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The Sarmatian Bestiary
par Lech G. [Acheteur vérifié] Date Ajoutée: 11/13/2017 04:46:31

Beautiful art, great concepts and a lot of inspirational content.



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The Sarmatian Bestiary
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The Flux
par Ronald B. [Acheteur vérifié] Date Ajoutée: 10/31/2017 18:17:33

Originally posted here: http://ronblessing.blogspot.com/2011/12/read-thru-flux.html

Are you one of those GMs who get Shiny New Game Syndrome? Does it cause you to constantly switch games on your usually-reeling players? Have your players held an intervention to make you commit to running the same game for more than, say, 90 days?

If you answered "yes" to any of the above questions (I may have), then John Wick's The Flux might be just the ticket for you and your group!

The Flux is one of the many little games to be found in John Wick's Big Book of Little Games. The PDF was provided to me, gratis, by the fine folks at DriveThruRPG.

You might be playing The Flux in your current game, and you don't even know it - yet. Because The Flux happens to your character, to your group's whole party, and usually when they least expect it.

Imagine playing a sorceress in a Pathfinder game, and she's in the midst of a climactic battle. Suddenly, your GM describes a humming in your character's ears. She can't place where it comes from - it's everywhere and nowhere. Then there's a flash and BAM! She's no longer a sorceress in Golarion, but a mad scientist in Hollow Earth Expedition. Later in the Hollow Earth, she has been captured by Nazis and left without any gadgets. As the player you try to help the mad scientist recall a memory - a skill or ability - from a previous world or existence, and suddenly she makes a gesture, speaks an incantation, and throws a fireball at her captors, clearing a path for escape!

In The Flux, you can totally do that. Seriously.

So if you're running a game, say RunePunk for Savage Worlds - you love it; you really do - and you discover you can finally read Earthdawn Third Edition on your iPad (totally not your fault!), there's an easy way to transition, using The Flux and making it easy on your players: Grab your players' RunePunk characters Make new Earthdawn characters for them, based generally on their RunePunk characters One session, in a tense moment, have The Flux kick in You're now running Earthdawn Your players don't have to make new characters or come up with new personalities - you're remaking their characters in a different world. Your players don't have to know about the new world right away - your players' characters are supposed to be hazy on the new setting.

There's no need to remember the rules from the old game. To access their previous characters' abilities, the players keep their characters in a stack - newest on top, oldest on the bottom. They roll some d6s - the difficulty based on how old the previous character is - and if they succeed, they automatically succeed with the best possible outcome: Fireball? Max damage. Shooting? The target is dead, if that was the goal.

On the surface it may seem broken. You may think players will abuse the abilities. But there is a price. The world knows someone is breaking the rules, and it fights back. Every time you use an ability from a previous character, there's a chance for Whiplash, where your character may get really hurt - or worse.

The Flux is very cool. I will be trying it at some point. And to my players: trust me, there were no spoilers in this post...



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Nation: Lustain
par Mike W. [Acheteur vérifié] Date Ajoutée: 10/22/2017 13:49:23

This is now officially my favorite Thean nation. The Eidhoren class is great for being a "traveling ambassador" to other nations. Short and sweet with quite a bit of info. My only (minor) complaint- NO MAP. I'd like to know the shape and size of the nation and where it is visually in relation to others. Maybe add one later or on a more complete Thean map elsewhere. Keep up the good work! Looking forward to what else you have in store.



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Nation: Lustain
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7th Sea: Crescent Empire
par Customer Name Withheld [Acheteur vérifié] Date Ajoutée: 09/22/2017 13:21:06

What You Will Find Inside Crescent Empire

Probably the biggest expansion of 7th Sea yet in terms of fluff. Within these pages, there's summaries of the following nations:

  • Not-Turkey (a new Empress has taken the throne, dealing with courtly and harem intrigue while trying to reform the whole Empire; this region should evoke a very Game of Thrones feeling)
  • Not-Israel/Palestine (without the real world... issues, the Israelis and Palestinians are working together to shore up the Empress and recover from a magical attack that made half of their tribes disappear)
  • Not-Iran (a country tearing itself apart, where only a few of the rebels can be described as Heroes, the previous Empreror was the Shah's boyfriend, and he plots to overthrow the Empress while his people rise against him)
  • Not-Arabia (the strongest soldiers in the Empire left reeling from climate change that turned their plains into a desert, the Djinn are flocking to their lands and causing more and more trouble)
  • Not-Jerusalem (a devout city-state tied to two of the Prophets, run by an ancient order of Assassins and an immortal Guardian that is no longer so immortal; some of the Assassins are straying from their path and becoming Villains)

Each nation comes with a new unique Sorcery, stats on their most important heroes and villains, and unique Backgrounds to choose from at character creation.

New Advantages.

Summaries of the religions that came before the Vaticine Church (Not-Judaism, Not-Islam, Not-Zoroastrianism, Not-Orthodox Christianity) along with their practices and core beliefs.

New enemy types, focusing mostly on the Djinn as beings similar to (but definitely different from) the Avalonian Sidhe and the Sarmation Dievai.

New Duelist Schools.

A new type of Dueling that's essentially a form of Battle Rapping/Yo Mama fight.

Rules for running Mass Battles, of sizes ranging from one village against another, to one Empire against another, along with a level-up system for your troops if you fight multiple battles.

What You Will NOT Find

Pirate/sailing content. This book is entirely focused on courtly intrigue and setting expansion. There is nothing here if you're looking for expanded Pirate rules, new ship backgrounds, trading rules, etc. Most of the Character Backgrounds are fitting for campaigns that never go near the ocean.

Rules for running a Kingdom. You may be able to raise and fight with an army now, but there are no rules for running the Kingdom from which that army is raised.

Content regarding how the Empire and Theah's nations interact, and vice versa. The only thing set in stone is that Numa (Not-Greece from Pirate Nations) and the Crescent Empire hate each other. For a book that's 70% fluff, this is something that is sorely missed.

In Conclusion

A good book if you want to run a game that has a spiritual/political focus or that never goes near the water. You could easily run a game with just this book and the free rules available on the John Wick Presents site if those are the things you want.



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7th Sea: Crescent Empire
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7th Sea: Khitai Quickstart
par Ian S. [Acheteur vérifié] Date Ajoutée: 09/15/2017 12:33:32

Pretty cool storyline, and seems it would be easily adaptable to any rules system, which is what I plan to do with it.



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Cut to the Chase: Dramatic Chase Sequences
par Customer Name Withheld [Acheteur vérifié] Date Ajoutée: 09/12/2017 22:56:05

Tom's Cut to the Chase is a fantastic resource, possible the best I've seen of the Explorer's Society supplements so far. If you're at all intersted in 7th Sea, you should definitely pick it up. Here's some of the best parts about it:

  • Momentum! One of the biggest complaints people have about 2nd Edition is that they don't know how to challenge their Players. Momentum, the use of a "Target" number of Raises that Heroes are working towards over the course of several Rounds is a great way to help mitigate some of those concerns, especially since the Actions of the Heroes can shift Momentum in their favor or against them.
  • There's TONS of examples throughout the text, helping you get a really good idea about how to use each of the pieces
  • Several references for when you're suffering from Creative Fatigue that you can throw at your Players.
  • Examples of now Skills could be used, even ones you might not expect like Perform and Empathy, during a Chase.


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Cut to the Chase: Dramatic Chase Sequences
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Cathay: Jewel of the East (Swashbuckling Adventures)
par Mark E. [Acheteur vérifié] Date Ajoutée: 09/05/2017 09:07:32

By FAR the worst of the 7th Sea line. The power creep in Cathay makes this totally unplayable with the original game. Then theres the fact that they tried to shoehorn in all of the far east into one tiny book. My advice? Dont buy this unless its the only area your players will be.



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Cathay: Jewel of the East (Swashbuckling Adventures)
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Cards on the Table
par Customer Name Withheld [Acheteur vérifié] Date Ajoutée: 09/01/2017 15:53:19

I was just about to build a tool like this for myself when I saw these. These cards are attractive and well laid out, and come with several excellent examples for use. Cards are color-coded for easy recognition, but the coloring isn't critical, which means you'll be fine running these off on your black-and-white printer. Use of ink and color is conservative, so you won't burn through your toner cartridge printing these.

If you're a 7th Sea GM and you're looking for a tool to help you choose Opportunities and Consequences on the fly, or just to help remind your players of the Opportunities/Consequences you've already chosen, I recommend these.



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Cards on the Table
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The Castle
par Jan S. [Acheteur vérifié] Date Ajoutée: 08/21/2017 06:53:55

The Castle is an excellent adventure. Each stage/step is made of several steps and you can make the adventure you want: more action, less action, more horror/less horror, choose the ending you want – the tools are there, just pick and go. It’s not perfect – there are minor typos (e.g. see page XX), and there could be more consequences/opportunities for each scene and reminders about the scene overall importance: For example there is a library, which is the key location for most of the approaches. The text could remind us that, for example „if you decided that you want to lift the curse, the library offers this and that pieces of information.” But these are minor things, and an experienced GM can manage easily. It took us 5 hours to complete and I rushed the ending a bit, since the group decided to fight the Villain. Using all the scenes it can be easily stretched to probably 8 hours, and with bare bones (4 scenes shoud do it) – down to 3 or 4. As such, it is much, much better as a starting adventure than “The Caliberi Letters” for one fundamental reason: the story it tells has a beginning and an end, therefore is much more meaningful for the players than the Letters (which is really and intro to a much larger story and players don’t care about its conclusion). If you’re wondering which of the two you should get – get this one.



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The Castle
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The Ninth Eye
par Evan P. [Acheteur vérifié] Date Ajoutée: 08/11/2017 12:10:55

I bought this primarily to see a good example of how a 7th Sea adventure is constructed, and that's what I got! The theme is not really in line with what I want for my games, but I thought it was well-written and useful for my purposes.



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The Ninth Eye
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The Big Book of Little Games
par Kristopher R. [Acheteur vérifié] Date Ajoutée: 08/05/2017 00:15:03

My only complaint is it does not include Dragon: A little game for little dragons. Yes that game was kind of incomplete and uses the same system as Cat. But I still think Dragon is the best game John Wick ever made! Putting thatt gripe aside, the Big Book of Little Games delivers. I own the Flux and while the art is different, the content is the same. The text has a cleaner look. The Pdf has no book marks you you have to scroll and can't just jump to the game you want. But All the content is crisp black and white and seems printer freindly. Also some of the games seem to be able to mix and match together. Worth the price unless you already have all these games seperately.



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The Big Book of Little Games
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The Meretrices of Magdelene
par Customer Name Withheld [Acheteur vérifié] Date Ajoutée: 07/25/2017 21:34:20

A secret society of little guys looking out for the other little guys - that's kind of neat. It's a good concept that I wish had been expanded on more. Here are some things I'd like to see expanded on:

  • A description of what the Meretrices think of the various Nations and Secret Societies as well as possible conflicts and alliances.
  • Some fun plot hooks to draw heroes into the story outside of the earning and spending favor that can help me link the organization into my campaigns, and
  • An NPC or two that I can introduce to my Heroes so I don't need to just make something from the ground up.


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The Meretrices of Magdelene
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Réponse de l’éditeur :
Hello! Thank you so much for the excellent feedback, I will consider an updated version!
Sweet Jenny
par Customer Name Withheld [Acheteur vérifié] Date Ajoutée: 07/25/2017 20:21:20

Wow. I was not expecting to find so much in this fun little resoure. I haven't had a chance to play the game itself yet, but just from reading throug the rules look like a solid game in itself, but what's REALLY neat about this resource is how it fits Sweet Jenny the card game into somethng that Heroes can play AND unlike a lot of little games within games lke this it has rules to make Heroes just outright awesome. You want a casino royal-esq scene where against all odds the Hero manages to come out on top? There are rules that allow players to make moves and manipulate play in a way to make that happen so that you can literally emulate your Hero being a card shark even if you - the player - are just okay at it.



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Sweet Jenny
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Eldritch High: A Little Game about Wizards, Witches and Warlocks
par Caroline G. S. [Acheteur vérifié] Date Ajoutée: 07/22/2017 06:47:39

This is a very poorly put together system. The idea behind it is interesting. But the result that is this pdf file, is horrible. The whole booklet is poorly written and confusing. Stuff only being mentioned one time. And things being mentioned by several different names so you have to guess that they mean the same. There's also funktions that don't have any meaning in the game like fudge. Could never find out when or what that's for.

Almost impossible to make the characters you want as well unless you either want a jack of all trades wizard or a skillful fighter. Cause of the restriction to classes.



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Eldritch High: A Little Game about Wizards, Witches and Warlocks
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7th Sea: Nations of Théah, Volume 1
par Customer Name Withheld [Acheteur vérifié] Date Ajoutée: 07/12/2017 19:15:28

The material covered in this book could have and should have been included in the core book. The content is far too "thin". While the material attempts to answer overall excluded content questions from the core book, it still feels very incomplete; and that there are two volumes priced separately just feels like a money grab.

I want information about playing a role playing game based on a good, solid setting, not a "The Once and Future King" retelling (T.H. White did a better job of telling that story). Overall, this lackluster book feels like a disjointed tall tale instead of role-play material. Headings, subheadings, basic paragraphs and bullet points. That's what you're buying. Rules? Stats? Solid Content? Nope.



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7th Sea: Nations of Théah, Volume 1
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