With this rendition of the crafting system, PCs or even NPCs crafting items becomes a lot more believable and the use of common sense is priceless. That means that if you want to craft a really complex device, set of armor or anything else, it WILL take quite a bit more time than crafting something simple even if both items are the same price. Excellent work to those who created this great variant!
Who hasn't wanted to play a game as the sentient AI controlling a spaceship, and entrusted with the lives of its precious biological crew? Well, me. At least, I never knew I wanted that until I learned about the game a few months ago. Having never played anything in the Powered by the Apocalypse system, I wasn't entirely sure what to expect, but Fiddleback and co. made good with this tightly focused game that knows exactly what it is, and doesn't waste time or page space trying to be something it isn't. Transit does a magnificent job of putting you in the headspace of a newly minted AI, developed to help push civilization out into the galaxy. The mechanics are clean and focused, and beautifully translate into a game where you and your fleet (controlled by other AI whose motives may or may not align with your own) push out into the black and test your limits against the strange and the dangerous that awaits outside of your home system.
Get this book....
Publisher: White Wolf
Date Added: 03/23/2019 19:08:34
This is a huge deviation from prior editions. The SJW agenda is not helping in a game that isn't supposed to care about hurting someone's feelings. While VtM could have used some more modern updates, we got those with V20. This edition is a giant running leap in the wrong direction. The book has some excellent artwork, but far too little content for a book of this size. It's a textbook example of style over substance. They have revamped many of the core aspects of the game, but this simply takes things that worked well and repackages it into something devoid of inspiration. I would suggest passing on this edition entirely. Correcting the flaws with this game will require an entirely new edition that gets back to what worked in prior versions. ...
So far I only skimmed, it but from the look of it: new profession, news skills, new spells and new rules. So far so good, nothing new... wait, this all stuff is crazy.
I never knew I needed zeppelins and steampunk motorcycles in my dark fantasy gaming, but I did.
This supplement has well thought out stuff that's not obvious to have, and this is it's best selling point - this stuff is *fresh*
This is the latest in a series of games based on Judge Dredd, starting with the original Games Workshop edition in the 1980s and two editions/supplements put out by Mongoose for D20/OGL and the Traveller rules respectively.
The main appeal of the game lies with it's setting material, which has a 40+ year comic library and has very much a cult following in the UK at least. The 2000AD comics are very gonzo, 'punk' infused, action based storylines and this remains an enduring appeal to many - although curiously, it's never fully transported it's fanbase into America where DC and Marvel comics were entirely dominant, truth be told. Much of the art within is drawn from the comics, which adds a degree of style - yet in other ways the layout, font and general interior design could have been better. Having owned the previous versions of the game, they generally seemed less cluttered and easier to read (the font size) than this current edition.
This edition has maximised it's utility by ...
This is my favorite RPG! The GM tools and ease of use make it a breeze to learn and run, I love the sandbox creation tools and GM advice about things as simple as "don't create too much prep and burn yourself out, instead here is an effective minimum and above all have fun", and I am enthralled with everything about the game. My players are all coming either from D&D experience or no RPG experience and they had a fairly easy time getting acclimated (the D&D players did have to reconfigure some of their own expectations, both in the tone of the game and some mechanics like skill checks using 2d6 instead of a d20 but they caught on quick) and I have a feeling this will be my go to game for a long time now, maybe forever. Also, Kevin is honestly a blessing, not only do I love his work on this and his other games (I LOVE Scarlet Heroes) but he is active and willing to engage with his fans on the SWN subreddit and other places, just seems like a really great and open guy. Stars Without Numb...
Quite a unique system for skirmish-level combat. Unique does not necessarily mean good, however Brent seems to have a knack for creating not just unique, but more importantly deep, games. Other systems may appear deep on their surface by bolting on complexity, obscuring an otherwise uninteresting game, like having 30 different weapons with only minute differences between them, or a massive book of spells where only a couple are actually useful. Rogue Planet succeeds in avoiding this (in my opinion) pitfall. There is very little "waste".
What makes this such a deep game is that the mechanics provide oodles of decision points. Every step of the game has at least one interesting decision point. Should I be the active or reactive player this turn? My enemy can only target my closest model (most of the time), so how do I position? Which pawns do I take and which do I lose first? I have a consecutive action limit, so how do I best spend my limited action points to best put me in a winni...
Awesome purchase! The softcover is of good quality, the scanned material is legible and the pictures turned out just fine in my opinion. I have no issues with the PDF either, it is of good quality as well. I highly recommend the purchase of one or both products and for the price of both the PDF and softcover together you cannot go wrong!
I love what you've put in. Every bit of it.
What are the chances of getting racial feat's for these races? I loved the idea of it for baseline 5E, and would love to see that in here as well. I feel like there might not be all that many people that feel the same as I do about this, but it would be nice. I'm a fan of Changeling's, so Maybe a racial feat that gives it darkvision and something else for its Change Appearance feature, or upgrades it's one or more of it's other features, and have the flavor be something along the lines of your more attuned to your doppelganger half than most.
Just a thought.
Keep up the good work, Peeps. Love what you put together....
Date Added: 03/23/2019 02:14:42
Un univers très riche et magique, c'est désormais MA référence lorsque je parle d'un univers de high-fantasy. Les règles peuvent sember complexe de prime abord, mais on s'habitue rapidement et elles deviennent alors assez simple. De plus, les différentes aides de jeu sur le site permettent d'avoir une grande banque de personnages et de figurants prêts à être utilisé, background inclu! Les possibilités de personnages, et donc de rejouabilité, sont quasi infinies. Quelques pages de lecture de l'histoire ou de la mythologie suffisent à inspirer n'importe qui pour créer un scénario ou une campagne.
Bonne continuité! J'ai hâte de lire les suppléments!...
I've had the PDF for 2 years and recently pulled the trigger on getting the print book and I am glad I did. Sturdy, looks good, feels good
Quick review of the game, focus on vehicle rules.
OWB WWII is a fun game well worth it's money.
The more modern aspects of combat such as full automatic and fire suppression rules are handled well and described very well to allow use without confusion. These along with optional rules to add more depth to the rules to give you a good dose of war-gaming fix mixed in with your role-playing.
It's OD&D/Swords & Wizardry used as a base, stripped of magic and fantasy from the base setting with appropriate WWII classes, weapons, etc bolted on for a tight and fun period piece game. Hit Points, Armor Class, Saving Throw: all of the recognizable bits of old school RPG's are here (and include the option of Ascending or Descending AC and hits.) Familiar to the old school crowd and easy enough to pick up to learn and play in one sitting for the younger kids...
zombie Apocalypse the musical
first off awesome title! I want to play it! And this is coming from somebody that doesn’t want to start anything new Systems from the DnD I already play. I think one reason for that is the learning curve seems very low and the system seams very easy to get into. not to mention what a cool concept. And I would have to admit that Night of the Living Dead is one of my all-time favorite movies and this just plays so much into that that I love it.
Now for the nitpicky stuff. seems like this is not The final draft but a very far in working copy. what I mean by that is it seems a little bit jumpy and disoginzed and could use a little more editing. But at only 29 pages is not too hard to folow along.
I have not PLAYED the ZAtM yet, but I definitely want to. (Nerdy Bachelor Party anyone?) The “musical” part of the system is clever. Like… “why didn’t I think of that?!” It's begging for a "drinking rules" expansion.
About the manual (core book) itself: It is simple, and to the point. This is good. There’s nothing wrong with simple. However, the rules/setting itself seemed to jump around, like it didn’t know where it was. (The antagonists jumped from Zombies to Bugs and back again, and the setting occasionally was in space, not Terra Firma after Z-Day.) I don’t know if this was a subtle seed for expanding GMs options, a holdover from earlier draft(s) of the game, or repurposing source material from another game setting. The only other content issue I noticed is that the military-grade armor didn’t have a listed price.
4-Stars : Would Play...