This is a great short adventure set in the world of the Dark Eye.
It is not particularly bound to a region and so can be introduced to the heroes in many parts of Aventuria.
It is beginner friendly and yet places the characters into situations where critical decisions have to be made.
Overall a phantasic way to start the Dark Eye.
Once again DM has done it. They somehow peeped into my tastes and pulled out exactly what I wanted despite me not knowing the form of my dream. The ships section is fantastic, and useful for the Mythras rules, adding another layer to the gameplay. The Battlefield rules are, to me, the pinnacle of what can be done with an immersive battle between factions in your worlds.
Opening, as with the other books in this series, with a letter to a now-quite-senior student at the Aubergrave Academy of Magecraft, where he is about to enter his fifth year and now needs to choose a senior mage to whom he will apprentice. In stressing the importance of choosing a mentor wisely, there's an interesting glimpse into mage society - it's quite like the real-world academic society that I inhabit! The author also warns that some of the spells in this volume are 'unruly' if not downright dangerous.
Next we hear from Kabaz Anvitz, putative author of this tome. He states that magic is a tricky subject, that for every answer you get two more questions arise, that even after a lifetime of study there are things that still elude him totally. He then raises the question: is magic in some way alive? An idea that is widely discredited in academic circles yet... he cites research that suggests otherwise. Certainly a matter which could be disputed at length within academia, and per...
A great game that could be played as LARP or as tabletop. The mechanics are similar to Fiasco RPG, although no dice are used. The central theme is, how to react when there comes an new love into an established relationship. The game can be either played from an monogamous viewpoint or with an polyarmous perspective.
I have backed this game on Kickstarter, I loved the 1st Edition of 7th Sea to death and I could not wait for the day when I got my fingers on it.
And I am very, very disappointed by the final product.
Now, I have to get this out right away: The art is amazing, the flavour and the setting is as good as the 1st Edition and it oozes creativity in so many ways that I truly like.
Though here is the major problem: The rules are not fit for a long-time RPG. They seem to be made more for a small, 1 shot game like "Small Towns" or "Modern Fairy". They are very reductive, bland and focused on quickness over elegance.
Especially combat has been "streamlined" down so much that fighting is handled in the exact same way as escaping a burning room or besting a storm and villains re no longer represented by individual character sheets, but rather by 2 numbers (Strenght and Influence) and their arcana (monsters get additional traits). Firearms are automatic hits that do dramatic wounds. Brute squad...
The Volo's Guide series has been lauded by many, and I have no quarrel with that, so this review is about the quality of the scan. I purchased and downloaded this at the end of July 2016, and I have to say that the quality of the scan was mediocre. The pages are aligned, and there are pdf bookmarks in the right places, but it feels to me that the text could be sharper. Perhaps this is a limitation that is inherent to the original document that was scanned, but I downloaded the Vampire: The Masquerade 20th Anniversary edition the same day, and the difference in quality is very noticable. The text of Volo's Guide displays fine on my PC using Adobe Acrobat Reader, but it problems arise when I tried to read it on my Kindle Fire HD because approximately one letter per word would disappear. One could piece together the text with fluency in the English language, but it seems to me that the onus of such cryptology should not have to be borne by the purchaser. I am not unhappy with my pur...
My buddies and I are playing GURP Game of Thrones right now but we plan on playing this next. This is really nice we also plan on running a Pathfinder crossover with this in the world of Birthright having this as the blood powers. I liked it so much I bought the book and the PDF in full.
Amazing book! One Ring - Horse-lords of Rohan is a perfect expansion to One Ring! It adds the long awaited Rohirrim to the game (as well as the Dunlendings) and has rules for mounted combat, which is relatively straight forward. Rohan also adds so many new regions to the game that many players won't know what to do first! Saruman has almost a whole chapter dedicated to him, and players can even work for the big man (wizard) himself!
Besides working for Saruman, Fangorn is now an available region full of possibilities, such as getting an ent patron, clearing orcs from its depths, or exploring places even ents won't tread!
For anyone looking to enhance their One Ring game (or even play it closer to the time period of the War of the Ring) this book is a must buy! (also, Reviewer's note, IT HAS URUK-HAI AND THEY ARE AMAZING!)...
One Ring RPG - Erebor is definitly worth every cent for both Loremasters and players alike! From the new cultures (though sadly more reskins of the Lonely Mountain dwarf with cool new toys) to the new enchanted items (Dwarf enchantments and how dwarves do it, Finally!) all the way into lots of famous npcs and new monsters (Like Murder lizards aka Dragons).
You also get maps and cool bits of info that you might not have known before (like the Toy fair of Dale!) and awesome rules to enhance your games of One Ring with the power of the Dwarves.
(I would also recommend getting Rivendell for the full working of Magic weapons and the like as sadly they didn't put it in here)
Definitly a 5/5...
Date Added: 07/29/2016 17:05:30
I only watched a few episodes of this show, but I can tell this sourcebook seems to capture the feeling of the show well. It is an interesting and well thought out post apocalyptic world. At around $5, the price is great for the pdf.
This is a great Cthulhu setting and being Pay What You Want, the price is right. There's one free adventure available which is worth getting. Cthulhu and 19th century Australia go along great together!