Going through the book, I found myself feeling the same level of excitement I felt as a kid with AD&D and Gamma World material.
The system looks really good (you need the core book, this is a supplement). It feels like a combination of the best of Fate Core and Savage Worlds. I've been looking for a game that is a bit crunchier and less open ended than Fate Core. Savage Worlds was looking good to me, but there was something about it that just didn't fit for me personally.
Ubiquity looks like it may be my next favorite system.
This supplement contains a great deal of wonderful content and fantastic art.
The world contains an enormous amount of personality and spirit which is brought to life here. So much content is borrowed from so many sources, yet the book manages to create a sense of coherency. It comes across as being its own thing rather than some Frankenstein's monster, which is a danger for this kind of synthetic material. It is dynamic instead of chaotic.
My 5 year old son and I played this tonight. We have played about 7 or 8 different adventures so far, and this was probably the most enjoyable one since Basement O' Rats (which we played first). There was a nice balance of role-playing and combat (some adventures seem a bit combat-heavy at times), and it was really helpful to have a few role-playing suggestions in the adventure to help spice up the story. The engaging dialogue opportunity between players and the NPC is great, rather than just having a "quest-giver" type NPC. The only confusing issue (for me) was that the maps were a bit less directive than usual, so it was harder (for me) to know when a specific map of the woods was supposed to be used (though this may be to allow customization for the game master). It was also enjoyable to have a couple different settings in this adventure, rather than just one single dungeon crawl. There is a great balance between drama and humor (such as the Goblin attacks, "Stabby Stab" and "Repuls...
The time and effort required to put this book together is mind boggling. I and my cohorts absolutely love this book and all of the devious ways we are planning to put it to good use. Eric Lis has outdone himself here. The Diseases and injuries in the book are well defined both in lay terms and via game mechanics. Each section of the body gets its own chapter giving you lots of interesting things to play with. There are also prestige classes for the aspiring physician or healer in your parties, as well as mundane and magical items. All in all I loved everything about Insults and Injuries!
~Fangbjorn from the PlayersGuidePodcast...
Demon Stones combines an excellent rural romp, replete with interesting NPCs of mixed desires, with a solid delve with interesting tricks and a nice assortment of baddies. In the hands of a good GM, the finale promises to be remembered by the players for a long time to come. But I suspect the ride getting there will be remembered for even longer. Between the denizens of Gravencross and the multiple story threads running through the adventure, this could easily make for the foundation of a lengthy campaign.
The PDF is cleanly laid out in a logical fashion. The descriptions are clearly written and well summarized to make it easy for a GM to quickly get acquainted (or reacquainted) with the story lines, and as necessary, multiple descriptions are provided depending on how the characters arrive at a particular scene.
And the maps. As can be no surprise to anybody who has seen other work from Monkey Blood Design, the maps are beautiful and highly functional. Both GM and player/VT...
The Mutant Epoch (TME) is a fantastic game and an incredible labor of love...and to think I almost passed on it! I'm old. I have been gaming since the '70s, and I love it. But I have a family, job, etc. it's hard for me and my friends to find time to game or even prep. At 246 pages, TME seemed like more rules than our group wanted. But I kept hearing great things about the game, and as some of my group really enjoys the post-apocalyptic theme, I decided to give it a try. I am so very glad I did.
I was surprised to find that the actual rules comprised only about 26 pages of the game. You can learn the rules in less than an hour! And the rules are good...simple, straight forward, but rich in detail. Almost every conceivable situation seems to be covered by a rule that is both logical and intuitive. Combat is detailed, and hazards are frightening. The game is a joy to play...and to read.
Most of the page content is devoted to detail that brings the setting to vivid life. The book is...
The Mutant Epoch (TME) has become one of my favorite RPGs. It's simple mechanics and wealth of detail make it a true stand-out in the gaming world. But many of my friends are reluctant to try a new system, as most are married to D20 games(nothing wrong with that).
One Day Digs 1 and 2 is a great way to introduce new players to the system. As the product teaser says, these short adventures are designed for this purpose...short intro sessions at a con or store. They accomplish this task beautifully!
The first adventure is pretty straight forward and introduces the players to the TME system, and some of the grim hazards of this post-apocolyptic world. The second adventure is a hunt for missing laborers and supplies, but the end of the adventure requires quick thinking and tactical planning if the characters are to succeed and/or survive. Each adventure is designed to be completed in 2 to 4 hours of play, but are easily expanded. Our old-school group finished the first in about 3...
Ever since Numenera was release I have been dying for the cypher system to be released as its own book. While the mechanics of Numenera are awesome, I couldn't get my entire group behind the "weird" setting. Releasing the cypher system on its own solves this problem as it lets a great story based system be applied to other genres without too much homebrew work to be done.
The cypher system nailed character creation, mainly by removing character traits as just backgrounds and justifications for stats by making them the main focus of the character. I absolutely love the way that character creation works, especially considering it is not setting specific with the generic "Wizard Cleric Rogue" classes seen in more classic RPGs.
The system is simple enough to make a roleplaying game less about dice and number crunching, and more about the story itself and the roleplaying that goes with it.
I highly recommend the cypher system for both those who are looking to run it, as well as ins...
While the system seems like it has some potential, the preview didn't contain enough information to get a feel for the system. I would have preferred for there to be a more in depth explanation of the game mechanics ( or at least enough to play with out an encounter with a sample character). There wasn't enough in this preview to encourage me to buy the entire book.
Didn't think much of this setting at first glance. Picked it up because it was cheap. Then I read it and absolutely loved it. Went back and pitched in more money which, hopefully, will go toward more add-ons and supplements for it. Even bought a physical copy.
The setting is brilliant and original and is brimming with ideas and plot seeds that are fertile ground for GMs to make this setting their own.
The mechanics are lightweight enough to not get bogged down in rules interpretations but have enough "crunch" to allow each character to shine with their own unique skill sets and strengths.
Pound for pound, one of the best game settings I've seen in recent memory....
So lately I've been doing a bit of DYI D&D of my own, and last night a review copy of The Dungeon Dozen showed up. Where do I begin with a mammoth two hundred and twenty-five page monster of a book containing every possible random dungeon and adventure design table you as a dungeon master will need.I'm late to the party of for the Dungeon Dozen by Jason Sholtis and reading through this book fills me with dungeon master angst. Its that good of a tool kit filled with wall to wall weirdness. This is the type of book that sort of forms the corner stone of the OSR. This book clocks in at two hundred and twenty five pages of sheer OSR lunacy. The book is part tool box, part random generator, and wall to wall creative generator that covers every possible mental exercise that a DM could possibly think of. Seriously this book is that well done.
The pdf is book marked and massive in its way dealing in table after table of random adventure generation. Taken on the whole and this book can be used...
Really great book.
Well designed rules and mechanics are intuitive but the tactical combat has real depth. Perfect balance between crunch and simplicity.
Character and enemy creation system is quick and efficient. The system is very well balanced too.
You can see the system was written with mechs in mind. There are fun fluff descriptions for everything and it just oozes style. It's really fun to read.
Genre powers are super fun to use and emulate the awesome moments from the shows extremely well.
The system was written with mechs in mind but it works very well for other superpower anime settings too.
Just a bit of reskinning and you can run a magical girl, persona or accel world game or many others. Rules are flexible and easy to adapt to many settings.
Apart from the rules the book has a big section with description of not one but 3 different settings and lots of advice on how to run games in different styles.
And of course you have stats and descriptions for a bunch ...
I think that this is a very good adventure I currently play 4th edition Hackmaster the one based on ADD1st edition and can easily drop it into either of the groups I am running. Its the kind of adventure with lots of hooks that could be turned into a campaign or at least a few sessions of game play with a little planning by a GM. It has some very cool artifacts and new treasure and some cool new monsters. I will try to drop another review after run it. I also like that party of adventures is the main "monster"....
You can create your own Spell Cards.
You have to type the text on your own, but hey you just have 10 spells or so and every session you get an new one, so that's pretty easy.
Every class has its own design
Symbol for Action/Reaction/.....
Very nice made.