This game really hit a nerve with me; I found the balance of light mechanics and ingenious mods to a very stripped down 3rd Ed base the perfect balance of old and new.
Yes, there are a good number of tables that you might need to reference for spells, fumbles, crits and deeds...I actually like this...print them off and make each player responsible for one each and you're sorted!
On another note, the philosophy of character death has already changed my group's attitude and style of play so that they now respect the consequences of their actions far more.
The philosophy is that death should be a real risk to PCs; for too long I have watched parties act stupidly and get away with it...no longer!!!...
As much as liked these cards my whole point for getting them was that they are form fillable. I went ahead and bought the 3 sets and weapons since this one did not work properly. Unfortunately none of the form fillable options worked so I will have to hand write them.
For $3, you can't go wrong with a supplement that maturely talks about dealing with sexual and romantic relationships that can be used not only for Numenera but also for other general RPG's as well. I like it.
With an interesting twist on the Steampunk genre, setting it in the far future after a slow apocalypse, Airship Pirates is a fun light weight system, good for those who enjoy telling grand stories. It's doubley fun if you're a fan of Abney Park, as the game's universe bases itself upon the lyrics from their songs.
I do find the combat system a little clunky at times, especially with the need to roll initiative each combat round, but if players and game master agree, this can easily be streamlined with a house rule to only roll once for a combat encounter... though this change can be particularly crippling, as winning initiative does also convey a dice bonus. The use of dice pools and exploding dice will make this sytem feel familiar to those who played a lot of White Wolf....
I love this book, and I cannot WAIT to run a game of it! It's a game chock full of campy goodness and useful extras for the (bizarrely specific) setting it takes place in, including an exhaustive slang glossary as well as easy to learn rules. My only complaint is the lack of detailed flaws and merits, and the typos. Other than that though it is well worth the low low price. Any game that allows me the feel of Six-String Samurai, or Fallout, or possibly Gamma World meets It Came From the Late, Late, Late Show and quickly and accurately plays out the feel of the game is well worth it in my book. Highly recommended!...
The finale of the short free adventure is quit dramatic. However a huge part of this chapter is fighting. You get up in powerful armor - up to the point here it becomes practically impossible to hit you - and then an endless army is released.
Not as much fun as the previous adventures but still 1,5 hours to enjoy. I like the exploring, riddle solving and occasional fighting more then the brute mass combat, but hey it is free and their main book promises to be all of that.
Trouble Brewing really shines as a fun, interesting beginners module for the Barebones Fantasy game. It is fairly simple and straight forward, but my players enjoyed themselves a lot. I am looking forward to the follow up adventure, the whole goblins and snails theme just hits a home run for me.
This is a neat selection of ten new spells from the School of Necromancy. The underlying story is of a lost ancient realn, Canthar, that was noted for the talents of its sorcerers... apparently in real life, this is a feature of the author's own campaign world, and it is a place where the brave and curious can discover new magicks. Now we too can share in them!
As befits necromantic spells, most of these are quite nasty. Some may even do harm to your alignment if you have aspirations to be good! Depending on the campaign, the GM may prefer to limit these - at least until a spellbook is found - to NPC necromancers.
One really nasty spell is Enfeeble - this reduces the target's strength and dexterity to such an extent that they can barely carry anything or even move, and requires significant healing magic to restore their abilities. Some of the spells enable the caster to either take over the body of an undead creature or to utilise its senses; while others create fear effects in t...
Date Added: 02/28/2014 08:55:55
If poking around long-ruined urban buildings is part of your story, this mapset provides a derelict city block to root around in. Don't be fooled by the quite complex-looking ruin on the front cover, the actual building is quite simple.
A nice point is that the roof has fallen in, so you have a clear view of the internal layout, as well as some stairways leading down into cellars or other depths below. There's also what appears to be a lift shaft and stairs that once led upwards.
The roads around show evidence of long-term neglect, overgrown and cracked.
A somewhat strange suggestion involving subterranean ants is provided as an adventure seed; but an investigation of a long-ago incident or some post-apocalyptic scavenging seems a more likely use for this map.
As always, there's an A4 overview map and a series of maps with hex, square and no grids for miniatures use. There's also a huge JPEG image for those who have access to professional print facilities or who use a virtu...