Publisher: LPJ Design
Date Added: 11/03/2014 05:56:49
An Endzeitgeist.com review
This installment of the Treasures of NeoExodus-series clocks in at 4 pages, 1 page of SRD/editorial, 1/2 a page advertisement, leaving us with 2.5 pages of content, so let's take a look!
The gentle hand of the law is a powerful weapon - steeped in a history that could have stemmed from the tales of real life religious warriors, these beloved weapons, named in honor of the lady commander of the Caneus Empire's high guard - the mace would be a +1 merciful spell-storing heavy mace that also deals dexterity damage on crits and causes targets hit by the critical to drop anything they hold - neat, elegant idea.
The pdf also provides one page of weapon-cards to print/cut out.
Editing and formatting are very good, I noticed no glitches. Layout adheres to LPJr Design's drop-dead-gorgeous 2-column full-color standard and the pdf features a glorious original artwork of the weapon. The pdf comes in a more printer-friendly full-co...
It deserves the three stars for its concepts alone, but the wording on the moves feels clunky and messy. I don't regret acquiring the material, but I feel I'll have to work on it before using them in actual play. It's like there's a gap between concept and execution.
I love this product! Each character is presented on the size of a playing card. It is high quality and a huge asset to have at the table. I plan on using this when I run adventures at conventions. I only wish that I would have purchased the .PDF after getting these gorgeous cards in print! I can't wait to purchase a few more. :-)
Grab a pack! You'll love 'em!
I love this product! Each character is presented on the size of a playing card. It is high quality and a huge asset to have at the table. I plan on using this when I run adventures at conventions. I only wish that I would have purchased the .PDF after getting these gorgeous cards in print!
Grab a pack! You'll love 'em!
This actually contains 200 encounters. Instead of rolling d100, roll d20+d10.
Often products of this sort are a couple of dozen entries of the tediously obvious variety. Not here. These are all interesting and sometimes fantastic, with good roleplay potential and plenty of room to improvise. Many are adventure seeds in disguise and could lead to themes or side treks that last for many sessions. Some just inject some fun chaos into the group, like adopting a kitten.
This has great value in a hex-crawl sandbox game. When GMing a sandbox, the constant improvisation can lead to repetition or burnout. These encounters are a great way to instantly inject some pizzazz and stimulate the GM's creativity. You could pick, but as a GM I like to roll and be surprised....
I type this nearly two years to the day after my first game of 6d6. An indie+ event run by the game's designer, Chris Tregenza, it was a memorable experience even though I was new to gaming over Hangouts and primarily familiar with D&D. Fittingly for Halloween we played the Outbreak! zombie apocalypse adventure, and even though my character survived the scenario only to be killed by another PC in the end, the system, setting, and the game leader made for an enjoyable evening.
6d6 is more gamey than a lot of systems I've played, employing the element of using a character's traits to narratively add to the d6 dice pool that resolves actions, while restricting the availability and refresh rate of the character's potential to utilize these traits. This adds a strategic aspect to dice rolls that represents a character’s limited ability to act and react. I haven’t tried this genre neutral system in a more fantastic or pulpy setting, but my impression is that it is well suited for real...
The review below is actually from acclaimed author and game designer Jeff Grubb, originally published on his blog:
"Calidar: In Stranger Skies from Bruce Heard gets the lead because it is likely the one you likely haven't heard of, having charted its course into this perfect storm of releases. It is very much the descendant of the D&D Known World/Mystara and Bruce's own stories of the Princess Ark from DRAGON magazine. As a result, it has the wonderful air of adventure of that late 80's/early 90's gaming era. The hardbound leads off with a massive tale of the Star Phoenix and its crew, then drills down from the solar system to the planet of Calidar to the kingdom of Meryath to the city of Glorathon, and concludes with a set of Pathfinder stats and a collection of skyships. An excellent laying of groundwork here, beautifully presented."...
A very good product if you're into supers.
The game deals very well with the problems in supers games: The PC's being too powerful or calling other too powerful NPC. The first half of the book is an interesting read covering an alternate history from early in the 20th century, building a rich world and setting the stage for PC-centred games. Several campaign ideas are also pitched, if the GM need extra inspiration.
The second half is the rules - mostly Fate, which I personally play a lot. Some additional rules are present. I like the most the added rule for superpower levels of skills, which really makes the characters feel like the have a super-power and not just being all-round powerful....
Originally on my blog: http://scriptogr.am/sbr/post/supers-red
Disclaimer: A look at Supers RED without having played it.
2014 is a good year for superhero-roleplaying fans with a new edition of Icons RPG, the release of Valiant Universe RPG and the upcoming releases of Worlds in Peril, Extreme Earth Superhero Campaign Setting and probably other games I'm not aware of.
One of the new titles for this year is the revised edition of Supers!, a game originally written by Simon Washbourne from Beyond Belief Games. The copyright is now in the hands of Hazard Studios who successfully crowdfunded the new edition via kickstarter.
The original game
The first Supers! is a superb lightweight game which focusses on narrative play. Its strength is the simple but robust d6 mechanic. Characters are well-rounded. They are created with stats for Resistances, Aptitudes (skills) and Powers. You have the option to take advantages or disadvantages to customize your character. Powers are...
I'll admit to mostly using the Valkryn in this pack, although the Remora was pretty cool and got used as a bad-guy pirate ship.
The Valkryn was our version of a Star-Trek Runabout shuttle, heavily armed and long ranged enough to take a squad to the surface and check out a situation. We carried two inverted and clamped on the bottom of a Drake (See that product) connected by an umbilical. The larger 'mother ship' would stay in orbit or out-system while a Valkryn would carry a couple fire-teams, a medical team, an engineering team, or a Special Investigations (JAG) Unit to the surface or station or whatever. It is small, but it's versatility and the ability to take on a combat role when necessary gives it high operational value....
A Serenity-esqe ship, this is vessel is a little smaller than what would be an economically feasible freighter in real life, but it served well as an interstellar archeologists team's vessel seeking relics from lost civilizations. Picture Indiana Jones in space, and you get the idea. While it mostly served as a sci-fi SUV, it was characterful enough to serve as a location for a gunfight or two. And it had to fight off an awakened Ancient army, returning to harvest the new crop of species to eat. It had help from an Orion vessel and a squadron of Drake's, of course, (See those products), but it survived. Mostly....
Don't think of Orion as a ship, think of it as a location. This is where your characters live and work, and where they return when the adventure is over. This is home, this is the location where they train and get rewarded and promoted. This ship served as a fleet flagship in a campaign involving many smaller support ships (See the "Drake" product) that went out on adventures and saved the day. This was a command and control, repair and re-supply base located in a growing system that still lacked the resources for a colonial station of some sort. It moved a few times, mostly as cavalry to save the day, but it was usually a pillar of stability that served as a place to limp back to with engines smoking, blasted turrets, and wounded crewmen....
The Drake featured in a "Coast Guard" style campaign, in which a party of characters worked to keep the trade-lanes safe from pirates and obstacles, while providing safety training, repairs, navigational aids, and law enforcement along a route through interstellar space. They stopped at deserted waystations where they were slobbered by over-affectionate dogs, checked in on asteroid miners who'd broken their long-range radio, rescued ships falling into gas giants and just happened upon first contact with a group of alien parasites ala the worm things from the old Verge product from TSR (teln).
The reason the Drake was a perfect fit for this gritty, realistic style campaign is that it doesn't feel like heroism if death isn't stalking every chance you take to save someone's life. And the Drake is big enough that 'that guy who was on the bridge yesterday' can become your next character if this one dies heroically. It's a different sort of campaign, and a bigger ship serves as a bac...
A Free RPG Day product from a couple of years ago, its a shame that AEG hasn't considered writing more of these. The adventure is a great, quick introduction not just to the system for L5R (which is faithfully represented) but also to the world and the setting. Understandably (word counts?) the adventure doesn't explain certain finer points of detail (why suicide would be better than imprisonment; why the PCs have to endure insults and baseless allegations), so anyone running the adventure should be prepared to answer those questions if they come up, especially since there are no Courtier pre-generated characters. Otherwise, a good adventure when you're looking for something to do other than you're regular....