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I have enjoyed products in the Second Rat Games line before, most notably the excellent Background Noise. However, 100 Deathtraps is a bit of a disappointment.
The product features a d100 chart, and 100 individual traps or situations which could lead to a character's demise. There are no real mechanics to speak of, and some of the deathtraps are not "traps" in the sense one would perhaps initially consider (For example, leaving someone in the middle of the desert to die is one of the presented scenarios).
Ultimately, there's nothing here that couldn't be harvested from a bit of time on a site such as TV Tropes. This would be a good free or 50 cent supplement to get a Game Master's mind going, but is of regrettably only marginal utility at the current $1.99 price.
I can wholeheartedly recommend checking out some of the company's other titles, but this one probably rates a pass, unless a GM is just really stumped for precarious player situations.
| Wertung: | | [2 von 5 Sternen!] |
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You might say there are two types of rules-light games. There are those that give you the basic essentials you need to run and play a game--the briefest of outlines, so to speak. Then there are those that manage to remain simple and easy to use, but still manage to give robust support to the Game Master, and an excellent outline for creativity and expansion.
It is precisely because BareBones Fantasy falls into the latter, more elusive category that I can happily recommend it to gamers.
BareBones Fantasy (aka BBF) is by DwD Studios, and comes to you by some of the names responsible for the continued support and revival of the old Star Frontiers RPG. Fittingly enough, the rules borrow some of the conventions of that game, albeit in a neatly presented and updated format.
Let's start with the basics. This 82-page dynamo uses a roll-under percentile system, with doubles (44, 77, etc.) being treated as critical successes or failures, depending on if the roll is under or over the target number. 00-05 is always a success on a reasonable attempt, and a 95-99 always fails.
BareBones has 4 stats, or Abilities, which can either be rolled randomly or assigned via point buy. Strength (STR), Dexterity (DEX), Logic (LOG), and Will (WIL), should be self-explanatory for most any gamer. These Abilities are used for checks (STR check to lift things, resist poison; DEX to jump out of the way of something, etc.), and also play an important part in class/skill, as we're about to see.
There are the 4 basic fantasy races in here (though I understand a supplement with additional races is forthcoming)--Human, Elf, Dwarf, and Halfling. Each of these races gets a bonus to one Ability, and a few other add-ons as well.
The game uses one of my favorite, and regrettably lesser-used conventions in gaming--class as skill. There are 8 skills, which are Cleric, Enchanter, Leader, Scholar, Spellcaster, Scout, Thief and Warrior. The last three of that list can be used unskilled by all characters; the others must be trained. Each character gets a primary and secondary skill to start with, each of which get a corresponding bonus. The starting percentage (before bonuses) for a skill is half the governing Ability. A list of what each skill can do is provided--Spellcaster ties to your capacity to cast spells, Cleric links to your religious knowledge and divine gifts, and so on down the line.
A brief word on magic: there are only 17 spells in this game, which might seem like a small amount, but the spells can be customized based on desired effect. For example, the Charm spell can be used not only to magically win folks over to your side, but also to drop them into a deep sleep, intimidate them into fleeing in fear, and so on. A Spellcasting roll is required to cast--and that's the danger to the caster really, the specter of a critical failure. A lucky caster can sling spells all day long--there's no worries of Mana or Spells Per Day here.
From there, you pick out equipment from the provided list, and then derive a couple of secondary stats--your starting Body Points (yep, Hit Points), your Initiative, your Damage Reduction (adjusted by your armor choice), and your Movement (how many spaces you can move in a turn). It's all quite quick and painless.
For a rules-light game, there are some cool aspects of rounding out your character. The Alignment code reminds me of Pendragon, with players defining their character as Somewhat/Very/Totally Kind or Cruel, Focused or Unfocused, Selfless or Selfish, Honorable or Deceitful, and Brave or Cowardly. The player also specifies two Descriptors, one negative ("Drinks too much") and one positive ("Well-mannered") to further flesh out the character. I also appreciate the step-by-step examples and inclusion of sample character to help character creation along. It's all ridiculously simple, but it's still a nice, reassuring sort of feature.
Perhaps the biggest positive takeaway for me on character generation is how you can have an interesting hybrid sort of character without having a be-all and end-all sort of supreme "special snowflake". You can have a character that wears heavy armor and can still Spellcast, but he'd better have a high enough Strength to pull it off. And if you throw all your points in making that work, you're going to kick butt, yet you'll still have your weak areas. Players should have a lot of fun diversifying their characters and find the right balance between specialization, and the siren call of being a jack-of-all-trades, master of none.
There aren't many pages (barely two) spent explaining the basic mechanics, mainly because a) they're simple, and b) the author, one Mr. Larry Moore (along with co-designer Mr. Bill Logan), has a wonderful penchant for explaining things in a clear, succinct matter. There's a brief description of Contested Rolls between characters, Resistance checks (which are the same as doing an Ability check), and a few words on healing, and then we're ready for combat.
The combat section is short and sweet. First you roll initiative. If you have an initiative rating of 2, you roll 2d10s and pick the best d10 roll of the two. (A bit off the beaten path, but fun). Then you attack, trying to roll under either your Warrior (Melee) or Warrior (Ranged) skill. Your opponent can try to Dodge, using a DEX check. If you hit, you roll damage for your weapon, taking into account any armor worn by your foe and subtracting its rating from the total.
If you want to act more than once in a round, each additional action has a -20% penalty. So, you can try to tumble across the spiked floor, throw your dagger at the high priest, punch the guard square in the jaw, and then Dodge when he tries to headbutt you on his turn, but your chances of success grow dimmer the later in the sequence an action is. Being roll-under percentile, there's always at least a chance of success, but you're also in trouble if you get too carried away.
Leveling up is a matter of earning Development Points (DPs). There's a checklist in here for the Game Master, to reward. DPs are granted each session if the character plays to alignment and descriptors, if they are an active participant, for completing in-game goals, etc. You can spend them on bumping up Skills, learning new languages, or increasing Abilities.
Now, many rules-light RPGs might stop there. If all BareBones did was present a rules-light system, throw in a few monsters and some generic GM advice and call it quits, it would still be an attractive gaming option. But where BareBones Fantasy thrives is in making this light game feel well-supported and full of options and good material.
There's the section on magic items, and magic item creation. There are charts and tables--in abundance, I should say. For the chart-o-phile as well as the harried GM, this game has you covered. There are charts for adventure creations, charts for dungeon creation. There are treasure charts, magic item tables, and even a fun one for alternate rewards--how about a noble title or deific blessing, if your quest was epic enough?
The best part is, none of the above feels hand-wavey or an afterthought. This game is easy, true, but that does not mean it doesn't give the Game Master tons of toys to play with.
A long list of magic items, a very stripped-down, "broad brushstrokes" setting (Keranak Kingdoms, which also has a book all its own), a bestiary, a glossary, and the all-important index round this work out. It's amazing just how much is in this book. I've read 200-page RPGs that offer less and are more impenetrable in doing so. If you want to talk about top page count value, this one just might be it.
If I've heard one complaint, it's that the monster section is too short--there are about 45 creatures presented--but that is mitigated somewhat by a template system to make your own baddies. It's quick, it's smart, and it works. Really, a lot of the game supports tinkering, whether you like running games right out of the box, or tweaking them until they're juuuuust right, BBF has you covered.
Presentation of the product is logical, orderly, with clear writing and a well-considered layout. If you were going to give a clinic on how to present an RPG, you could do far worse than to start here. I have no doubt other RPGs offer much of what BareBones does, but BBF just makes it all so concise and straightforward. Mr. Moore and company should be congratulated for what is an all-too-rare feat in gaming on that account.
BareBones Fantasy is available in both pdf and softcover from RPGNow, and I would recommend gamers looking for a smart, rules-light fantasy RPG that manages to be different, clever, and surprisingly thorough start here. I've seen it mentioned in the same breath as neoclassical and Old School Renaissance rulesets, and I suppose there's something to it, given this game's lineage. Yet I think pigeonholing it as such would be a disservice to the game, as it occupies its own ground somewhere in the middle. I've used it with Keep On The Borderlands, but I daresay a group raised on Pathfinder looking for something lighter would find just as much utility here, as well.
This game should appeal to groups without the time to chew through 400-page rulebooks, those who want something light yet robust, fans of good percentile-based systems, and even novice gamers just jumping into a system. I plan on running my 8 year-old daughter through a game of BBF quite soon, and I doubt she'll have any issues with it. For parents, I'd recommend checking into this one, too.
I'm not one to always trust reviews from any site trying to sell me stuff, but BareBones has over 20+ reviews on RPGNow/DriveThruRPG, and they're almost all wildly positive. In this instance, they're right on the money. So is BareBones Fantasy when it comes to delivering a lot of smart fantasy gaming at a good price. Consider this an enthusiastic endorsement of the product, start to finish.
| Wertung: | | [5 von 5 Sternen!] |
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Some folks will probably discount this game entirely due to the formatting and layout, but what's hidden in here is a classic game that's very easy to pick up. T&T definitely has a sillier, more tongue-in-cheek feel than Dungeons & Dragons, but a loyal following online will tell you there's still plenty here to like.
There are two adventures included. The rules aren't what you'd get with Tunnels & Trolls 7th edition, but they'll work for solitaire products or just trying it out for beer n' pretzels gaming.
This is a good, quick intro of a product many gamers have likely heard of, but have never played.
| Wertung: | | [4 von 5 Sternen!] |
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I respect a lot of what Ed Greenwood has done, but unfortunately I couldn't get into this product. A good campaign setting has to really grab you, and despite a few unique ideas around this relatively small land that's recovering from a magical apocalypse, the whole business never really feels authentic or put-together the way early Forgotten Realms did.
Of course, not being the Realms is no crime in campaign setting, but this product simply fails to grab the imagination or excite. Despite the different premise, it all feels terribly average. In a RPG market flooded with potential settings, this one just doesn't quite meet the standards to be memorable.
| Wertung: | | [2 von 5 Sternen!] |
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For 16 pages, there sure is a lot of packed in here! I really enjoyed the two-weapon fighting article, in particular, which illustrates just how nicely tweakable BareBones Fantasy is. I also loved Matt Jackson's map and short adventure, both of which are top notch.
The "Creature Corner" is interesting, offering a new monster for your game, and the random tables are right up my alley--the authors are right--they are lots of fun!
Best of all, this product got me even more excited about making my own creations for BareBones Fantasy. This is a small gaming magazine, but the quality is absolutely top-notch.
| Wertung: | | [5 von 5 Sternen!] |
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Rob Conley shows his sandbox mastery here with a tremendous product that's great for novice and veteran DM alike. Conley gives just enough detail to make the DM's job easier, while allowing enough latitude to make this work as a drop-in product.
Mechanically light enough to be used for any classic D&D clone or cousin, Blackmarsh is well worth not only downloading, but ordering a nice print copy to boot.
| Wertung: | | [5 von 5 Sternen!] |
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The Roman Republic, and later Empire, remains a source of interest and inspiration today. From countless novels set in those times to the popularity of movies such as Ben-Hur to Gladiator and TV shows such as Rome, that ancient civilization still seems to fascinate us. It's easy to see why--Rome stood for power in its time, and adventure in remote, wild places. Add this to the intrigues of power, a whole host of insane wars and battles, and images of gladiators and martyrs alike facing bloody doom in the Coliseum, and you have a time and place that's fertile for stories and adventure.
Enter Graham Bottley's Rolemaster Rome, a product by Arion Games that seeks to provide all that's dynamic and involving about Classical Rome for Rolemaster Classic. For those of you out there that are Rolemaster SS or FRP fans, worry not--a conversion document has been released as part of the pdf download. Ringing in at 200 pages, this was the first Rolemaster-dedicated product from Arion, whose previously best known product was perhaps the re-issue of the classic RPG Maelstrom. No matter, because there's a lot to like in Rolemaster Rome, though also a couple of places for improvement.
Rolemaster Rome begins with racial selections (Roman, Gaul, and Greek), and briefly mentions traning packages suitable for a Roman Campaign. The table of special abilities seems to fit quite well into a Roman-themed campaign, with entries like "Rome-Born", "Man of the People", and "Natural Roman" conveying some of the edges in Roman public life amongst the privileged.
There are some minor rule adjustments included to tweak Rolemaster Classic for a Roman campaign--mostly telling you which options from Character Law to "turn on". Of particular interest here is the addition of Dignitas, an attribute reflecting social standing, public achievement, and honor. This is largely a social attribute, to be rolled in sort of a "don't you know who I am?" situation. I found one of the best tweaks Rolemaster Rome presented.
Curiously enough, Rolemaster Rome glosses through some of the geographical descriptions of the Roman Empire itself. Chapter 3, which is supposed to address this, covers under 10 pages. I thought this was a strange design decision. A short Chapter 4 on Magic follows this, which discusses the minor modifications and restrictions of spells for the setting.
If Chapter 3 was a disappointment as far as presenting Roman geography, Chapter 5, which deals with Roman Life, is not. 30 pages here cover every facet of life in Rome, from the role of family to the life of slaves to wages, travel, sexuality, and so much more. This is where Bottley's writing really seems to come to life, and is a highlight of the work.
Chapter 6 is a brief overview of Rome. This session again suffers from the same brevity of Chapter 3, but will provide a basic overview of the historic capital of the Roman Empire.
Chapters 7 & 8 cover weapons/armor and price lists, respectively. The weapons and armor chapter is a fun one, with plenty of illustrations, and it's clear a lot of consideration went into its crafting.
Chapter 9 covers the Roman Legions, and does a good job of providing guidance on some of the different organizational methods that were used. Chapters 10 & 11 cover deities and mythology, and likewise do a nice job of subject presentation.
Chapter 12 discusses customizing your Roman Rolemaster campaign to various eras and playstyles, and that ends the Chapters portions of the book. But what would a Rolemaster product be without plenty of appendices? Guess what follows Chapter 12?
The appendices cover everything from races, professions, training packages (expanded here from earlier in the book), treasure tables, encounter tables, standards stats, and a bibliography. Add in a few sheets for Roman settlements and characters, plus a pretty nice index, and you have Rolemaster Rome. In their own way, the appendices tie this product together and make it so much more useful. If this information were spread across the book, it would be maddening. Nice work on organization by Mr. Bottley on that account.
This is not a product that shows complete 100% veracity on historical material, but neither is it too burdened with errors or anachronisms. At it's best, Rolemaster Rome evokes favorable comparisons to products such as the old ICE Campaign Classics line.
I would have liked to have seen a few more illustrations, but the art is relevant and generally informative and well-placed. The layout is a bit Spartan in places, but aside from a few curiously short chapters, is clean and well-considered.
For overall value, Rolemaster Rome definitely packs a lot in 200 pages, though perhaps a bit unevenly on various topics. However, at $10 for the pdf, some gamers might find that slightly high. It all depends on how you value pdfs--and that's an entirely different discussion right there. Either way, it's great to have a quality Rolemaster supplement out there. Rolemaster Rome is going to scratch an itch for Rolemaster fans looking for new source material.
| Wertung: | | [4 von 5 Sternen!] |
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This is a pretty good scan of this product. A lesser cousin to B2: Keep on the Borderlands, B1 is still pretty enjoyable in its own right, with some decent beginner DM advice included. As an introductory product to Basic D&D, this product does the trick. There's a not much wasted room here, and there's plenty of room for customization as a DM learns their craft. If you're looking at a neoclassical gaming experience, this should run nicely with either the D&D Basic Set, Labyrinth Lord, Swords & Wizardry, or even Basic Fantasy RPG.
If you're just getting into this style and era of gaming, again I'd recommend picking B2 and B4: The Lost City up first, but don't overlook this product, either.
| Wertung: | | [4 von 5 Sternen!] |
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This is a small, but truly enjoyable resource for Pathfinder. There's a lot packed into the 40-odd pages of this product, with each of the blades distinct and ready-made for a legacy weaponry role. Players should actually love the fact these blades will develop with them. It's pretty clear Purple Duck has a very good grasp on what makes Pathfinder work, and that helps make this product an excellent addition for any campaign looking for a weaponry "boost" or suitable legendary blade for questing and the like.
| Wertung: | | [5 von 5 Sternen!] |
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I needed a good mix of minis for an alt-history gaming taking place right after the Civil War in 19th century America. This collection from Precis Intermedia is an excellent add to any Western game or similar setting, and won't break your bank. I will happily recommend the Disposable Heroes line in general; regardless of genre, they seem to have us covered!
| Wertung: | | [5 von 5 Sternen!] |
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I really liked this game when it first came out, and it was fun for a couple of one-shots. However, other groups didn't like the lack of meaningful mechanics in terms of in-game combat. Combat gets immensely repetitive very quickly. For a game focusing on over-the-top combat, that's not good.
I really can't see most groups getting their sci-fi or space action fix from this product. That's not a dig on the Three Sixteen as much as it is personal preference, but I think more traditional gaming groups might have issues with this product. Mine certainly did.
The art and layout are ok on this product, but ultimately, I think the $10 price tag is simply too much for what you're getting. $10 can buy a couple of pdfs of more substantial games, rules-light or no.
Don't expect to run an entire campaign off this--this is a one-shot kind of game, and considering that, I'm not sure the price tag is justified. It isn't a bad product, but it will probably stale quickly.
| Wertung: | | [2 von 5 Sternen!] |
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These minis were of an excellent quality, and printed well just using a regular inkjet printer and cardstock. They're the perfect addition to my gaming table, since I needed Union and Confederate troops for my upcoming campaign.
I've used multiple types of Precis Intermedia's Disposable Heroes, and have never been unhappy with the value or quality of their product. Their Civil War Statix are no exception. I'm happy they make these lines for some of the less common genres as well--it's a godsend to us using them!
| Wertung: | | [5 von 5 Sternen!] |
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These turned out perfectly on a regular inkjet printer with cardstock, and saved me a ton of money and time in trying to afford or scrounge up British and French army minis for my upcoming game. Precis Intermedia continues to make top-notch products for underserved niches in gaming--I'd recommend check out the rest of their Disposable Heroes line!
| Wertung: | | [5 von 5 Sternen!] |
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With lists and tables running from Ship Names to Planetary Atmospheres to Spaceport Bar Names, Jon Brazer Enterprises continues their d66 line with their d66 Compendium. If, like me, you're a Referee/GM who enjoys random tables to help flesh out their game or occasionally draws a blank when put on the spot, the Compendium should be a nice add to your game.
Results are rolled using the d66 method, as Mongoose Traveller uses d6s in resolution. For example, rolling a 3 and a 4 gives me a result of 34, which on the Planetary Government table would be Enlightened Absolutism.
I grabbed this product when it was marked down to $7.99. The original list price of $12.99 was likely beyond what I'd pay for a 52-page pdf, but overall I'm satisfied with this purchase. I would have liked to see a few more charts for the price, but still feel this should be an asset to my gaming. It's a good buy for Referees needing that little assist or who enjoy random charts geared towards the fun of the Traveller RPG.
| Wertung: | | [4 von 5 Sternen!] |
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Amazingly brilliant in its simplicity, this has to be the potential as one's go-to fantasy game. Michael Wolf has done in 41 pages what many larger books and professional gaming companies could not--create a simple but effectively endlessly customizable RPG. The Creative Commons license is simply icing on the cake.
| Wertung: | | [5 von 5 Sternen!] |
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