR type adventures, either standard D&D (retro-clones) or something like Mutant Future / Gamma World.

I'm glad CUaBM is out there and that I've been exposed to it like a radioactive fungus - bring on the mutations!

Rating:
[5 of 5 Stars!]
Crawling Under A Broken Moon fanzine issue #1
by Jeffrey K. [Verified Purchaser] Date Added: 06/25/2014 17:34:33
If you ever wanted to adventure in the world of Thundarr the Barbarian, or if after checking out the Dungeon Crawl Classics RPG thought "Man, I wish someone would make this rule system work with a Gamma World type setting", then the Crawling Under A Broken Moon fanzine is just want you've been looking for. Don't let the word 'fanzine' discourage you, as Reid San Filippo has created some top-notch content here.


A Look Inside

The neon orange cover offers an excellent logo, with so-so artwork, but don't judge this book by its cover.

Page 1 offers an Introduction, explaining the background and purpose of the fanzine - to bring the post-apocalypse to Dungeon Crawl Classics.

Page 2 provides a Table of Contents, Credits and Submission Guidelines.

Pages 3 to 5 gives tips on running DCC in a post-apocalyptic science fantasy setting, along with a useful table to determine the condition of items found.

Pages 6 to 13 offers a new DCC character class, The Technologist, which will fill a necessary role in any post-apocalyptic adventuring party.

Pages 14 to 16 provides statistics for guns in DCC. This is another essential article, as what would a post-apocalypse setting be without firearms?

Pages 17 to 22 contains four new monsters. The best one of these is the Lobstrosity, which reminded me of a Lovecraftian monster, the Mi-go, yet gave a refreshingly humorous take on the monster which fits in with a DCC post-apocalyptic setting perfectly. I hope to see more Lovecraftian monsters given same treatment in future issues.

Pages 23 and 24 describes a new location, which could be in one of the stores of a mall. I like the idea of locations in future issues fleshing out a "Mall of America" type area.


Summary and Conclusions

This fanzine is chock full of content, with much of it being very essential in order to run a post-apocalyptic campaign with the Dungeon Crawl Classics RPG. For what this issue does, getting both a hard copy and PDF for $4.00 is a steal. I haven't felt this thrilled by getting a magazine in the mail since Autoduel Quarterly, especially since it states next issue will have the Mutant Character Class. The bottom line is purchasing extremely useful content such as this is a very easy decision to make.

Rating:
[5 of 5 Stars!]
Crawling Under A Broken Moon fanzine issue #1
Click to show product description

Add to RPGNow.com Order

Tales of Wyn D'mere Role Playing Game!
by Dan L. [Verified Purchaser] Date Added: 10/08/2003 00:00:00
While Shield of Faith has thus far failed to help flesh out their Tales RPG with additional suppliments and books (which is why I took off a star), the base book and system are definetly one of my favorites of all time. Unlike other clunky & hard to use RPG systems that focus almost solely on the "what" of charectors instead of the "who", Tales system of taking background choices and having that influence what you can learn and such works very nicely to help flesh out "who" a charector is. The charector creation can be a little confusing and hard to get used to, but the complexity supports a very complex charector that is made specific to each player. If SoFS could get off their behinds and update the Tales system, and add to it, they could very easily have the best RPG on the market, for the cheapest price too.

Rating:
[4 of 5 Stars!]
Tales of Wyn D'mere Role Playing Game!
Click to show product description

Add to RPGNow.com Order

Tales of Wyn D'mere Role Playing Game!
by Tim B. [Verified Purchaser] Date Added: 08/13/2002 00:00:00
Tales of Wyn D'Mere is one of the more inovative role-playing games I have every played. Character creation, while long and leaning on the complex side, allows for the creation of a character's history and background while building the character like no other system I have ever played. Characters are whole beings durring creation, making for a much more natural role-playing experience, as they have a true history that is mapped out through the creation.

Once you get to actualy playing, the system flows quite well. There is some math involved while playing, but nothing that requires anything more complex than a sheet of scratch paper to add up high rolls. The game plays very naturaly, and allows for great customization of characters, as well as the world set around them. Monsters are origional and will keep players guessing as they run into new and exotic creatures. The world is rich in detail with plenty of room to customize your own little nitch of the world.

I highly recomend this system to any moderate to advanced roleplayer who is looking for a system that weaves characters with depth and personality as well as moving quickly along with mechanics.

Rating:
[5 of 5 Stars!]
Displaying 1 to 5 (of 5 reviews) Result Pages:  1 
0 items
 Hottest Titles
 Gift Certificates
Powered by DrivethruRPG