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[5E] A Touch of Class: 7 New Classes for 5th Edition
por Garin J. [Comprador verificado] Fecha en que fue añadido: 12/03/18 15:16:20

Brand new, original and fully developed classes that will make the other players at your table jealous. These are balanced options that feel completely different from everything else out there. Sure, WOTC put out an Alchemist in Unearthed Arcana, but this version is better and has more variety.

I have the print copy and love this book.



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War of the Burning Sky 5E #1: The Scouring of Gate Pass
por Luis G. [Comprador verificado] Fecha en que fue añadido: 11/26/18 17:47:45

As the introductory adventure to the War of the Burning Sky adventure path, The Scouring of Gate Pass manages what official D&D products struggle to do: to be simultaneously thoughtful, engaging, challenging and funny. It is rare to find an adventure that strikes such a great balance between action-packed cinematic setpieces and giving players the freedom to interact with the obstacles in a way unique to their gaming group. While the adventure does present the reader with an expected progression for the party, the social nature of many of the encounters allow for plenty of improvisation from the players. This, combined with the complex motivations of the NPCs, helps lend a sense of identity to each and every character and brings to the forefront their humanity, something crucial in a story about war. The conversion to Fifth Edition by Brian Criswell is superb and although I would consider the artwork of varying quality, it gets the job done. Particularly noteworthy is the stunning illustration on the front cover, as well as the black-and-white image of the ragesian inquisitor on page 35. The maps are clear and easy to understand and the city itself seems to come alive thanks to the detailed descriptions of its locations. My only real quibble is that the text is not justified, which makes it look somewhat messy, and that a lot of the artwork would have looked better if it had been left in black-and-white.



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Tip of the Tongue
por Thilo G. [Crítico destacado] Fecha en que fue añadido: 11/15/18 11:34:00

An Endzeitgeist.com review

This module clocks in at 45 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 41 pages of content, so let’s take a look!

This is a high fantasy adventure for characters level 7 – 8, and takes place in a town steeped in magical academia – the city Bellek. We get a proper settlement statblock for the town, and the magical nature of the place is emphasized throughout: A whole list of magical alcohol for the obligatory starting tavern, for example, has been provided. As a minor nitpick, there are a few inconsistencies in their rules, though these remain largely cosmetic and don’t impede functionality. (Electrical instead of electricity damage, for example.) The starting angle has a couple of hooks provided, and the module does not come with cartography for the town or locations visited. The module pretty heavily references the NPC Codex for less crucial foes/NPCs, so having that, or the SRD-pages ready is suggested. If you own the Liber Influxus Communis, you’ll be interested to hear that the mnemonic class features somewhat prominently in this module. If you don’t have it, fret now, for all relevant information is provided.

All right, you know how this goes – from here on, the SPOILERS will reign, as I discuss the module in detail. Potential players should definitely jump ahead to the conclusion.

..

.

All right, only GMs around? As the PCs arrive in town, they’ll spot the guards sweating in winter armor – and indeed, as they explore the spire of knowledge, they’ll have an…interesting time, as anything short of a DC 10 Stealth check will be met with shushing sounds – and the PCs may well be escorted out of the place after 5 failed consecutive checks. This can be hilarious for your group, but be careful when running this RAW, as it could similarly frustrate players. Anyways, at the top of the spire, the PCs get to meet Hirsli Aptal, a mindchemist who may have a brilliant mind – but also has puzzling news: obviously, the keenest minds, particularly nobles et al., have recently been struck by an odd wave of amnesia, and Hirsli is beginning to suffer exactly the same slips of memory. Something is amiss, and PCs willing to investigate the matter get a badge that should help during the investigation. (Btw.: Attacking her is a bad idea – book golem…)

Investigating Aptal manor, the PCs can find a secret passage in the treasury that leads into the tomb of Ipo Aisun-Aiji, a mnemonic from days gone past that sacrificed himself to end the threat of a horrid entity – Mitk’. Alas, as often the case, Mitk’ wasn’t destroyed, and has since found a mad apprentice/prophet of sorts in the eleven oracle Kit Mha, who has placed clues that allowed Hirsli to break the cipher of the Kitabu Mitk’ – a grimoires now hidden below, ready to be unleashed upon the adventurers. The tomb of Iso Aisun-Aiji is btw. a magical labyrinth full of yithians and the like – now maps or puzzle helps solve the maze, which is a bit of a downside – particularly since failing a skill check and traveling willy-nilly can cause ability score damage. As written, this is a clear example of PC skill over player skill use.

Returning the book to Hirsli, she creates a concoction that cures the amnesia – and that’s it, right? Wrong. The PCs do get to meet King Halfviti (lol), and in the aftermath of a feast, an assassination will be carried out – hinting that not all is well, and indeed, a mysterious killer named Kurtaric manages to (probably) get away. Thing is, there is an invasion looming, and 3 nearby settlements, and thus, the PCs are sent out to gather armies, while the old killer attempts to strike if an opportunity presents itself – but not all is as it seems: The old warrior finally opts for parley, and just as he talks, he is struck dead – and with his death, his ritual fails: the old mnemonic attempted to isolate and contain the spread of the idea of Mitk’, eradicating the idea the PCs helped to inadvertently spread.

The game is on, as Mitk’, as a deadly idea of sorts, now has reached critical saturation – a war for ideas, fought with mass combat rules, against the gruesome vergeten –and, obviously, Mitk’! Ultimately, the PCs may, courtesy of special (and seriously potent for the level) weapons, triumph – these special weapons, oddly, have no value, but instead use a charge-like mechanic and quickly decrease in power. Still, it’s something to keep an eye on.

The pdf comes with extensive statblocks and army stats.

Conclusion:

Editing and formatting are good, though not perfect. I noticed a couple of minor hiccups, though no game-breakers per se. Layout adheres to a no-frills two-column standard with few colors and a white background – the module is pretty printer-friendly. The interior artwork is a blending of nice original pieces and fitting stock art, in full color and b/w, respectively. The pdf comes fully bookmarked for your convenience. No cartography is provided, which is a slight comfort detriment.

This module, penned by Mike Myler and Christopher Kugler, is per se amazing in many ways – the ambition and story is grand, and particularly the climax can be amazing – if you draw the battle-field, etc. The module also suffers a bit from its scope and what it can accomplish in it – this feels like a trilogy of adventures, jammed together into one: Act I, the investigation and dungeon – the latter of which is pretty much glossed over and could have used a more rewarding solution. Act II, as the gathering of forces – the traveling and locations could have used more time to develop the threat amassed…and thirdly, the showdown, which has all the makings of an epic finale. The third act works best here, but even it could have used a bit more room to shine. Don’t get me wrong – I enjoyed this module, but it does require some serious fleshing out by the GM to truly realize its potential. And I really, really wished it didn’t rush things like it did. As provided, the narrative weak points are the exposition dumps at certain stages, which, to me, felt like a necessity for the sake of remaining briefer than the material would have warranted. This module is not bad, not by a long shot – but, frustratingly, it has all the ingredients of being a great epic, condensed to a briefer presentation form that slightly hurts the module.

That being said, my final verdict will clock in at 3.5 stars, rounded up for the purpose of this platform. If you don’t mind doing lots of fleshing out, then this might make for a grand and rather epic experience for you and yours!

Endzeitgeist out.



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[WOIN] 15 Careers for W.O.I.N.
por Bart W. [Comprador verificado] Fecha en que fue añadido: 11/10/18 12:57:19

Love this WOIN supplement, so many resources for both Players and GMs to use!



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[WOIN] Starship Recognition Manual
por Bart W. [Comprador verificado] Fecha en que fue añadido: 11/10/18 12:56:19

Great resource for all Sci-fi settings. Would of loved to have seen some more deck-plans though.



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[WOIN] SPACE FIGHT! Playtest
por Bart W. [Comprador verificado] Fecha en que fue añadido: 11/10/18 12:53:02

Really helps with the NEW rulebook and has great bonus material that can make space battles very interesting.



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[WOIN] Starship Construction Manual v1.1
por Bart W. [Comprador verificado] Fecha en que fue añadido: 11/10/18 12:50:07

Being able to design your own ship and to get so in depth resulted in amazing play which is what every DM wants. Love it!



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Judge Dredd & The Worlds of 2000 AD
por Kerry S. [Comprador verificado] Fecha en que fue añadido: 11/09/18 15:25:56

AMAZING! I purchased OLD, NOW, and NEW as well and they became our go to system, but judge dredd...OMG this was fun! Playing a perps games, and modified an adventure in the book to get their feet wet, and the shear look of terror that came across their face when a lone judge rounded a corner during a heist was pricless, every player mouthed the same word at teh same time (sounds like duck starts with a f) they were studdering to each other, all luck dice spent to bluff, it was amazing. The lore of the world, and the way the system flows, just made for a unforgettable night that we are still talking about moments that happened. It was amazing utterly amazing! Thank you for this game system, if we can a bestiary for the three other WOIN books that would be great. I am marking down 1 star (because I can't give half stars), because the rules to create an NPC are extremely hard to understand, even when using the pre-builts in the books as a base. I would recommend maybe doing something with a step by step guide, walk the reader through creating a NPC so we can see how you do it. If you did that I would give you 5 stars.



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Creator Reply:
We can do even better than that! If you head to the official website (worldsof2000adrpg.com) and click on the Resources page, there's a link to an NPC/Monster Stat Generator which does it all for you! :)
SPACE FIGHT! Counter Pack
por Stephen Y. [Comprador verificado] Fecha en que fue añadido: 11/03/18 13:42:59

1 page of colourful counters of various designs (some you might revognise from various shows/films). For free, you can't beat it.

Very much worth a look.



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Judge Dredd & The Worlds of 2000 AD Quickstart
por Jordan T. [Comprador verificado] Fecha en que fue añadido: 10/13/18 09:01:40

a great little intro to get ready for the main release



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Judge Dredd & The Worlds of 2000 AD Quickstart
por Megan R. [Crítico destacado] Fecha en que fue añadido: 10/08/18 09:23:24

This manages to explain an awful lot in just a handful of sentences - even if your exposure to Judge Dredd is minimal you should be able to pick up on the general gist of the setting, as well as understand the rules you'll need to play - or GM - the adventure presented here. As expected, the rules here are a cut-down version of the final rules, but as I haven't seen those yet I cannot say how the play experience differs from the full ruleset. However it does state that special ablities called Exploits are not used here, although a few sample ones are given if you want to give them a go. It appears that to accomplish something you'll need to roll a handful of d6s, the number based on your skill and the relevant attribute. Combat is much the same, and is explained clearly.

Four pre-generated characters are provided, all Street Judges. A note explains that the core rulebook provides for playing civilians and perps as well as Judges, should you harbour such ambitions. The adventure is written so as to be played with any of these options, although if you are using the pre-gens you will have to default to the Judge option. Basically, a Judge was killed recently in the Empire State Building and the adventure deals with the aftermath: as Judges the aim is, of course, to bring justice to the perps responsible. The adventure is well constructed and exciting, although it will run best if you are thoroughly familiar with it before play starts.

The floorplans are a bit cramped. Apart from one or two principal NPCs, all the 'foe' stats are at the end rather than where they are ecountered in the module - it might have been worth adding some bookmarks to make them easier to find in the heat of the moment.

Overall, though, this gives a good impression of a game that has captured the spirit and flavour of Judge Dredd; and which should prove enjoyable to play. If a Quickstart leaves you looking forward to seeing the full game, it has done its job... and this one has!



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[WOIN] Visna and other Variant Breeds
por Benjamen B. [Comprador verificado] Fecha en que fue añadido: 10/05/18 01:59:11

Good book, well worth the buy. Will definitely give my players this option next OLD game.



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Creator Reply:
Much appreciated I'm so glad you enjoyed it. Keep an eye out in the following weeks, I am planning to release many more books regarding races, classes, and exploits. May I ask, what about this publication did you like most? The race itself, the additional career, the variant breed rules, or something else?
Judge Dredd & The Worlds of 2000 AD Quickstart
por Ian W. [Comprador verificado] Fecha en que fue añadido: 10/05/18 00:47:17

I backed the full game on kickstarter. The Quickstart rules are just that, but they are developed enough to give a sense of how the game will work when the full version is released. It looks like a pretty easy syste d6 dice pool, adding and subtracting dice as needed and rolling against a target number. The art is neat and helps captrue the atmosphere of the 2000 AD progs. Plus, the quickstart comes with a starter adventure, and that's not nothing. Do yourself a favor, check it out, and become the LAW!



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N.E.W. The Science Fiction Roleplaying Game v1.2
por Douwe W. [Comprador verificado] Fecha en que fue añadido: 07/17/18 03:58:31

This was my first RPG experience. I wanted to have a game where I could leave out magic or psi/chi and this book gave me that option, skipped the PDF and went straight for the hardcover. Loved the career system as you can make a well rounded PC with it. Such an open system that allows careers from OLD and NOW to work smoothly in NEW. The supplements are also great too. With an active community and creater on Enworld.org you can discuss rules and encounters so that you never feel alone and stuck.

Loved it! No, Loving it!



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N.E.W. The Science Fiction Roleplaying Game v1.2
por David B. [Comprador verificado] Fecha en que fue añadido: 07/11/18 09:27:48

A sandbox system that provides a fast playing comprehensive rules set that give you the opportunity to play in almost any setting. However what sets this title apart is the community behind it. Educated, interested and witty are the people you'll find using WOIN and they have a vast array of resources you can use to flesh out your games. It's a bargain for the price.



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