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[PFRPG] Breath Weapons
Publisher: Ennead Games
by Megan R. [Featured Reviewer]
Date Added: 03/06/2013 05:25:46
This product contains a comprehensive review of what breath weapons actually are, how they work in terms of game mechanics and even takes a look at how they might work in terms of the alternate reality of your game... what is actually going on inside that creature just before it breathes its 'whatever' at you. This last is of particular interest to anyone who likes to understand the 'ecology' of the monsters that they use in their games.

At places, particularly in the first few pages, the text reads more like notes jotted down as the author thinks about breath weapons rather than a finished product. By the time we reach the 'in character' descriptions of breath weapons it has settled down to a more polished delivery.

An interesting feature of the 'in character' understanding of how breath weapons work is that it has been written at the level of knowledge appropriate to a quasi-mediaeval fantasy world. So, for example, an electrical attack is not really understood - as a 21st century person with life-sciences training, I'd be thinking in terms of the way in which a creature like the electric eel generates its charge, but here we have thoughts of it being akin to an electrical storm and ending with 'The alchemists are working on an answer to that'!

Then we move on to the process of designing a new breath weapon from the ground up, including calculation of CRs and creating a template for creatures that will use it. This is followed by several new breath weapons that have already been designed for you to use. Many of these are based on spell effects like Fear or Move Earth.

Finally there are some 'breath weapon related feats. These enable the creature wielding the breath weapon to modify or otherwise control it in a similar fashion to a magic-user utilising metamagic feats to alter his spells. At the very end there's an appendix that looks at areas of effect (with neat charts) and ways of calculating the course of a jagged, curved or chaotic breath weapon.

There's a lot of useful stuff here about the art and science of breath weapons, and with a modicum of editing and expansion could be a contender for 'Compleat Book of Breath Weapons'... it just gives out an air of having been a little rushed in the writing, perhaps a deadline caught the author unawares.

Rating:
[4 of 5 Stars!]
[PFRPG] Breath Weapons
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Dungeon Dressing: Bridges
Publisher: Raging Swan Press
by Megan R. [Featured Reviewer]
Date Added: 03/05/2013 04:51:48
Bridges in dungeons can provide spectacular excitement and moments of extreme nervousness, terror even, as characters inch their way across not quite sure what will happen before - or even if - they reach the other side. For the GM they have their mechanical uses as a means to channel characters, forcing them to take a particular route and even, if you're particularly cruel, to be bunched up somewhere vulnerable.

In standard style for the 'Dungeon Dressing' line, the material herein is presented as a series of tables. If you like randomicity, you can roll away; others may prefer - particularly if using the work when planning rather than running their game - to read through and select the features that they want for the bridge that they are constructing.

The first, fairly obvious, thing to consider is, what is the bridge made of? Common construction materials are wood and stone, with rope for more temporary (or at least temporary-looking) ones, but there are more unusual ones such as glass. A couple of sidebars discuss bridges in literature and the uses for bridges within a dungeon (apart from the obvious of getting over some kind of gap...), which may help you decide when and where a bridge will be appropriate.

There is then a table of 'interesting features' that you can give your bridge. Some of these are purely cosmetic, some might worry the characters, others have an actual game effect. I quite like "This sculpted stone bridge resembles a dragon, arching over the gap; you cross by walking along the dragon’s back." The next table adds futher features, these being more small-scale and descriptive, but still capable of being purely narrative or having an in-game effect.

And then... we reach a further selection of traps and tricks. Five different ones, each with full game mechanical details as well as descriptions to make them vivid to your no-doubt horrified characters!

Bridges are no longer merely for getting to the other side, they can be an integral part of the adventure.

Rating:
[5 of 5 Stars!]
Dungeon Dressing: Bridges
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Fight for Freedom
Publisher: gannet games
by Megan R. [Featured Reviewer]
Date Added: 03/05/2013 04:10:11
This is an evil little side adventure to spring on your party when they are asleep!

The backstory that introduces it is compelling and coherent, telling of conflict between two monasteries and a climactic battle in which one enacted a kind of magical 'self-destruct' as a last gasp of defiance... only it didn't quite work as expected, with one monk (who really didn't want to die with his comrades) left sort-of alive and trapped. He of course is now trying to escape, but for that he needs to entrap the living and use their life-energies...

The complex in which the characters find themselves is well-described, and allows for combat and investigation skills to be used as they attempt to figure out what is going on and how they are going to get out of it. They are not the only beings trapped there, and the monastery has its own guardians (mostly mechanical) as well, so there is plenty to fight. Tactics as well as stat blocks are provided just where you need them to facilitate the flow of the adventure.

It's a particularly neat adventure because it doesn't matter where your characters are or what they think they are doing (well, apart from sleeping!) when you hit them with it. It might be particularly effective with a party that has not had much contact with an 'oriental' style region in your campaign world (if you even have such a thing) but could equally well work for a game that's set in an oriental-style world. After all, as it involves other-worldly dimensions, being a demi-plane, it doesn't matter if it's native to your campaign world or not!

An Appendix has a new monk archetype, the tortured spirit monk (they reckon everyone's ki energy is there for them to exploit, so unless your campaign is particularly evil, it will be an NPC archetype), as well as a new monk feat and a couple of templates. Mostly these are used to explain some of the creatures to be found in this adventure, but you may find uses for them elsewhere.

Overall, something nice to have to hand. Perhaps your characters are getting just a little complacent and sure of what they are doing... so give them a little surprise one night!

Rating:
[5 of 5 Stars!]
Fight for Freedom
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100 Healing Herbs
Publisher: Lee's Lists
by Megan R. [Featured Reviewer]
Date Added: 03/05/2013 03:42:17
Having originally trained as a botanist, plants always feature in my world-building and it can be fun to come up with authentic-sounding herbal remedies to add flavour to any fantasy mediaeval-style setting (or indeed to research genuine herbal remedies, a copy of Culpeper's Herbal can be useful). That's probably going a bit far for most people, so here's a delightful list of an hundred healing herbs to drop into your game.

Many of the 'remedies' listed here were used in mediaeval times, a few even worked. It's up to you to determine how effective they'll be in your campaign - take #95 Potato: a potato carried in the pocket cures toothaches and guards against minor ailments... to the modern mind this is pure superstition, but in your alternate reality, perhaps it really is effective!

Here's another example - #52 Peppermint: rubbed on afflicted areas to relieve aches and pains; when worn or consumed as a tea, mint cures stomach ailments; added to healing potions and mixtures... well, a mint tea can be settling if you've just eaten a rich meal.

As you can see, it's more than a mere list of herbs, the sort of advice that the village wise woman will give as she hands it over is included too, so you can introduce these as appropriate, and deliver suitable in-character patter. Mediaeval apothecaries also practised herbalism and were consulted much as one might have a chat with a pharmacist today, and an apothercary shop can be a flavourful addition to a town or city in your campaign world. At least after reading this you'll have some idea of what might be found on the shelves.

I'm sure I don't need to remind you that if you are poorly in the real world, go see a medic (or a REAL medical herbalist) for your remedies, do-it-yourself herbalism is not a good idea unless you are very certain of what you are about and sure of your plant identification.

Rating:
[5 of 5 Stars!]
100 Healing Herbs
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The Niishima Inn
Publisher: Skortched Urf' Studios
by Megan R. [Featured Reviewer]
Date Added: 03/04/2013 08:55:29
This is a delightfully atmospheric little piece, set in the Tatakama World but with a portal to a shabby backstreet in modern Tokyo. The people and places are well-described and come to life well, a real feeling of an alternate reality that's out there somewhere.

The setting is a township, Niishima, and much of the main street and surroundings are described as well as the Niishima Inn itself. There's a lot going on, many stories being told and waiting to be told. Several key NPCs are given full stat block treatment, and there are four pre-generated characters (all native to the Tatakama world) that you can use. Other useful things include a Samurai template.

Now, whilst there is a lot going on, a lot to explore and discover here, there is no real 'adventure' as one might define it. Perhaps - especially if using the pre-generated characters - the aim is to find the portal. Or you may choose to turn things on their head and have modern characters find (or fall through!) the portal from modern Tokyo and attempt to survive in this strange world in which they find themselves. The Inn has a couple of haunts which may provide a challenge to those interested in finding out why they are there and how they can be laid to rest.

It's also worth a look if you are running or considering a 'fantasy Japan' setting using Dungeons & Dragons 3.X or the Pathfinder RPG.

Illustrations are beautiful, evocative, traditional Japanese in the main, it's a feast for the eyes as well as a good read!

Rating:
[5 of 5 Stars!]
The Niishima Inn
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Battlemap : Moon Base
Publisher: Christian Hollnbuchner
by Megan R. [Featured Reviewer]
Date Added: 03/04/2013 08:07:16
This is a nice simple map of a small base on an airless, probably low-gravity, world (or indeed moon). There are two habitat modules each mounted on stilts and with a ramp from ground level to the entrance, and a further ramp leading down from a crater edge (or enscarpment) to the ground whereon they stand. Rather oddly, both have 'Habitat 01' over the door!

Use of shading gives a nice feeling of depth. although it would be nice to have an indication of vertical scale (i.e. height) on the cover picture - perhaps a standing astronaut? It looks as if the habitats are each about 3m off the ground, and the crater wall would then be some 15m high.

The top-down view is nice and clear, however you'll have to find some way of indicating people who have ducked under structures, as there's no way to accomodate this in miniatures use. Of course, this isn't a problem if you are just using this as a visual aid to show your players what their characters can see.

A nice little base, and remember - in space, nobody can hear you scream!

Rating:
[4 of 5 Stars!]
Battlemap : Moon Base
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City Slums
Publisher: DramaScape
by Megan R. [Featured Reviewer]
Date Added: 03/03/2013 11:13:05
This is an interesting and useful mapset of the rough end of town, industrial rather than residential, the sort of place in which trouble might easily kick off and get out of hand. It would be suitable for any contemporary or near-future setting, or even a superhero game.

The cover picture and 360° view give an excellent impression of this run-down back street and can supply some reference for the heights of buildings, although in a very neat trick many of the three-storey buildings have the upper levels set back a bit so there are two levels of flat roof to scamper around on, or even jump from roof to roof if you dare. There are also a couple of gantry walkways crossing the street for those with a mind to aerial chases or similar shenanigans.

As usual there is an overview map and multi-sheet 'miniatures-sized' ones (available with square grid, hex grid or no grid) and a massive single-sheet battleplan to use with virtual table tops or if you have access to a commercial printer.

There's lots of detail - street furniture, vents and chimneys, antennae, skylights, ladders... everything to make scampering around interesting and possibly challenging. There's even a whole heap of debris where one building has started to fall down. All is rendered almost photorealistically, clear and crisp.

Parkour, anyone?

Rating:
[5 of 5 Stars!]
City Slums
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100 Vehicles To Recover In The Savage Wastes, Set 1
Publisher: Fishwife Games
by Megan R. [Featured Reviewer]
Date Added: 03/03/2013 10:39:40
This is a neat vehicle list assuming a present-day apocalypse and particularly suited to the non-petrol head GM who cannot come up with a plethora of precise vehicle manufacturers and makes to suit a bunch of players who are particular about such things.

Use it for random rolls whenever a vehicle is encountered or needed, or as inspiration when you are planning the game and you know that vehicles (or at least, a vehicle) will be important. If you really aren't a petrol head, you might want to check online to find out at least what they look like, and perhaps more detail about their capabilities.

If your game is not set in the United States (or what is left of them) you may wish to substitute at least some vehicles common to the streets wherever it is - for example in Europe you'll find Renault, BMW, Audi, Seat and Fiat all over the place and none are mentioned here.

Rating:
[4 of 5 Stars!]
100 Vehicles To Recover In The Savage Wastes, Set 1
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[M&M] Deus ex Historica: Ghost Boy
Publisher: 4 Winds Fantasy Gaming
by Megan R. [Featured Reviewer]
Date Added: 03/03/2013 10:10:48
An intriguing superhero from the Golden Age, Ghost Boy epitomises teen angst long before it was a fashionable concept. He's insecure and feels out-of-place whether he's with his school-mates or with other superheroes or hanging out with the ghosts that his powers allow him to see and interact with.

This would be an interesting character for a strong role-player to play, to explore the way in which Ghost Boy develops as he discoveres how to use his abilities to be a valuable member of a group of superheroes rather than the weedy and barely-tolerated 'cute mascot' that he feels himself to be... or perhaps one of your characters would like to mentor him and help him discover his true place in the world.

Alternatively, he could be run as a villain, working on the edge of the supernatural and helping ghosts to wreak vengeance on the living...

A neat and interesting look at a character who is not all power and strength and useful in a brawl, a more subtle yet still potent ally or enemy.

Rating:
[4 of 5 Stars!]
[M&M] Deus ex Historica: Ghost Boy
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Your drawings for you book : THE DUNGEON
Publisher: Old School Dungeons
by Megan R. [Featured Reviewer]
Date Added: 03/03/2013 09:52:58
This is rather odd - loads of publishers produce dungeons that you can use for your own games, plenty provide 'dungeon components' so that you can build your own... but this just has scraps - one area in nicely-shaded stone flags, the same in line art, and a few little bits including a door (again coloured and line art).

It's not clear what you are supposed to do with them, or why this is better than any other commercially-available material, especially as the licence prohibits any 'for profit' use - just as would be the case with any other published dungeon plan or tiles.

Bit confused, really...

Rating:
[3 of 5 Stars!]
Your drawings for you book : THE DUNGEON
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Your drawings for you book : GOBLIN
Publisher: Old School Dungeons
by Megan R. [Featured Reviewer]
Date Added: 03/03/2013 09:27:57
This is a very nice goblin image, provided in PNG format as both full colour and line art.

The licence for use is clear: that it may only be used in not-for-profit works and that the artist must be credited - and for once, it's stated clearly on the product page before you make a purchase, not in the download when it's a bit late to find out that the use you had in mind isn't permitted!

Anyway, he's a nice goblin, sensibly dressed in tunic and hose, with boots, a cowl and helmet and clutching a sword and shield. I used to have a PC goblin who looked pretty much like this in my mind's eye, maybe I should play him again!

The pre-coloured version gives him the traditional green skin, and the whole illustration is nicely-shaded - if you decide to use your own colourscheme on the lineart version, use it as an example.

Rating:
[4 of 5 Stars!]
Your drawings for you book : GOBLIN
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#1 With a Bullet Point: 6 Anachronistic Armors
Publisher: Super Genius Games
by Megan R. [Featured Reviewer]
Date Added: 03/02/2013 10:15:28
If you intend to mess up your timelines good and proper, so that either fantasy characters find themselves in the present day (either 'real world' or the future self of their own campaign setting brought forward in time) or a few modern people somehow end up with at least some of their kit in an alternate fantasy past, this might be of use to you. (And it does happen, I ran a modern game in which the characters ended up scampering around Conan the Barbarian's world, being transported from 20th century Miami... but that's another story!)

Anyway, what we have here is the sort of kit a modern SWAT-team trooper might have: two types of ballistic vest, ballistic armour, ceramic armour and a couple of riot shields. Who knows where they might turn up? And be quite puzzling to your average fantasy character, to whom armour means leather and metal, and it keeps swords and arrows away from your person, not bullets. Each item has been carefully considered from the standpoint of the Pathfinder ruleset, and statistics assigned. It might have benefited from a little more consideration as to what mediaeval weaponry will do to your 'bullet-proof vest' - most of us have a fair idea of how well it protects against firearms but less concept of what would happen if someone clobbered you with a bastard sword when wearing one.

That aside, get this if you are planning a cross-over, or indeed are using the Pathfinder ruleset in a modern setting.

Rating:
[4 of 5 Stars!]
#1 With a Bullet Point: 6 Anachronistic Armors
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Tactical Paper 001
Publisher: Dakkar Unlimited
by Megan R. [Featured Reviewer]
Date Added: 03/02/2013 09:51:54
In the hordes of paper 'standee' miniatures now coming onto the market, the contemporary/near future genre has been rather neglected... until now. This product is worthy of consideration by anyone running contemporary, near future or cyberpunk games, and ties in well if you play the Hot Chicks RPG as many of the figures are drawn directly from some of the supplements.

The nice thing is that although quite a few of the female figures think a vest or sports bra is sufficient upper wear in combat situations, nothing here is overtly pornographic, so even if Hot Chicks puts you off as being a bit too 'adult' for your gaming table, these figures will be fine. Another nice thing is that each figure is referenced back to where the character they depict appears in a Hot Chicks book, so that if you are using them you can select appropriate miniatures. The few which don't have full game statistics in the books they appear in have them here, an added bonus if you are playing Hot Chicks.

If you need SWAT-team style troopers there are quite a few of these. There is also a nice doggie, Dougie, the Ghost-Sniffin’ Hound - the profile looks like a Doberman Pinscher, must go and look him up in The Last Ghost Hunt to see if he is a pinchie. Although most of the figures are armed to the teeth, there are some civilians there as well, a nice variety overall.

Good construction notes are included, although it seems quite straightforwards (sorry, out of printer paper so I haven't tried them yet!). A nice set in a genre not well covered.

Rating:
[4 of 5 Stars!]
Tactical Paper 001
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Shootist
Publisher: Barrel Rider Games
by Megan R. [Featured Reviewer]
Date Added: 03/02/2013 09:26:12
For those who want to introduce black-powder firearms into a fantasy world, this is a well-crafted set of notes covering the Shootist character class and general rules for the use of firearms under the Labyrinth Lord ruleset.

The Shootist is treated as the firearms equivalent of a master swordsman, a combatant who focusses on mastery of but a single weapon - in this case the rather tempramental black-powder pistol or rifle (?Rifle... I think they really mean musket, given both the rules and the illustrations).

The claim is made that few people will understand the workings or use of these unreliable devices, which have a base 1 in 20 chance of exploding every time you fire one. At times I'm not quite sure how much the author understands of the workings of these early weapons, at times the text appears to be talking about matchlocks and then a stray cap wanders in. Overall, though, the general flavour is there, although it would be worth taking a moment to survey the early history of firearms and select the point that you wish technology to have reached in your game.

The final illustration shows a 17th century musketeer and, although he's a bit later than the general run of 'mediaeval' style technology prevalent in fantasy worlds, it's probably about the right level if you want firearms to play any meaningful role in your world. To fire one of them, you have to load it with a ball, black powder and wadding, ram this lot home with a ramrod, put a little fine powder in the pan and then ignite that to fire off the main charge within the barrel. Oh, and do remember to take the ramrod out! It's most distracting to fire it across the battlefield, and far less accurate than a musketball. The rules mechanics presented will accommodate this quite well, although it is only the very well-trained musketeer who can reload in a single round especially when in the middle of combat.

Good flavour of early firearms use with perhaps the need for a little informed fine-tuning to make it perfect.

Rating:
[4 of 5 Stars!]
Shootist
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Keserin Mine
Publisher: Columbia Games Inc.
by Megan R. [Featured Reviewer]
Date Added: 03/02/2013 08:41:31
This is a fascinating, beautifully-presented and well-described mining settlement on the very fringes of civilisation, so far away from the centre of affairs that those who mine here are left to their own devices... devices, sad to say, that include many corrupt practices and abuses.

The mining concession is in the hands of the Order of the Red Shadows of Herpa, a religious knightly order which oversees the mining of several valuable ores and the general operation of the settlement, defending their holdings against bandits and orc raids alike. The fertility of the land is poor so extra food must be bought in to feed the community, which as well as the knights includes craftsmen, professional miners and, sad to say, slave labour.

The entire operation is described clearly and in detail, which really brings it to life as a flourishing community. The GM is provided with a detailed map and notes on everything there and, as usual with Columbia Games product, these notes are besprinkled liberally with snippets of information that can inspire events if not whole adventures as you read through them.

The amount of detail is stupendous, everything from mine operations to details on just about everyone you might encounter if you visited the area. Should you dare: strangers are not welcome and viewed with hostility... and if you have useful skills you might find yourself joining the community without the option! The level of detail extends to outline floorplans of every building in the settlement which includes a thriving bawdy house - the miners and soldiers have few comforts, poor dears, so trade in ale and, ahem, other services is brisk.

Several discrete adventure hooks are provided, as well as the snippets you'll find throughout the descriptive text. The first is a way to get the party to the mine, the second involves the mine complex coming under attack, and the last offers an opportunity for the party to thwart or join an escape attempt - as even those not actually in bondage as slaves are rarely allowed to leave by the Order that controls the settlement, escape is a dream shared by many if rarely attempted.

All in all, it's a beautifully-developed settlement that oozes realism. You feel that it is lurking out there somewhere... and should you decide to visit, well, here is everything that you need.

Rating:
[5 of 5 Stars!]
Keserin Mine
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