It was pretty easy to follow and easy to read, but it felt like the final battle wasn't as challenging as it should be. Running it in a very strong mode or changing how you challenge your players though could help make a more enjoyable game. RP wise it's really great because the continuation feeling from the TOA book is pretty good.
The Infiltrator theme provides a wide variety of classes and builds for those with an affinity for stealth and subterfuge. Builds are provided that allow you to play classic character types like the con man, spy, and burgler. You can also take on more unique roles such as the shadowcaster and intelligence officer. This is a great resource if wish to explore the various ways to ditch and deceive your opponents.
The module was very easy to follow, very flavorful, and tons of opportunity for roleplay. One of the most exciting modules to dm because it came out during the holiday season and the theme of it was perfect for the season! Would love to run it again next holiday season, but I would also like to see more hemed modules/ holiday season modules come out in the future.
If you eschew traditional RPG races for options that provide great role playing opportunities and unique play styles, then the Wuuzul are for you. True to their mustelid inspiration, Wuuzul are playful, curious, and frenetic. The beauty of this race is the variety of potential sub-races it could inspire. Imagine races inspired by weasels, otters, and even badgers. Honey badger don't give a...
This booklet was made up of "short and sweet, quick and dirty guidelines" that provide a solid foundation for those with little or no idea of where to start. Perfect for me. Venger gives you some practical ways to come up with an adventure idea and how to turn that into enough material to become a playable adventure that should hit all the points of interest for your players. Guidelines for writing with style, sandbox vs railroading, and a nice breakdown of an adventure into its composite pieces were the most helpful to me mainly because I was a blank slate and needed help getting started with the basics. Advice on setting a scene and when to end it or take it up a notch and up the stakes was also new info for me and I'm glad it was included. As good as this was, the book How to Game Master Like a F+cking Boss was such a bigger book of GM tips and advice that I'd recommend that if you read this one and want to get more of Venger's advice on GMing....
Delta Green is the best horror RPG by far, it has been for decades. With the new edition it only got better.
This Scenario is well worth it, not only does it look good, it's a cracking adventure.
Stop reading this review and buy it.
Great way to store your printed tiles! I would love it if Black Scrolls Games allowed a form-fillable version so that I could use the same tuck box with a label for my other tile sets from other publishers.
I've run about 30 hours of these adventures at three different cons.
MAJOR PROBLEM: There seems to be broad consensus that these take well over an hour to run and I had several players frustrated by the low amount of xp available after they'd spent nearly two hours playing the game. This is a real problem at conventions when time is precious and good players feel cheated on xp.
* Port Nyanzaru is an engaging setting; fun to play with the climate and the dinos
* Several of the NPCs were quite good, my players *cared* about the missing people in Malar's Throat and liked the twist with the final adventure
* Several players really liked the dino race becuase it gave them a fun way to interact with the dinos and not simply kill them as monsters
* It was a little difficult to get players hooked into the adventures
* I printed my own map of the city; the mod really, really should have had a map
* Soggy Wren was fun, but none of my players trusted him--which made re...
Good, stylized stock art at a reasonable price. I bought a copy to include on my 5E character sheet. While I could easily find lots of images with a Google search, I like to support artists and their work.
Great one-shot, ran it as my first DM experience for a few friends (some of which were also new players) and they had a blast. Really inventive and out-of-the-norm of what's actually available out there for first-timer options. Straight forward and open world enough that there was still room for some expansion of my own. I could see myself adding this to a larger campaign too. Would definitely recommend!
I've written separate reviews for the components of this bundle. As an overall evaluation of Dusk, I would say it is a great first-start. The artwork is really evocative and grabbed me as soon as I saw it. I like the rules-light nature of the game. I've never played a dice-stacking game, but it looks like an interesting mechanic, although I'm not sure d8s are the way to go since most people have plenty of d6s and it seems the game would work with them too. I don't think the game is fully fleshed-out, however. The biggest gap is having nothing detailed regarding equipment. I strongly encourage the designer to develop a version 2 that fills in the gaps....
Very cool art on the cover, but this document is merely a bunch of guiding questions for creating different Tribes or Factions in the Dusk Post-Apocalyptic RPG. I would recommend giving examples for each of the questions to help flesh this out.
Interesting scenario, but like the basic rules of Dusk, I think it is too much a brief sketch and needs more specificity. For example, the addition of a map would be really useful and help to envision the scenario. Also, the formatting of the document does not lend itself to printing. I would encourage a revision that is printer-friendly. Very cool art and aesthetic.