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
 Follow Your Favorites!
NotificationsLog in or create an account and you can choose to get email notices whenever your favorite publishers or topics get new items!

 What's New?
CAH:S3 -- The Mighty Mirror Masters
CAH:S3 -- The Mighty Mirror Masters
$4.99









Back
Other comments left by this customer:
A Land Out of Time (Dinosaur Setting)
Publisher: Little Red Goblin Games
by Megan R. [Featured Reviewer]
Date Added: 09/15/2013 11:24:48
Would you like to match your favourite character against a dinosaur? Or does exploring a primeval jungle appeal?

Whether you decide to base an entire game here in Karkus, or merely have characters chance upon it (perhaps through a dimensional rift or as a remote 'Shangri-La' style location) it is ripe with possibilities for adventure.

Giant plants, dinosaurs, sabre-tooth tigers and more abound. The environment alone provides plenty of challenge and environmental disasters can add to it. Perhaps the characters can train a riding raptor to speed across the grasslands... But there are folks already living here too with whom they can interact. (Or of course, amongst whom they number if your whole game is set here.)

Everything is laid out in sequence, beginning with a brief gazetteer. Notes on technology (surprisingly advanced at times) and religion follow, and then we are introduced to the natives themselves. A diverse lot too, with some interesting and unusual features... like the long-necked Corsath who display some of the features of a brachiosaur, and are nomadic farmers and warriors, rather good with a longbow and seemingly capricious - your best friend one day, a deadly enemy the next. Others look a bit like bipedal crocodiles and so on. Humans live here as well, but are not native. All the relevant game mechanics to play any of these races are provided (apart from Humans, use the ones from the Pathfinder core rulebook!).

Next comes information on the native flora and fauna. The plants are fascinating, the animals are decidedly 'Lost World' in nature, dinosaurs and other strange beasties. Then comes some new feats appropriate to the new races and the way in which they interact with their environment.

It sounds a fascinating place to visit... as a hidden land or something accessed via a portal it could prove an exciting addition to your campaign world.

Rating:
[5 of 5 Stars!]
A Land Out of Time (Dinosaur Setting)
Click to show product description

Add to RPGNow.com Order

Give Me Victory
Publisher: Of Diced Up Men
by Megan R. [Featured Reviewer]
Date Added: 09/15/2013 10:44:54
Let's face it. One of the pleasures of role-playing is getting into a brawl. After all, unless you are a boxer or maybe a soldier, you don't often have the opportunity of a good fight without unpleasant consequences... and even if you fight for a living you can get hurt even if you have sufficient reason not to get arrested!

So, if you are finding that your game is overfull of role-playing everything else, you might want to take a look at this: a bare-bones (if not bare knuckle) combat system with just enough bolted on to be a role-playing game rather than a combat simulation.

It dives straight in by making basic characters. Eight attributes and a neat mix of choice and chance to get your values: you have 21d6 to distribute between the attributes, and then you roll them to get the actual values. The value you get determines what die type you use for that attribute.

To do something, you take an action. If you are brawling, that action will be opposed by whoever you are fighting; if you are doing something else the 'opposition' is based on how hard the task is to accomplish - which gives a die type which is rolled against your roll (based on the appropriate attribute). Simple so far... then there are a few options like targeted attacks, protection, surprise, etc.

The discussion moves on to gear, which will naturally depend on the genre in which you are playing so there are sections for fantasy, science-fiction, modern warfare, post-apocalypic and spy thrillers, followed by a section on playing as the monsters.

That's it. Simple and straightforward brawling. It's all written in a casual, chatty style but gets all you need to know across clearly. So for those days when you want to role-play without the frills, create a quick character and get your fighting face on.

Rating:
[4 of 5 Stars!]
Give Me Victory
Click to show product description

Add to RPGNow.com Order

Westward Premium Edition
Publisher: Wicked North Games
by Megan R. [Featured Reviewer]
Date Added: 09/14/2013 12:09:49
In a swirling epic mix of science fiction, western and steampunk, travel to a far-flung planet and explore! That sounds exciting enough, but there's an interesting twist even to that: characters are not those original explorers but their descendants almost 350 years later. Those first homesteaders in the stars somehow found a hostile and barren world to settle on, and since then folks have been struggling to survive.

Opening with the standard 'What is Role-Playing?' piece, next comes a fascinating dissection of how to tell a cinematic story - start with a premise, and follow that with several scenes each of which has a setting and events.. think about it next time you watch a movie or TV show. With a few other bits like a glossary of terms, we're off to Chapter 1: Gameplay. Here the rules are explained, basically a variant of the OpenD6 mechanic that was itself derived from the core system used by West End Games for games like the first Star Wars RPG. Don't worry, however, if you are not well-versed in rulesets past and present, as the system used for this game is explained clearly and in detail. It will not matter if you have never played a D6 game before, it is easy to pick up particularly when as well explained as it is here!

Chapter 2: Characters looks at character creation. There are 2 routes here: there are some excellent templates provided from which you can pick one and personalise it, or else you can create one from scratch. The first things to decide on are the trade or occupation (i.e. character class) and 'race' - which here relates to whether the character is a city dweller (differentiated into those who live in Capital City and those who live in other settlements), a settler (who travels between settlements, trading and exploring) or less welcome types: scavengers, ferals and misanthropes.

Once decided, the character is built with attributes and skills. Even if not going as far as using one of the templates, you can speed the process by picking 'packages' which are based on the sort of character you intend to play and bundle up likely skills you'll need. Chapter 3: Attributes and Skills then covers in detail both attributes and skills, also showing you how to use them to best effect in play. This is followed by Chapter 4: Character Features... these are additional abilities which both add flavour and mechanical advantage to the character. For example, a character with the Imperturbability feature is very calm no matter what, and this aids not only him but those around him to cope with difficult circumstances, giving a mechanical advantage when willpower is needed.

Chapter 5: The Known World sets the scene in which adventures will take place. Westward is a remarkable planet - it's about the size of Jupiter yet surface gravity is about the same as on Earth, while a 'day' is 60 hours long! The year is 500 days long. (Some proofreading would help here, several paragraphs are hopelessly muddled and whilst what I've written here is what is intended, they don't say it!) This is followed by some historical information and details on what the world is like now. And of course, these are dangerous times and only looking to get worse. Good for adventure, if rather hard on those trying to live here!

There's a beautifully illustrated gazetteer, complete with rumours and all manner of information to help you feel at home. Then we learn of the different groups of people that will be encountered, which is worth reading before you create a character as it might give you some idea of where you want to fit in to the world. Some notable individuals are also detailed - you may meet them in your travels. This section continues with a look at creatures. Many are domestic animals, brought from Earth and familiar, but there also is native wildlife to contend with - some make good eating, but many are quite deadly. With lots of illustrations and ecological notes, this section makes good reading - and should your adventures take you roaming outside of settlements, vital information for your survival.

Next Chapter 6: Technology covers all the gear and equipment that you will need to live and survive and go about your business. And weapons. A nice feature is the write-ups of certain items, describing not just what they do but a bit about how they were invented. Being a steampunk game, many of these are inventive and amusing, as are the 'enclaves' - biomechanical augmentations that in another time and place might be called cyberware. There is also a range of automatons that might come in handy, too; and some spectacular vehicles. For mecha fans, there are several steamechs - you can buy them readymade or create custom ones from an array of components.

This is followed by Chapter 7: Adventure Design. Ideas will probably be spawning by now, after reading earlier chapters, and here is plenty of good advice on how to turn them into adventures suited to the unique environment and underlying cinematic style of this game. (Oddly enough I am preparing to teach a Digital Media class, and a lot of this will prove useful as the theme set for the students is steampunk...) To provide examples, there are several adventure outlines showing how the recommended approach is put into action as well as a complete adventure, The Incident at Fort Southridge, to get you started.

Throughout, the whole book is beautifully presented and copiously illustrated. At points, a proofreader would have been helpful to tidy up sentences that go nowhere or make no sense at all, but overall it is well written and thought provoking, creating the feel of a real world in which adventure is to be had in a genuinely cinematic style. Thoroughly enjoyable and original, this is well worth a look.

Rating:
[5 of 5 Stars!]
Westward Premium Edition
Click to show product description

Add to RPGNow.com Order

ANM001 Map pack 1 - Hamlets 1 to 15
Publisher: Troll Hammer Games
by Megan R. [Featured Reviewer]
Date Added: 09/14/2013 09:42:40
Just plain useful - a whole bunch of nice clear 'hamlet' maps which are completely generic and can be popped in wherever you have a need for them.

Individual settlements are presented in a rather blocky and diagrammatic style with every building numbered - all you need to work out is who lives there or what they are used for and write a list (or on the image, as preferred). Surroundings are left quite vague, so you can place them in your own campaign world as required.

Those who are starting a world from scratch might like to look at Troll Hammer Games's Anjora Kingdom Map as a basis instead.

These are functional rather than pretty, but they get the idea across and are very easy to work with.

Rating:
[4 of 5 Stars!]
ANM001 Map pack 1 - Hamlets 1 to 15
Click to show product description

Add to RPGNow.com Order

Slayers of the Great Serpent
Publisher: Avalon Game Company
by Megan R. [Featured Reviewer]
Date Added: 09/13/2013 11:36:10
A journey begins with but a single step... but here the first stage in what promises to become an epic journey-based adventure, one where much of the adventure is the journey, sweeps the characters from attending a jovial festival across the breadth of the land and indeed towards the edges of explored territory.

Beginning with a campaign overview and then delving deep into background, the product starts with a collection of monsters, items and other game mechanics - including the theme 'Hero of Song' which is rather interesting - before looking at an overview of the lands which will be travelled. There's a lot for the DM to take aboard, but it is well worth it to aid in the development of a rich background through which the party will travel. Throughout, there are suggestions for running the adventure from motivations to participate through to nightmares the characters may suffer.

With the overarching theme being one of travel, the actual adventure itself is presented in a wonderfully flexible way. Once the characters have accepted their task, you are presented with a range of encounters and events to run as appropriate whilst the party travels through the areas which have already been described. The party has freedom to choose their own route and most events can occur as and when you decide during their travels. Random encounters and notes on survival are also provided. It is important to highlight how the journey begins in lands familiar to the characters, but how every step takes them further into unknown territory.

The flexibility of this approach allows the DM to tailor the adventure to his players' tastes. Events where role-playing or investigation might be appropriate are presented in such a way that challenges can be met through die-rolling or by playing out the encounter as preferred. There are also specific quest targets set which may be attempted or ignored... some are incidental, some will advance the core plot. Everything is well laid out with all the game mechanical information you need to hand, and plenty of flavour text on which to base your descriptions. At the beginning, in particular, there is quite a lot of 'read aloud' text to get essential information over. You may need to break this up or otherwise vary the presentation to avoid players being overwhelmed by 'info-dump' especially if they are not the sort to enjoy listening to lengthy discourses.

As the adventure gets into its stride, however, there are plenty of opportunities for the characters to engage in combat and in the struggle to survive often hostile environments. Again, game mechanical information, appropriate maps and notes on the opposition's combat tactics are put at your fingertips. To add variety, there's a story-telling challenge and even a pub game called Seven Tiles for which sufficient information is provided for you to recreate it if wished, as opposed to disposing of a game with a couple of skill rolls which other groups might prefer. There is even a dungeon-crawl (just the one) which provides an action-packed session... and this episode ends with a good fight!

An appendix provide full-page versions of all encounter maps ready for you to use as appropriate.

Overall, the adventure is excellent with a wide mix of activities to suit all types of group with inherent flexibility to enable you to delve deeper into those encounters that most interest your players and a tight plotline that yet manages to work in a 'sandbox' style giving players the feeling that they are very much in control of their own destiny.

Rating:
[5 of 5 Stars!]
Slayers of the Great Serpent
Click to show product description

Add to RPGNow.com Order

Starships Book III0I : Viribus Unitis Class
Publisher: Christian Hollnbuchner
by Megan R. [Featured Reviewer]
Date Added: 09/12/2013 08:55:26
Something interesting for the explorers amongst us to discoved, this ship is apparently an early attempt by a world fairly new to space travel to develop a fusion-powered battleship. Before this vessel was built, their main experience was in building orbital facilities (and the ships necessary to reach them) and this shows in the basic design with its power plant and airlocks mounted on a ring structure reminisent of many an early space station.

It isn't much of a battleship, but can serve as a launch platform for fighter craft especially when they are used as part of the planetary defence system. It carries six fighters, but minimal maintenance facilities - refuelling, re-arming and crew rest are about all it is capable of providing.

Crammed into this product there is descriptive text, details of the captain, a representative crew man and a representative fighter pilot, full stats and lots of images - both exterior views from many different angles and outline deck plans showing you what's within.

An interesting early craft which might provoke humour in some experienced travellers but which serves a particular purpose in a system in which space exploration is relatively new.... possibly even a first encounter situation. Or perhaps it is a relic of earlier days, now providing a base for customs inspectors to greet incoming craft to the system, for example.

Rating:
[4 of 5 Stars!]
Starships Book III0I : Viribus Unitis Class
Click to show product description

Add to RPGNow.com Order

Dungeons in Blue - Edges and Alcoves Set One
Publisher: PBE Games
by Megan R. [Featured Reviewer]
Date Added: 09/12/2013 08:34:50
Designed with flexibility and ease of use in mind, this product provides high quality traditional 'blue on white' map components in a way that makes it easy for you to create your own dungeons yet have them look very professional.

This pack contains twelve highly original areas, some caves and some constructed, which are geomorphic and hence can be linked to any other of the 'Dungeons in Blue' series of map components. Some have two exits and some just the one.

Aimed primarily for virtual table top users, people who run on a table-top should have little difficulty in piecing together what they need using a graphics package, then printing out at a suitable scale for their notes.

Although there are some features - scattered boulders, statues, pillars, doors and the like - there is plenty of space for you to add items, traps and monsters as you wish.

Excellent to give a professional yet old school feel to your games.

Rating:
[5 of 5 Stars!]
Dungeons in Blue - Edges and Alcoves Set One
Click to show product description

Add to RPGNow.com Order

Dark Fey (Pathfinder RPG)
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 09/11/2013 11:46:19
If you ever thought fey were nice, with pretty dresses and butterfly wings, forget it! Foul and grim, more like...

... and here's a collection of information about them, set in Midgard but easily portable to the campaign world of your choice. Fey congregate in 'Courts' which are not so much geographical but based around the person of their leader, so you can put them wherever you please.

There is a bestiary of malevolent fey, beings who will delight in harassing the characters at any opportunity. Each comes complete with illustration, full game stats, descriptive material about how they behave and - lifting the curtain - designer notes as well. There are a full eighteen of them from the nasty little Aridni who associate with slavers to the Zubnaya, another nasty little flying critter that buzzes round your ears lashing out with a spiked chain. Some are larger, all are vicious and best avoided (or culled!).

Next comes a 'fey animal' template - the fey often amuse themselves by acquiring ordinary animals and... twisting them. Then come the lists - fey by type, fey by CR, all you need to select the most appropriate one for your needs.

A fine array of the foul and grim side of the fey.

Rating:
[5 of 5 Stars!]
Dark Fey (Pathfinder RPG)
Click to show product description

Add to RPGNow.com Order

Art Pack 5: Fantasy Weapons for Dundjinni, Fractal Mapper or CC3
Publisher: Scrying Eye Games
by Megan R. [Featured Reviewer]
Date Added: 09/11/2013 10:41:31
The devil's in the details, they say... and being able to add all those incidental bits of 'set dressing' to your maps and plans enhances them no end.

Aimed at users of virtual table top systems - but of potential use to anyone who wants really good battlemaps to lay before their players - there's a vast range of items to scatter around for the characters to find, use, trip over or ignore... and it's not just weapons! Personal items, armour, even musical instruments are all there... there' s an anvil and lots of shields (which are, by the way, spelled SHIELD not SHEILD!).

They all look good, and have appropriate shadows to make them look properly three-dimensional.

OK, not necessary - but rather nice if you really want to make things look good and realistic!

Rating:
[4 of 5 Stars!]
Art Pack 5: Fantasy Weapons for Dundjinni, Fractal Mapper or CC3
Click to show product description

Add to RPGNow.com Order

Kitbag #5, Close Assault Weapons
Publisher: Avalon Game Company
by Megan R. [Featured Reviewer]
Date Added: 09/11/2013 09:57:37
Close assault weapons are used in situations where you need to get close up and personal with the opposition. Ranges are short and combat can be fierce. Whilst the classical close assault involves fighting your way through a building or within an urban environment, many of the same principles can be applied to a running battle through a starship or space station.... with the added delights of micro-gravity and vacuum to contend with in many cases, a common trick being to turn off the artificial gravity when someone's trying to board your ship, and careless use of projectile weapons in a pressurised environment tends to lead to a loss of atmosphere.

These and other perils of space combat are discussed with appropriate rule mechanics to cover such as recoil in microgravity environments and some of the techniques used by experienced space fighters to maintain control of themselves and their weapons.

After a brief word on terminology regarding firearm types, a series of 'actual' (well, invented) weapons are presented. This is mostly flavour text (and some rather nice illustrations) to allow gunbunny characters to enthuse over their favourite weapons with as much detail as a contemporary gun enthusiast can with the real thing, or at least a gun magazine, in his hands. It's nice to be able to put some detail to the somewhat generic stats presented in the core rulebooks, and everything is described in 'realistic' terms - you might almost be reading a real gun catalogue.

Rating:
[5 of 5 Stars!]
Kitbag #5, Close Assault Weapons
Click to show product description

Add to RPGNow.com Order

ANH004 Mindor Hamlet
Publisher: Troll Hammer Games
by Megan R. [Featured Reviewer]
Date Added: 09/11/2013 08:50:28
World creation is enjoyable but time consuming - especially if drawing is not your strong point. This product may help... it is a large plan of a smallish village with individual buildings numbered to facilitate your adding occupants/usage and any other notes that you need.

The drawing is blocky and diagrammatic, rather than photorealistic or in the style of a mediaeval mapmaker; but if what you need is a clear plan of a settlement this should suit you well.

The settlement is laid out along several roads, most are internal to the village, but one leads out through forest (or at least a green area), whilst there is a large mountain with evidence of mine workinge beyond the buildings. No watercourse is shown, so apparently the residents depend on wells dug down to the watertable.

It is a good 'working tool' but lacks the visual appeal of other map products available.

Rating:
[4 of 5 Stars!]
ANH004 Mindor Hamlet
Click to show product description

Add to RPGNow.com Order

10,000+ names
Publisher: Troll Hammer Games
by Megan R. [Featured Reviewer]
Date Added: 09/11/2013 08:28:03
OK... first up you need MS Excel or a package that can read Excel spreadsheet files... because that's what it is - a lot of names typed into a spreadsheet page, in alphabetical order covering four columns.

And that's all it is.

If you can manipulate spreadsheets, you could code up some kind of randomiser; otherwise you have to just read down the page until you see a name you like. They all seem to be given names (some could do service as family names).

Using a spreadsheet to generate names for NPCs, populate townships and so on could be a neat idea... but you do need to do more than just type in a list of names.

Rating:
[3 of 5 Stars!]
10,000+ names
Click to show product description

Add to RPGNow.com Order

SANTIAGO AP #1: A Visit to Keepsake: The Hunt Begins (D&D 4th EDITION)
Publisher: EN Publishing
by Megan R. [Featured Reviewer]
Date Added: 09/10/2013 11:20:22
Designed to embroil the characters in the plotline from the get-go, the opening scene comes over as a bit forced: a group of strangers standing in a completely automated post office decide, apparently on a whim, to team up and go after three very dangerous brothers for the price that is on their heads?

It might be preferable to run an introductory scene of your own that gets the party together and deciding that they actually want to be bounty hunters first! Anyway, once the initial identification of the first targets has been made, the action flows well, with an array of clues to be gathered that will bring them to the right place to catch said brothers as they are about to flee the planet. Provided the ensuing combat goes well, the characters will not only now have some claim to the title of bounty hunter, they also get the reward and a ship...

From then on, the adventure is laid out in such a way that the characters ought not to feel quite so railroaded, with suggestions as to how to get things back on track if they don't decide to visit Keepsake - a good planet on which to relax, apparently - or otherwise ignore what has been prepared for them here.

Throughout, it is clear that characters are going to need to be able to interact, investigate and think as well as brawl. Make sure that the party has a good mix of skills as well as some combat abilities or else they will struggle. That said, they will not be short of opportunities to fight, and groups lacking in sheer muscle will also be at a disadvantage.

Everything is presented clearly, with copious notes about how the folks the party meets will react and what information is to be had from them (and at what price). There is also an appendix with new item and NPC information. Everything is well structured to accommodate the D&D 4e mechanics, though, which makes it very clear what is going on.

Overall a good start, once you are past the initial scene.

Rating:
[4 of 5 Stars!]
SANTIAGO AP #1: A Visit to Keepsake: The Hunt Begins (D&D 4th EDITION)
Click to show product description

Add to RPGNow.com Order

Castles & Crusades Beneath the Dome
Publisher: Troll Lord Games
by Megan R. [Featured Reviewer]
Date Added: 09/10/2013 11:01:25
This is a fascinating 'semi-campaign' of a dungeon crawl accomplished in four stages. There is an underlying backstory about what is actually going on, and at intervals the trouble flares up and the local leadership hire adventurers to deal with it. In between times, the party had better go off and do something else to pile on the levels, for they will surely need them as the adventures progresses!

The first section can be handled by smart and capable adventures of low level (1st-5th). The moon has gone a funny shade of green and the better part of a whole village's inhabitants were dragged off screaming in the middle of the night. Something must be done - and the characters are hired to do it. The trail leads to a cave at the foot of a mountain...

There's a neat trick here. The 'Bad Guys' do not just sit and wait for adventurers to come by, they are getting on with their own thing. So as the adventure requires the characters to return to the same dungeon over and over again, it will not be the same - for a start the damage they did the last time may have been repaired, and other developments will have taken place. To accommodate this, descriptions are coded so that the Castle Keeper can amend his account of what the characters find where depending on which stage they are in the overall adventure.

Phase 2 of the adventure is aimed at characters of 4th-7th level, and it is best if some time elapses after the first part of the adventure before you spring this on them. This time the moon has gone a reddish colour and the local ruler's castle is attacked by creatures coming through a magic portal. The adventures are tasked with finding out where they came from by braving the portal...

Assuming they survive this and get to about 10th level, they will be ready for the third part. The characters are sent to explore that complex under the mountain thoroughly and make sure nothing nasty remains. This time it is the mountain itself which has gone a funny colour, purple this time...

The final part is a tough combat-oriented 'crawl for characters over 10th level. That mountain is now a volcano, and the world is that a massive attack is to be mounting on the ruler's castle at the full moon. Given that they've barely survived the last couple of attacks it is up to the party to stop this invasion in its tracks.

Throughout, the dungeon is jam-packed with things to see, things to discover, things to fight... and things to take. It's an epic sequence that will leave those who survive feeling that they have accomplished something - and they will rightly be hailed as heroes!

Rating:
[5 of 5 Stars!]
Castles & Crusades Beneath the Dome
Click to show product description

Add to RPGNow.com Order

Bree Orlock Designs: The Mummy
Publisher: Stardust Publications
by Megan R. [Featured Reviewer]
Date Added: 09/10/2013 05:11:24
Classic, atmospheric mummy sketch - perfect for anything from pulp to dungeon crawl to horror...

And he looks like he's just about to jump out at you!

Rating:
[5 of 5 Stars!]
Bree Orlock Designs: The Mummy
Click to show product description

Add to RPGNow.com Order

Displaying 271 to 285 (of 1567 reviews) Result Pages: [<< Prev]  ... 19  20  21  22  23  24  25  26  27 ...  [Next >>] 
Back
You must be logged in to rate this
 Cart
0 items
 Publisher Info
Goodman Games
Goodman Games
Publisher Average Rating

See All Reviews
Publisher Homepage
Other products (219)
 Gift Certificates
Get Your Favorite Gamers What They REALLY Want...
$10 Gift Certificate
Powered by DrivethruRPG