Why 2 and not 5 stars ?
- Oppostion Rolls, this is boring for me
- The player guide is rather 6 real pages than the 2 it offers with its actual layout.
- Advantage/Disadvantage mechanic is mixed with lot of special rules. Also nearly each skills got its own special rules to differentiate (B)asic from (A)dvanced Skill's level. So IMHO, the gamedesign choices are a bit cluncky and too much crunchy (too many rules for this format).
It seems to be a mix between Advanced FightyFantasy (2D6, opposition Roll, Her point) and CypherSystem (3 Stats, A & B skill class)....
With this set, you aren't simply buying a cobblestone texture. You aren't even buying a few. Instead, given all the different options, you are buying probably hundreds of different cobblestones that can be used in many different places without them looking the same. Different types of additions, such as cracks, pitting, leaves, dung, drains and grass to name a few, most of which come in different carieties. There are so many different choices it's hard to actually choose what to go with! An excellent set for the money....
There is a lot of good in this little book. Quick, easy to use powers and a nice use of the Usage Die
I was disappointed with how few powers were in the book (only 20). Also there is no real benchmarks so you have no way to know the difference between a character with Superstrength d6 and one with Superstrength d8.
While I can see it working for a quick pick up game, I'm not sure it would be my go to for simple supers with so few power options.
The production quality of the whole system is high and this is a great game, if you want Basic D&D, but don't want to handle all the outdated stuff. However, half of this book's charm is lost without the art, I hearthily recommend the paid version.
The rules itself are quite mundane, I really recommend you pick up the Referee book and Better than any man with this one. (Both are free!) With these three books you should be set.
One of the best Referee books I've read. It doesn't only handle the boring crunchy stuff, but also explains the feeling this system's supposed to evoke and why the author made it that way.
I certainly don't agree with everything, but the written out reasoning did warm me up for some Lamentationsy philosophies.
I like the idea and premise, but every time I've ran this the players seem to hate it. The labyrinth does get frustrating, if the party doesn't have an experienced mapper (and if you do the mapping, part of the charm's lost).
I wonder how many parties realise they can just flee the monster, with today's mentality, most will probably die not knowing what went wrong.
If you like gonzo and dungeoncrawling with hints of perversion, this adventure's for you. This was too random for my tastes, altought the tables did have some interesting entries in them.
But it's free, so no complaining.
Also, surprise end of the world is always a plus in my book.
Arriving quietly and without fanfare, the *Cepheus Engine* may prove to be a great facilitator for the expansion of SF gaming in the future. Although billed as a system reference document - which it is - this book is fully usable as a role-playing game. Paired with a setting (such as the *Cepheus Engine*-compatible *Orbital 2100* by **Zozer Games**) there are years of gaming here. The only reason it escaped a 5-star rating is that, in my opinion, it sells itself short. A little more formatting would have taken *Cepheus Engine* past its *Traveller* SRD origins and made it more table-friendly. There is no interior art, which is a plus in a generic book covering essentially the entire gamut of possibilities of SF gaming - any illustrations of environments, spacecraft, or even equipment would inevitably stunt the imagination of players and referees....
Even as a long-time GM, I found Dispatches from the Raven Crowking Vol 2 helpful in improving my skills. The author explicitly states ideas that I may have stumbled upon intuitively and only half grasped. For example, the section on the use of Killing Fields at different tiers of play was able to put to words vague ideas that I'd used in the past. This book ranges from helpful tidbits, such as compiling your own bestiary from monstesr found in published adventures, to ease your campaign prep and provide continuity between adventures, to an explanation of how to create an unusual session by disrupting the meta-strategies that players develop.
As someone with limited exposure to DCCRPG and even less familiarity with its published adventures, I felt that I wasn't able to utilize every kernel of wisdom in this book. The author states early on that he doesn't want to spoil any DCC adventures, and I can appreciate that, but the text is liberally peppered with references to DCC adventu...
I find this pretty useful. I'm not very good at coming up with plot ideas, but once I have an idea, I am good at fleshing it out. This book helps me with my weak point, so I can focus on what I am good at.
I'm not saying they're all amazing ideas, but for me, it's much easier to improve a starting point than a blank canvas.
As an old, old 'Traveller' (GDW) grognard, I've been around the sci-fi gaming scene for a long, long time.
This game is just the sort of game that I have always had a craving for as long as I can remember.
In my not-so-humble opinion, this is sci-fi the way it ought to be!