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Quantum Collapse
by Roderick B. [Verified Purchaser] Date Added: 10/03/2019 13:55:36

On the technical side, there are two pdfs. The first is two pages of the front and back covers. The second is 67 pages. There are no bookmarks. Several words are not just split between lines, but sometimes between pages in places.

The art is fun with a unified style. It might not be to everyone's liking, but it is consistent and is the high point of the product for me.

Early on the book explains what they mean by multiverse and how realities interact in their setting. This is followed by four pages of world building for the core setting. After that is four pages of new rules with three campaign hooks. These four pages were the second most useful part of the book for me. The book goes on to share some information on seven heroes in the setting. It includes stats for three of them. There is background for six villains, but only stats for one of the villains and two of their minions. The book transitions into organizations at this point. This was the best part of the book aside from the art with at least several paragraphs talking about each organization. The content section finishes with a short story. Twenty three pages are SRD rules. These are enough rules to learn the basics of M&M, but nowhere near enough for a player to know what their character is capable of if they read this section and was handed a pregenerated character.

There are a couple of nuggets, but most of the content is filler. I feel like I bought the free promotion material for a future product with some things added in to make it feel like there is more substance. The pdf informs the reader that there is more product coming down the line. I believe I would have been less disapointed if I knew what was and was not included before buying. Then again, I would not have bought Quantum Collapse at half the price had I known. The impression I had before purchase was the product was an adventure or possibly a campaign setting with more product to expand it later.

The product is a familiar concept with some explanation on how one group pursued the idea if you can dig around the extraneous bits.



Rating:
[2 of 5 Stars!]
Quantum Collapse
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Quantum Collapse
by John E. [Verified Purchaser] Date Added: 08/13/2019 11:36:19

Quantum Collapse is perhaps the most comprehensive and well thought out concept for how people could get super powers and have those powers develop over time that I've ever seen. Rather than the old idea of getting irradiated in various ways, this concept expands on theoretical physics concepts like quantum foam, multiple universes and different versions of Earth and other planets within those universes. What happens to your character and others in this world if alternate versions of you vanish elswhere?

This game is not tied to any of the existing comic book publisher lines like DC, Marvel or Valiant, so you and your players are creating your own personal super hero universe using heroes and villains in these game supplements to Mutants and Masterminds RPG, and/or making up your own from scratch if you wish. You may find that you want to use the characters in this book first to get a handle on playing the game (they are statted out quite well in the back of the book) and because their designs, quirks and backstories are quite clever. Who says there aren't any new ideas for comic book heroes anymore? You'll get some good inspiration here. I personally especially like Captain Cajun. Character creation and leveling is detailed enough to make you feel like your PC is rather unique, yet without being so unweildy that you can't keep track of all your options and abilities. It's clear that the authors have played a lot of super hero RPGs and have figured out how to fix some of the issues that many of them have.

There's even groups, or leagues, if you will that your hero can join, some good, some evil and a whole mythology of alternate history set up that has a unique twist on what was 'really' behind some of the secret government projects before, during and after WWII. It's interesting stuff.

The artwork has that old school OSR vibe to it with characters who are not as polished and professional looking as in the big name comics, but who have a certain charm and personality to them that is sometimes lacking in those comic books. They are portrayed quite dynamically though, with great angles and perspectives, not as flat, stiff manequims. The concepts are clever and are explained with a sprinkling of dry wit that makes the book an engaging read rather than something to skim through.

Whether you are a long-time player of super hero RPGs, or giving one a try for the first time, this is worth getting.



Rating:
[5 of 5 Stars!]
Buck Plugs #1 - Arson Wight
by John E. [Verified Purchaser] Date Added: 08/05/2019 21:40:01

Don't let the lack of margins on the sides of the pages turn you away from this fantastic idea for any RPG! Your players have probably fought the undead before (if not, where have you been?). There are lots of kinds of undead besides just zombies: including ghosts, shades, animated skeletons, liches and wights. These aren't just any ordinary wights though as you'll see when you get the .pdf. They really spice up encounters, even for players who have dealt with undead before. I tried adding them to a playing of the Castle Ravenloft board game (with a few tweaks to make them fit the math of the game system) and they were really challenging without seeming too tough for level 2 heroes.

I won't spoil just how they work here, wouldn't be fair to 4Devils Studios, but I will say that you probably haven't encountered any wight quite like these before. I think you'll find the crunch of how they work to be easy to include in any D20 game and any other RPG with a few tweaks.



Rating:
[5 of 5 Stars!]
Buck Plugs #1 - Arson Wight
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Buck Plugs #2 - Streakbreaker
by John E. [Verified Purchaser] Date Added: 08/05/2019 21:16:00

Everyone who plays RPGs, or any other game that uses dice to decide if something you are attempting succeeds, knows the pain of seeming to have 'cursed dice' that won't give you a good result no matter how many times you roll them. Rather than shaming the dice, or even going so far as to sell, trade or even throw them away, give Streakbreaker a try.

It is designed for use with D20 system games, but really I could see it working with any dice system. Even D6's sometimes seem to like to only roll 1's from time to time :). You shouldn't have to play a halfling or gain a magic item to improve your luck at getting better rolls.

This Streakbreaker system is well designed and doesn't seem to be 'overpowered' to me. It gives a modest boost to bad die rolls that increases only if the streak of bad rolls continues and resets to a bonus of 0 if you finally get a roll that results in success without adding a bonus. The idea of keeping track of how high your bonus is getting by using poker chips is better than having to write the bonus on your character sheet, then erase it every time it resets. It also has a great idea of being able to donate your bonus to a fellow player.

I tried this system out with one of my favorite RPG/board games: Wrath of Ashardalon which uses a D20. It was a great addition to the rules since that game's battles can get pretty deadly if you can't get the D20 to help you out with good rolls.

There are a couple of typo's in the writeup and the lines could be spaced further apart, but otherwise, it is a well written .pdf that is well worth a whole buck.



Rating:
[5 of 5 Stars!]
Buck Plugs #2 - Streakbreaker
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