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Last Stand
by Alex R. [Verified Purchaser] Date Added: 09/19/2014 00:41:03
An absolutely amazing game, and very quickly become my favorite RPG. The game takes a hands off approach skills, leaving rolls and abilities only for conflict resolution in combat, under the pretense that the players can act out their actions just fine on their own. Each stat is also a measure of your remaining health, without actually being a ton of book keeping like ability damage in most other games, as the game is built entirely around it. It also abandons the traditional level up or point buy systems, with all character advancement being based on the enemies you are fighting, with one new power guaranteed each session, while it limits your overall powers to force you to manage them with your party. Character creation is also extremely fast and fun, using a draft system where players each build their character from a dwindling hand of cards, and then apply it the selected cards to a Bio-Armor to get the stats for their character, as well as 8 total starting abilities.

The game isn't without its flaws though. Social combat is a bit shoehorned in, given the games otherwise hands off approach to roleplaying. A few abilities MUST be taken at character creation, or you will never have access to them as all enemies lack that ability (such as aquatic and wallcrawl), and a few powers aren't exactly clear on what happens when crafted as bioarmor(such as the drone powers). A few token effects are missing from the book, but can be found in the card images that come with it, or on the developers website.

The system used is great, and I love it to death. I am extremely excited to see more games in the Fortune System, to greatly expand the potential of the system.

Rating:
[5 of 5 Stars!]
Last Stand
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Mounted Combat
by Dennis S. [Featured Reviewer] Date Added: 04/13/2014 16:05:07
Mounted Combat is the latest in a line of supplements for Dungeon World made by Funhaver Industries that add in some traditional elements of fantasy RPGs. Like their other Dungeon World books, Mounted Combat succeeds in introducing beloved and storied mechanics seamlessly into Dungeon World, adhering to the game's mentality of simple rules that drive and produce fiction. But this one kicks it up a notch. This is a fairly meaty book at over 60 pages, and Funhaver have clearly pulled out all the stops in its production. It contains several pieces of rather charming art, has a clean and functional layout, and is packed with content. Mounted Combat gets to the meat of its namesake rules quite quickly, and much of the book is devoted to a plethora of vehicles and creatures that you can ride, from elephants and giant spiders and bees, to the simple majesty of the Alpaca, as well as sailing ships, and of course, a spelljammer-by-any-other-name. None of the mount descriptions are any longer than a page and several are shorter, and all of them are easy to read and copy over to an index card (though you may need a big card for the sailing ships). Because they act as items, there's a framework already in place to understand their place, and subsequently the additional rules should come easily to the reader. They function in terms of moves and stats and tags the same as any other piece of Dungeon World game mechanics would. At the end of the book there is a even section for making your own mounts, as well as adding Mounts to the starting equipment of Dungeon World classes: including how to add Mounts to the new classes released by Funhaver and other developers! Overall you can't go wrong with Mounted Combat. It feels at home in Dungeon World, almost like something that should've been there in the original book, and I'm sure it will provide a ton of adventuring fodder and even a few laughs.

Rating:
[5 of 5 Stars!]
Mounted Combat
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Robot Menace
by Michael C. [Verified Purchaser] Date Added: 02/14/2014 21:57:38
Ten minutes may not seem like a long time, but it can stretch forever as you watch your opponents for any tiny slip up in their defences to capitalise on, sweat dripping as you ponder just how you'll counter their assault before time runs out, while defending yourself against any ripostes.

Pair up with your buddies versus your other friends, and demonstrate the ultimate superiority of your teamwork and leadership.

Simple to teach, engaging to play, and definitely something you'll play round after round.

Rating:
[5 of 5 Stars!]
Robot Menace
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Dungeon World Old School [BUNDLE]
by Raul F. [Verified Purchaser] Date Added: 01/17/2014 20:12:30
These playbooks are both creative and very useful, not only as to make a character stand out by its racial features and unique moves, but as a great way to describe these races in the world you create as well. The icing on the cake is the old school feeling during play, wich it achieves amazingly.

Rating:
[5 of 5 Stars!]
Dungeon World Old School [BUNDLE]
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The Dwarf - A Dungeon World Playbook
by Dennis S. [Featured Reviewer] Date Added: 12/15/2013 19:49:08
I love this Dwarf playbook, especially in relation to the others. As a set you can see brilliantly how each of them works. They have moves that define the races very well within the broad archetypes of fantasy while not feeling too specialized or limiting. The Dwarf throws their weight around, loves gold, and loves drink, but has a few moves that satiate that contemplative connection to tradition that typically defines Dwarven spirituality in fantasy. This Dwarf can leverage community, tradition and racial connections with some of their moves, and have a few nods to dwarven crafting and of course, to beer and battle. There are a lot of dwarf characters you can draw from this playbook. Like the others, it has a lot of variety so as to not feel out of place even if you aren't meeting a lot of dwarves or smashing through a lot of stone dungeons, and enough move selections that you can have two or three very different dwarves in the same party once you get some advanced moves. Another very fine addition to your playbook collection, and works great along with the Elf and Halfling.

Rating:
[5 of 5 Stars!]
The Dwarf - A Dungeon World Playbook
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The Halfling - A Dungeon World Playbook
by Dennis S. [Featured Reviewer] Date Added: 12/15/2013 17:58:09
Another very interesting additional race-as-class for Dungeon World. This Playbook captures the whimsical and playful nature of halflings, with tolkien-esque touches like moves about camping and cooking, along with traditional staples like fighting well against bigger enemies and being stealthy. There is a good balance of moves about fighting and moves about living and adventuring, and I like that the combat-related moves greatly involve the character's quickness and spirit. There's a move about cooking a large and delicious meal, which should be a sure sell to halfling fans right there.

Rating:
[5 of 5 Stars!]
The Halfling - A Dungeon World Playbook
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Last Stand
by Bo B. [Verified Purchaser] Date Added: 12/15/2013 16:14:37
I really enjoyed this game - it's a great take on tactical combat and it presents you with a load of options on how to grow your character. The system is flexible enough to handle both one-shot set pieces from your favorite giant monster movies as well as an ongoing campaign about humanity fighting back against giant beasts. If you're a fan of movies and games that feature giant monsters, aliens invading, or just interesting tactical combat then I'd definitely recommend you pick up this game. The developer has also done an excellent job with creating a framework that leaves room for both a story and for easily adding your own elements into the game.

Rating:
[5 of 5 Stars!]
Last Stand
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The Elf - A Dungeon World Playbook
by Dennis S. [Featured Reviewer] Date Added: 12/15/2013 15:46:17
I'm not strictly a fan of the idea of races as their own classes, but the Elf is a very solid way of handling the concept. This two-page playbook contains various moves which really evoke the feeling of a mysteriously magical, naturally attuned race. The Elder Arts move natural to all Elves contains a bevy of flavor and a variety of useful tricks, while the advanced moves allow you to tailor your elf further towards mysterious powers or into the more prevalent archetype of a skilled archer or nimble, resourceful wilderness adventurer. I love the variety of moves and the ways they're used: such as revealing elder power to unsuspecting mortals, moving unhindered through terrain, or commanding spirits to help you in brief and subtle ways. You get a feeling that the Elf has power but respects it and uses it in a subtle fashion – you won't have overwhelming magical ability, but you can use what you have in many ways. While many moves work best in the wilderness, there's enough variety that you can play an elf anywhere and not feel like you've missed out or that you're out of place. It is a remarkable playbook and deserves a spot in your Dungeon World collection.

Rating:
[5 of 5 Stars!]
The Elf - A Dungeon World Playbook
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Wizard Council
by Ivan S. [Verified Purchaser] Date Added: 08/21/2013 04:23:28
This game is very fun to play for a party or something. Beer and pretzels kind of thing. Plays best when you and the other players are trying to top each other in terms of inconvenient rules. (We had a rule where we had to play Skrillex non-stop for the rest of the game. Nobody playing likes Skrillex's music at all.)

All in all well worth the bucks I tossed at Funhaver.

Rating:
[5 of 5 Stars!]
Wizard Council
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Galactic Council
by Dennis S. [Featured Reviewer] Date Added: 05/10/2013 12:49:39
Galactic Council is a very simple and interesting party tabletop game about ships, fleets and invading enemies. Every player has their own deck of standard playing cards that they use to generate a fleet, and engage threats to the galaxy. The most interesting aspect is that it's a competitive game – players are vying against one another to be the hero who saves the galaxy, rather than actively cooperating to save it. There are a limited number of rounds of play that insure the game stays fresh and can fit into a tight schedule, and each round is packed with interesting decisions. The game strongly resembles Wizard's Council, another Funhaver product, but it has enough unique rules of its own to stand out. If you want an inexpensive, quick Sci-Fi game to play with friends, Galactic Council may be right up your alley.

Rating:
[5 of 5 Stars!]
Galactic Council
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The Initiate - A Dungeon World compatible class
by Alexander N. [Verified Purchaser] Date Added: 04/26/2013 02:40:46
Montgomery A Box seems to have confused this Initiate with someone else's Cultist, so let me just review this properly.

The Initiate is a martial artist base class for Dungeon World - a little bit like the D&D Monk, but less overtly supernatural. The starting moves give you a signature combat style that you get to pick tags for much like the fighter's signature weapon move, the ability to run across water or walls like a wire-fu character, and a move that lets you attack the enemy's pressure points to disorient them or disable their weapon arm rather than doing damage.

The advanced moves are a mixture of moves that add a supernatural angle (ki fireballs, absorbing the powers of magic items into your fists, having skin that is nearly impossible to pierce), moves that make use of the often-forgotten bolster/preparation mechanics, and more traditionally martial-arts-y moves (teaching others how to fight - appropriate called "Sweep the Leg" - or else being better at fighting foes who've previously defeated you, studying the enemy's fighting technique or using the environment as a weapon).

All in all, the Initiate is a good class - it's well-written, fits in with the core Dungeon World classes both in terms of how it's written and how powerful it is, and it offers a variety of original moves (apart from the multiclass move, none of the moves are taken from any other playbook - they're all specially written for this class). Whether you're specifically looking for a DW take on the D&D Monk or you just want an additional playbook for your DW campaign, this is a good buy.

Rating:
[5 of 5 Stars!]
The Initiate - A Dungeon World compatible class
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Wizard Council
by Dennis S. [Featured Reviewer] Date Added: 04/03/2013 11:53:29
Wizard's Council is a very creative and compact 5-page card-based RPG. Every player uses their own deck of standard playing cards that they use to influence the game. Players have the ability to modify the game itself to suit their purposes and annoy other players, a mechanic that fits in perfectly with the flavor of wizard councils vying for control of a city through lawmaking trickery. The game is played in a discrete number of rounds that have different phases of play, and it seems you could complete a satisfying game in very short order. For such a small package it contains a lot of depth. It is a very unique game and if you've got a creative bunch playing it, every game will be totally different -- even down to the rules!

Rating:
[5 of 5 Stars!]
Wizard Council
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The Initiate - A Dungeon World compatible class
by Montgomery A B. [Verified Purchaser] Date Added: 02/22/2013 15:52:33
While Normally I like the free-form style of Dungeon World, I think the Initiate went too far in that direction. The core of this class of a cult leader is, of course, his Chosen cultists, who follow him around and do his bidding. But there are no guidelines on how to adjucate what the Chosen Ones (as the cultists are called) can do. It's left entirely in the realm of GM call, which as a GM is a bit much. And as the Initiate himself, as cult leader, really has very little he can do at first level. I think they might have done better to use the Hireling rules in some manner, but as it stands, a 1st level initiate is as awesome or as pitiful as your negotiation skills with the GM dictate, and that's just too free-form for me.

Rating:
[3 of 5 Stars!]
The Initiate - A Dungeon World compatible class
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Publisher Reply:
Mr. Box, I think you may have the Initiate confused with another playbook. The Initiate is a martial artist, like the Monk class in many other RPGs, and does not generally associate with cults.
Dungeon World Playbook Collection [BUNDLE]
by Montgomery A B. [Verified Purchaser] Date Added: 02/22/2013 15:47:53
These are some interesting takes on some of the classic classes in Dungeon World.

The Alchemist was pure win. Flavorful portrayal of the Alchemist as a steam-punk derived wunderkind. Well done.

The Mage and The Priest do a good job of taking the Vancian Magic out of the classes, while still leaving them as the recognizable archetypes.

Their take on the Paladin, however, was a bit...much. Some of the bonuses stacked was allowed to stack up WAY too high (like being able to grant someone an Armor value of, I think, 9 with the right moves). But if your willing to look past that, or do some tweaking, the other moves of the class really add to the "Fighter of God" schtick wonderfully.

Rating:
[4 of 5 Stars!]
Dungeon World Playbook Collection [BUNDLE]
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Dungeon World CCC - Compendium Class Collection 1
by Richard R. [Verified Purchaser] Date Added: 01/24/2013 00:53:31
I'm not really a fan of compendium classes, but I think these are pretty good. They have some powerful moves, but are very thematic.

Rating:
[3 of 5 Stars!]
Dungeon World CCC - Compendium Class Collection 1
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