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d-Infinity Volume #2: Lost Treasure
Publisher: Skirmisher Publishing
by Chris V. D. [Verified Purchaser]
Date Added: 03/13/2011 17:46:56
Various companies do need to have a magazine that caters to their products, and that is a good seller. It brings in optional rules and other goodies for GM’s and players to pick through and decide to use for their games.

However, the downside is that this alienates other game systems and reduces the number of subscribers that they would have, if they had a wider variety of articles for different games and systems.

Sadly you simply can’t please everyone all the time.

So when you have a magazine that has a wide variety of articles for several of the larger games that are available, as well as articles for both small and up and coming game system and their publishing companies, that is the happy medium that a lot of gamers are looking for.

The best part about such a magazine is that a well written article for a specific game might be just enough to push a reader into finally breaking down and picking up the game it was written for.
Anyhow, to the meat of the review.

After having a chance to read through the second issue of D Infinity I have to say that once again I’ve been struck at just how much the magazine reminds me of classic Dragon, back in the day when it covered all game companies, not just TSR (AKA WotC) games.

Issue two’s overall theme is that of lost treasure, something that is at the heart the very reason that adventurers delve into the unknown and face death or worse in order to obtain said treasure.

As with the first issue, this magazine covers a variety of different game systems (from the juggernaught that is WotC, to the basic systems (old school rules), to contenders to the throne (pathfinder).

There is, quite literally, something for everyone here, as well as a long lost interview with who is arguably the father of role playing… Gary Gygax. Love him or hate him, he had a massive impact on the entire gaming community and if it wasn’t for him and a few others, role playing games wouldn’t exist.

That alone makes picking up issue two worthwhile.

Once again Skirmisher Publishing has turned out a high quality publication that should have universal appeal to all gamers.

If I would have but one complaint, it would be that it’s too short! I would love to see more articles each and every issue.

5 out of 5

Rating:
[5 of 5 Stars!]
d-Infinity Volume #2: Lost Treasure
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d∞ (“d-Infinity”) Volume #1: The Adventure Begins
Publisher: Skirmisher Publishing
by Chris V. D. [Verified Purchaser]
Date Added: 08/29/2010 21:32:51
Having had a chance to read through the first issue of the new D-Infinity quarterly magazine I have to say that I am quite impressed with it.

There are several reasons for this. First and foremost, it’s a multi-platform, multi-genre publication. Unlike many current publications out there, this magazine isn’t delegated to covering a single game system such as 4th edition D&D, 3.5 or the like.
Not to say that this is a bad thing, as there are plenty of people who want a periodical that covers their favourite game.

No, in this case it covers a range of games, such as the juggernaut 4th edition Dungeons and Dragons, the still standing contender 3.5, old school gaming… even LARP! And to top it off, this first issue includes tips on creating props for your game (I never had the time for that, but when one of my GM’s made them up, it was very, very cool!) electronic game boards and last but not least, sample cardstock characters to use for your game.

There is, quite literally, something for everyone in this periodical.

I am very much looking forward to future publications because every issue will have an overall theme… so no matter what game system you use, there will be an article that deals with the issues theme. For example issue 2 due out in November will deal with ‘lost treasure’. So the reader can expect just that, treasure, relics, and other articles that deal with that particular subject.

This periodical is also a great way for new and upcoming independent RPG scribes to get their work noticed and hopefully help these same authors go onto bigger and better projects!

I have to say that one aspect of the periodical really caught my attention. I’m one of the old school gamers, having been around since the original red box edition Dungeons and Dragons. I still remember eagerly awaiting every month to pick up the latest edition of the Dragon magazine.

The nostalgia that I felt reading through this periodical was almost overpowering. It was like I stepped back in time and was picking up the first Dragon magazine I ever had! The lay out, the feel of it, very much like that original publication, but written for modern gamers.

I can’t recommend this publication enough. Get yourself a subscription or purchase them as they come out electronically.

Go as far as reading the forum on the Skirmisher website to see what people have planned for the upcoming issues!

It is my honest hope that you will enjoy this publication as much as I have.

Rating:
[5 of 5 Stars!]
d∞ (“d-Infinity”) Volume #1: The Adventure Begins
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Creatures of the Wastelands: A Menagerie of Mutants and Mutations (Revised Edition)
Publisher: Skirmisher Publishing
by Chris V. D. [Verified Purchaser]
Date Added: 12/02/2009 20:42:49
Creatures of the Wasteland (revised) is, pardon the intentional pun, a blast from the past. After reading this document, I have to say that I really wish I would have had it, oh, say about THIRTY years ago when I first discovered the original Gamma World.

The book is filled with tons of new mutants to use in your Mutant future game, as well as a plethora of new mutations and other goodies that will keep any Mutant Lord happy for a very long time.

Derek Holland has proven time and again that he has quite the imagination. A lot of the creatures he’s created are mutants that I would use in a Mutant Future game, and many would fit quite nicely into any impending professionally produced adventures.

And then he has some very strange and outright silly mutants, ones that I would have to say are there more for flavor than anything else.

One thing I would really like to point out is the fact that this product isn’t JUST for use with the Mutant Future game. Those people who actually own the first and second edition Gamma world games will find it an invaluable resource.

For those who use systems like D20 Modern, this book could be used quite easily. Yes, it might take time to convert some of the creatures to be used in a D20 game, but just for source material and ideas, this book is a bargain at twice the price.

Very much worth picking up, whether or not you actually play or run Mutant Future.

5 out of 5

Rating:
[5 of 5 Stars!]
Creatures of the Wastelands: A Menagerie of Mutants and Mutations (Revised Edition)
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Creatures of the Wastelands: Habitats
Publisher: Skirmisher Publishing
by Chris V. D. [Verified Purchaser]
Date Added: 10/12/2009 15:03:25
Being a GM (or Mutant Lord if you prefer) means that you have to do a lot of work. Sure, there are adventures to be created (or adapted), NPC’s to create, locals to envision for the players… all of this is time consuming.

It is great to have help. This product is one of those rare books that will allow a Mutant Lord to, by simply skimming the entries, come up with some pretty new and wild locals for his players to explore.

Every player is familiar with the tried and true locations such as forests, swamps, wetlands, deserts and the like, but how many have actually encountered Planar gates, or Time Fields, or even Artificial Volcanoes?

This product is filled with forty four new possible environments that the Mutant Lord could introduce his hapless players to.

Each habitat or environment also has a small list of the types of mutants that could conceivably be found in the location.

Just reading the basic descriptions of the habitats alone opens the mind to nearly endless possibilities.

Rating:
[5 of 5 Stars!]
Creatures of the Wastelands: Habitats
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Creatures of the Wastelands: Mutational Evolution
Publisher: Skirmisher Publishing
by Chris V. D. [Verified Purchaser]
Date Added: 10/12/2009 14:55:40
This product is quite unique in the fact that it shows a GM (or Mutant lord if you prefer) how a possible new species and sub species can evolve over numerous generations from a simple avian like the house sparrow into twenty different but related creatures.

Several long essays delve into the Family Tree concept, the mutant herd concept and finally accelerated evolution, giving any possible designer of new family trees basic guidelines on how to take one creature and literally evolve it into a wide, varied and complex species of distantly related by widely different creatures.

Using four different base creatures, Derek Holland was able to come up with over one hundred variants of these creatures. Some of the variants turned out to be evolutionary dead ends due to mutations, while others thrived quite well in the post apocalyptic world.

Finally, the book included a small number of new mutations to go with the creatures.

This book, just from the concept alone, would be well worth picking up.

Rating:
[5 of 5 Stars!]
Creatures of the Wastelands: Mutational Evolution
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Creatures of the Wastelands: A Menagerie of Mutants and Mutations
Publisher: Skirmisher Publishing
by Chris V. D. [Verified Purchaser]
Date Added: 10/12/2009 14:43:13
This product is long overdue… almost thirty years overdue truth be told. For those of you who are as old as I am (40’s anyone?) who happened to play the original Gamma World when it first came out, this book would have been perfect for it.

As a matter of fact, since Mutant Future is old school gaming for a new generation, it is perfect.

The book contains a plethora of new mutants to use for the game Mutant Future, and for those who don’t have it (and why not, the game is free), with very little work you could easily use the creatures for a 1st or 2nd edition Gamma World game.

The mutants run the gambit from very weird and sill to mutant creatures that I would like to see used in published adventures – Hint, hint Dan!

That’s not all though, there are new mutations that could easily be incorporated into any campaign, as well as a new type of mutation, the Parasitic mutation. Truth be told, these are really strange and kind of grotesque, but there are many game masters out there who would jump at being able to use them.

Finally, Derek Holland also included new terrain types, non creature hazards and even new materials for any would be mutant lord.

If I had any complaints about the product, it would be the fact that in my view, there just isn’t enough description for many of the creatures and the mutations. I personally like lots of physical descriptions and descriptions of effects, but that’s just me.

4 out of 5

Rating:
[4 of 5 Stars!]
Creatures of the Wastelands: A Menagerie of Mutants and Mutations
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Darwin's World: The Lost City (LC1)
Publisher: RPG Objects
by Chris V. D. [Verified Purchaser]
Date Added: 06/30/2002 00:00:00
Overall, I found this product to be quite entertaining, and well worth the $5.00 asking price.

I have a few comments to make on it, however.

First and foremost, it was too small. For a city that size, I would have loved to have seen more area's detailed. I know that many people would say that it's up to the individual GM to fill in the gaps, but that's a personal choice.

The library could have had more meat to it as well. The computer disks were a nice touch, but personally, I would have added a chance of picking up a 'manual' as described in Treasures of the Ancients.

Being the nitpicker I am, with that many different groups living in the same fairly small and enclosed local, there should be far more intrigue and internal combat present. Out of all the groups that were present, the giant mutants that rule the old stadium should dominate, considering the firepower and just plain tenasity present in the race.

Don't take these comments as wrong. I am making personal observations here, and hopefully those who read this message will get at least a few ideas from it.

Now, despite my comments that there wasn't enough to the adventure, it does leave a great deal open for GM's running this adventure to add more danger, more mystery and more intrigue. There are whole sections of the city that can be detailed, buildings that haven't been explored, and so forth.

The caverns leading into the city proper hold possiblities, since one location leads to a city section that can only be accessed by swimming.

How many other sections of the city survived in pockets like this, and what treasures, dangers, or horror's would they possess?

For a GM who wants to expand upon it, there is almost unlimited potential.

Another thing that I liked, even though odds of the players ever finding out the how's and why's, are next to impossible, is the actual history behind some of the encounters. For example, how the shelters remained untouched for so long.

It's a good beginning adventure, to be certain, and the city would make a wonderful base of operation for any characters that had the experience, skill, weapons, and determination to clean out all opposition.

Who knows what adventures await those who decide to take to the underground river by raft, and where would it lead them to?

Rating:
[4 of 5 Stars!]
Darwin's World: The Lost City (LC1)
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