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Our Lady of Sorrows
von Josh H. [Verifizierter Käufer] Hinzugefügt am: 09/18/2017 13:31:39

The core idea here is solid, but the writing and layout makes this a flawed product. The sentence structure is off, and some don't really make sense. The story itself could be really interesting, but it also feels a little too much like a railroad. The Giovanni are a great clan, and using them as a focus caught my attention, but these characters fall flat and I'm not really interested in their backstory.

To the author; I think it would be good to have an editor for your future products, they can help get your writing a little tighter, and offer some suggestions. Try and create set pieces for your chronicle's, places, locations, and events to drop in, but provide the frameworks and let the ST use that framework as a hopping off point.



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101 Plot Ideas
von Customer Name Withheld [Verifizierter Käufer] Hinzugefügt am: 09/17/2017 09:21:52

Precisely what it says on the tin, this product offers 101 plot ideas that range from subtle to severe. Each plor idea is conveyed in one or two sentences, and the hooks are brilliant! Well worth the price of admission!



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101 Plot Ideas
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Bloodlinebook: Deava
von Customer Name Withheld [Verifizierter Käufer] Hinzugefügt am: 09/15/2017 19:54:28

A very solid concept, sold a little short with the preponderance of typos. There are a lot. A good editing pass could turn this into a 5-Atar product, though, as the concept is rather fascinating!

I would also like to see a bit more examples of the type of "terrible beauty" that the Daeva can suffer.



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Bloodlinebook: Deava
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Our Lady of Sorrows
von Nicolas V. - V. [Verifizierter Käufer] Hinzugefügt am: 09/15/2017 01:36:59

Too short, not even a 3 pages worth of content, a draft. I have bought it based on the 5 and I am pretty surprised by the quality of the work compared to the price. I would not advise this purchase.



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Clanbook: Karnstein
von Customer Name Withheld [Verifizierter Käufer] Hinzugefügt am: 09/14/2017 23:12:05

Let me begin by saying that I adore the premise of this bloodline. The setting information is well-crafted, and the system section is largely enjoyable. The PRETENSE discipline is interesting, though I feel it could use a little more fine tuning to be in line with existing power levels of disciplines.

The two places where I see the greatest opportunity for improvement are an editing pass (the back half of the book seems fairly typo-laden, especially the character templates where some stats are missing) and the overall layout/design. The book is presented entirely in single column layout, which makes it look more like a Storyteller's homebrew notes than a finished product. With the beautiful templates provided by white-wolf, it seems that this was a dent in the quality of the book that could have been easily avoided (and could easily be remedied)

I do recommend this product, and I hope it will get some revisions soon!



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Clanbook: Karnstein
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Menagerie of Mortals
von Customer Name Withheld [Verifizierter Käufer] Hinzugefügt am: 09/14/2017 22:58:41

Menagerie of Mortals is an excellent resource for any Storyteller. Having a ready-made stack of mortals at your disposal is an incredible time-saver. Most of the mortals provided come with solid roleplaying tips that provide a strong enough skeleton to build a memorable NPC on. The "Victims" section with simplified stats and character tags is actually quite brilliant. This book is definitely worth the price

Having said that, there are a few quality issues that provide speedbumps in the enjoyability of the product. First, (and least improtantly) there are some minor grammar/syntax issues that a good editing pass could solve. None of these are deal breakers, but they are distracting.

Secondly, there are some typesetting/layout issues that are distracting. They are few, but they are there.

Finally, some of the gear choices and characterizations of the NPCs made little sense to me (the street level drug dealer wielding a katana seemed comically misequipped)

Despite those issues (any and all of which could be corrected with an editing pass and update), I think this is a useful product that WILL enrich your Vampire game.



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Clanbook: Nahema
von David B. [Verifizierter Käufer] Hinzugefügt am: 09/12/2017 18:45:11

Honestly, I wish there were a lot more content. The basic story about the Nahema's origins and powers are cool and all. But I wish the author had delved into the factions (such as may exist) in those who wait for their Founder's return. Some more templates as well. However-- the new derangements were fascinating and certainly offer up wonderfully disturbing possibilities! Essentially the Nahema are Malkavians on steroids. Heh heh.

Also, kudos for discussing how derangements and mental illness are not "cute" but rather serious problems with specific symptomology.



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Clanbook: Nahema
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Clan Novel 1: Toreador
von Xavier R. A. [Verifizierter Käufer] Hinzugefügt am: 09/05/2017 14:28:36

A smoothly written book that explains clearly most of the subterfuge this world of darkness is all about. If you are looking for a 280-pages piece that submerges you within the conflicts and dances between Kindred this is it.



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Clan Novel 1: Toreador
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Vampire Token Pack 1
von Joseph C. [Verifizierter Käufer] Hinzugefügt am: 09/04/2017 23:48:12

It is what it says it is. Nothing more or less.



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Vampire Token Pack 1
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Bloodlinebook: Deava
von David B. [Verifizierter Käufer] Hinzugefügt am: 09/04/2017 00:03:20

A fascinating idea! A kind of Anti-Nosferatu! With an extremely specific backstory that certainly allows new Player Characters to fit in! I do have two complaints about the writing--one being the sheer number of typos. But also, I sometimes lost the thread of events described. These cost the book a single star, but still I prefer this bloodline to some of the official clans to be honest! I like the Daeva! They read like a kind of very individual vampire species one might read in an interesting series of novels.



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Missoula by Night
von David B. [Verifizierter Käufer] Hinzugefügt am: 09/02/2017 17:17:19

Very nice indeed. The sheer power, age and generation of the Elders surprised me but the background explained it quite nicely, just as the number of tourists help explain the number of Kindred (while leaving room for Player Characters). The "look" is spot on, with an excellent explanation of the city overall. I do miss having very many secrets even hinted at, much less given in what I would suppose to be used by Storytellers. But this comes across as something for Players rather. Artwork is lovely, writing style clear and evocative. I look forward to what else this Chronicle might have to offer!



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Missoula by Night
von Colin D. [Verifizierter Käufer] Hinzugefügt am: 09/02/2017 13:32:06

I was very impressed with this book, it did justice to the Garden City of Missoula and had a good amount of actual history that was wrapped up into the story that the writer chose to tell!



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White Wolf Magazine #23
von Graham D. [Verifizierter Käufer] Hinzugefügt am: 09/02/2017 09:11:31

The scanning of the magazine is clear and crisp. A special horror themed issue, this one contains the last and best of the four Call of Cthulhu scenarios published by White Wolf along with articles on how to run Demons in Ars Magica, novice character archetypes for the then current edition of Shadowrun and a Mad Max inspired scenario for a now obscure game called Age of Ruin.



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White Wolf Magazine #23
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Vampire: the Masquerade (V5 pre-alpha playtest)
von Nicholas K. [Verifizierter Käufer] Hinzugefügt am: 08/31/2017 23:41:35
This is a direction that, frankly, is not good for Masquerade and the adjoining World of Darkness game lines. I initially hoped the new version would be a refinement on the 20th anniversary edition released a few years back, that for me revitalized my interest in the game. This iteration comes across as a shallow parody of the previous system with far too many gimmicks that remove player agency while being mechanically less robust.

In particular, I have three distinct point of contention that struck me concerning the rules. The first is the elimination of Attributes as we know them in every other presentation of the Storyteller system. The tripartite division cuts out too much depth and complexity that existed before. In this iteration, I cannot have a character who is gifted in intelligence but flawed in terms of wits, the archetypal absent-minded professor. In making the specializations purely additive it takes away from the richness of characters who have mechanically backed up flaws and make the proficiency of characters far to one note.

The second, and perhaps most important, issue is the inclusion of the gimmick mechanic of hunger dice. Instead of facilitating player agency by giving them the tools of resource management with the blood pool. the dice leave this aspect to chance. This is not fun, engaging, or rewarding in any sense of the term. Moreover, this mechanic defeats the design goal of creating a system that is simple to learn and utilize. A resource management system that utilized integered units that is found throughout World of Darkness game lines is profoundly simple to teach and keep track of in midst of play. The hunger dice fail in this as they necessitate consulting a table, always a no-no for fast paced and approachable mechanics, and make the use of blood more of a gamble than a true cost, which defeats the core concepts of Masquerade. The third is the spliting of Willpower into "willpower" and "composure". There is no reason for this other than finding a way to make a trait that goes to 10 go to 5 twice instead. It adds nothing of substance to the game system and the narrative of heroic exertion that the mechanic is meant to model. A further problem is how the lower value of trait or pool is rolled for resisting powers. The sample disciplines that were shown that tested against willpower had players rolling pools that could potentially get to 10, easily get to 7, and often start at 4 or 5 dice against a pool that would max out at 5 if the opponent had never spent willpower. This strongly favors the initiator of the power and gives little chance to defend. Much like the attributes issues above this depicts characters who have strengths but few weaknesses, success without much fear of failure. This is bad for drama and bad for gaming.

There are myriad other issues. The unbalanced allotment of skills across categories and the profoundly confusing decisions on grouping (Firearms are Mental?!?). The compulsion table tearing away the player agency in an unsatisfactory way, like the hunger dice making what could be strong conscious choice into a gamble. The lack luster physical disciplines that make me think this is a third edition of Requiem. The basic mechanics that make this a third edition of Requiem. The replacement of Nature and Demeanor with Virtue and Vice from Requiem. Both Requiem and Masquerade are great games and neither deserves this butchering of mechanics in such a slip shod manner.

Finally, the tieing of clan flaws to compulsion is baffling as what should be a core part of a vampire's curse is instead far into the compulsion track. Additionally, the implementation of Generation as an afterthought in the rules is not a good sign. The weight of generation is a key part of the politics and power in Masquerade and a core system should be designed with it in mind and not as an afterthought. Yet another instance where the hunger dice and compulsion mechanic show their design flaws. Now for the scenario presented alongside the rules. It is not good. In fact, I honestly have to say that I found it horrible. Firstly, it utilizes the blood bond as a means to shanghi players into a stupid plot. This stupid plot involves going up against the German Police's equivalent to S.W.A.T. alongside other assorted factions such as a Second Inquisition. The Second Inquisition is not what bothers me but rather the conflict with the police, as it is basically the last thing that you would ever want to do in MASQUERADE. Throughout all the previous iterations of the game line it was hammered in that mortal authorities are the biggest threat to the vampire community, not the hunters, not the factionalism of vampire politics, just the authorities having undeniable proof of their existence and responding as one would against blood stealing monsters. That this scenario so flagrantly invites players to slap that in the face, in what is supposed to be a Camarilla game, is galling. Additionally, I noticed that in giving the ST "advice" on encouraging role play it specifically mentioned to "let the player discussion play out like a small larp scene". Why? Why assume that the players and ST of a digitally distributed product that mainly caters to TABLETOP players have any experience with larp? Why privilege larp by making it a presupposed common ground when it is not? It almost leads me to think that the oversimplifications and inclusion of gimmick mechanics was made to appeal (somehow) to larp players, except I don't think they would appreciate the loss of characterization from butchered Attribute and the intrusion of gimmick dice would be even more time consuming during larp than at the table. As a final note, I am galled that the authors of this pre-alpha thought this would be easy to teach and run. I taught my group the basic rules to the 20th anniversary edition in maybe 5 minutes, scaling difficulties and all, and it was not hard for anyone to pick up. My players felt the pressure of expending blood far more acutely as they watched the boxes ticking down, each time knowing that they were choosing to push themselves closer the thirst and frenzy without needing gimmick dice to create drama. As a fan of both the Old/World of Darkness and the New/Chronicles of Darkness settings and systems I can honestly say that this is a highly disappointing and unnecessary overhaul of a system that has been doing well for over two decades. I honestly believe that an implementation of the 20th anniversary rules with some of the expansion for the dramatic systems that were seen in Werewolf 20 and Mage 20 would be the best way to go for this edition. Particularly with how the interest in gimmick dice could effect those game lines The direction of this pre-alpha rule set only alienates old fans with its gimmicks and removal of meaningful complexity and does nothing that would be appealing to draw a new audience in and renew interest in the brand in the wider gaming community. I have spent several years practically evangelizing these games in my local gaming community, with many people not realizing that these games and White Wolf are still around. This pre-alpha rule set feels like a slap in the face to both the rules and setting as well as to me as a fan who has made other fans of the brand.

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Vampire: the Masquerade (V5 pre-alpha playtest)
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Secrets' photo pack: churches
von Mars H. [Verifizierter Käufer] Hinzugefügt am: 08/28/2017 15:11:26

Secret's of The Masquerade's photo pack is a nice insight into some older, european churches, and surrounding areas. As an American player, who often tries to bring my campaigns to places my players can't get to, I find this invaluable. There are some lovely outside shots, the rooftop views are my personal favorite, and a wealth of interior shots detailing the stained glass windows.

Some of the shots are a bit blurry, but it isn't enough to really pull away from the overall pack, much like previosuly mentioned in other reviews. Overall, I would give this pack a high rating and push people to download and use it.



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Secrets' photo pack: churches
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