DriveThruRPG.com
Close
Close
Browse









Back
Other comments left for this publisher:
Dark Heresy: Purge the Unclean
by Megan R. [Featured Reviewer] Date Added: 03/23/2015 10:25:06

This work contains three linked adventures which will take a party of Acolytes to some quite unsavoury corners of the underbelly of the Calixis Sector. They are all suitable for characters of Rank 5 or below, and follow on quite nicely from Illumination, the introductory adventure at the back of the core rulebook, thus helping you to get your campaign off to a flying start. However, they are open enough that it's a trivial matter to retool them to take place elsewhere if you do not happen to want to use the Calixis Sector. Again, although linked, you do not need to run all of them if you campaign takes a different direction, and each provides suggestions for further adventures and special notes for those who want to exploit the various factions or Ordos within the Inquisition.


There's a brief introduction explaining all this, then it's on to the first adventure, Rejoice for You Are True. This takes the Acolytes to Scintilla, the capital of the entire Calixis Sector, to investigate a burgeoning new cult called the Joyous Choir. They believe that the main purpose of the Emperor is to ensure that all citizens of the Imperium are happy and hence hold that they should be contented with their lot, whatever it might be, to gain his favour. It's proven popular amongst young nobles and middle-echelon individuals, who seek to become True (as the cult terms it) through attending workshops and individual sessions run by cult Counsellors. Unfortunately, a few members have gone missing, and it is this along with discovery of xenotech devices that has led to the Acolytes being sent to investigate.


The Acolytes will be able to use a variety of routes to investigate, including posing as ‘visiting cousins’ to the noble and thus getting the opportunity to infiltrate the upper echelons of the cult, as well as wandering the streets to find out whatever they can about it. This is definitely an adventure for players who enjoy interaction, investigation and intrigue. There is a lot of atmospheric description to help you set the scene and create a convincing alternate reality for the Acolytes to wander through, and vividly-described NPCs for them to meet. There’s even a pamphlet that the Joyous Choir hands out on the street for you to give them, while there are many unusual rules and customs to catch them out. Make sure you have read the adventure thoroughly beforehand so that you know what they are! There's a lot going on (and a lot for you to keep track of), but there is plenty of advice as to what the Acolytes might do and how to deal with it in their quest to find out what's really going on.


The second adventure is called Shades on Twilight. It's a classic action adventure where the Acolytes are sent to explore a mysterious space hulk that has just emerged heading straight for Scintilla - so they are under pressure to find out what's going on, retrieve anything useful and ensure that it does not hit the sector capital! Pressure indeed, a scant 15 hours are allowed for them to complete their work. There are all manner of threats and downright oddities for them to contend with as they explore. Again, the adventure is well-resourced to enable you to run it to good effect.


The final adventure, Baron Hopes, takes the Acolytes to Sepheris Secundus, a planet where downtrodden serfs live a life that is only slightly less hard than that of mutants. A Baron there attempted - heretical idea! - to better the lives of the mutants but was eventually dealt with, however now the mutants have formed a 'terrorist' group, the Broken Chains, which has been causing trouble - and it seems that even once killed they won't stay dead. Or at least, a recent photograph shows someone believed killed. The Acolytes are sent to find out what's going on in what appears to be another investigative adventure, but which will soon turn to full-blown horror as the investigation turns into an exercise of pure survival!


All three adventures can be summed up with terms like 'atmosphere' - as well as providing plenty of action they also give a real feel for what this alternate reality, the world of Warhammer 40K, is like, highlighting the curious mix of priviledge and constraint that is the Inquisitors' lot within it. They should contribute well to a memorable campaign.



Rating:
[5 of 5 Stars!]
Dark Heresy: Purge the Unclean
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: Game Master's Kit
by Megan R. [Featured Reviewer] Date Added: 03/20/2015 08:47:23

This product has two components: a Game Master's screen and a book containing an adventure and some additional rules. Depending on whether you've gone 'dead tree' or electronic, you either get a cardstock screen and printed book or two separate PDFs to download.


The screen has some useful tables - the ones you are likely to need most often during combat - on one side and some quite dramatic art on the player-facing side. If you have gone for the electronic option, you'll have to print these out and stick them on card for the full effect, of course. Whilst pleasing to the eye, the art is dark and will use up a lot of ink - it may be best to have it done at a copy shop, or decide that you just want the tables for your own convenience. They are in greyscale, clear and easy to read.


The adventure is called Maggots in the Meat. It's set on Acerage, a backwater planet within the Imperium with a feudal ruling structure and hordes of quarrelsome lordlings perpetually squabbling over who is in charge of what, even more so since the High King died without troubling to name a successor! However, this is of no direct interest to the Imperium as long as tribute is paid and the world's surplus food output supplied...


The adventure itself begins with the party of Acolytes (it's suited to 1st or 2nd rank ones) being sent to investigate reports of 'unnatural' attacks on citizens of one lordling's domain, rumours of 'daemons' and 'monsters' fly around and it's their job to get to the bottom of them. Needless to say, the region in which they will have to conduct their investigations is being fought over at the moment.


There's a lot of atmospheric description of the areas they have to visit, along with people to interact with and rumours to pick up in the course of their investigations. Enough is provided to enable you to steer them in the right direction to the source of the problems, and there are plenty of opportunities to brawl along the way, never mind the likelihood of a spectacular combat with said source once they find it. It's a good open-ended adventure with options for you to take it in whatever direction you please, including suggestions for further adventures.


There's also an Appendix which contains details of a xenos (alien) race, rules for creating your own aliens - which can, of course be a sentient race or 'monsters', alien animals to fight, as you need, and a section on poisons and toxins. This includes a list of 'Infamous Toxins of the Calixis Sector' and their effects.


The adventure is good fun, with plenty going on yet open enough for you to run it in a fairly sandbox style to enable the characters to conduct their investigations however they please. The xenos generation system is excellent, and should come in useful whenever you need an alien monster (or race).



Rating:
[4 of 5 Stars!]
Dark Heresy: Game Master's Kit
Click to show product description

Add to DriveThruRPG.com Order

Dark Heresy: Core Rulebook
by Megan R. [Featured Reviewer] Date Added: 03/19/2015 10:22:03

This massive tome launches the Warhammer 40K Roleplaying line, something long-awaited by those who'd watched the richness of the setting unfold around the original minitatures skirmish game. Unsurprisingly, it begins by explaining the underlying concepts of that setting, clearly enough that even those of us uninterested in miniatures can understand. Set in the 41st Century, it paints a bleak picture of galaxy-spanning warfare across decaying worlds where much of technology has been lost, presided over by an undead - or at least, not properly alive - emperor, who is as much deity as ruler.


Interestingly, characters are not the iconic 'Space Marines' of the skirmish game, but acolytes of the Inquisition, whose role is to search out threats to the Imperium of Man from within and without. The first part of the book explains how to create your character and shows how the game is played, with later chapters detailing the role of the Game Master, providing a lot more information on the setting, and even an introductory scenario to get things going.


The character creation process is laid out clearly in Chapter 1: Character Creation. It is a six-stage process beginning by determining your home world. You next work out your 'characteristics' or capabilities both physical and mental and then choose a career path to follow. Next you have points to spend on skills (or improving characteristics if preferred) as well as money for weapons, armour and other equipment. That's the main number-crunching part of the process. Then you need to flesh out the character a bit, deciding everything from what he looks like to how he behaves and thinks, maybe even his hobbies or favourite food! Each choice made has a bearing on what comes after, and in the main you have the option of making a choice or rolling random results, although you do have to roll characteristics. Plenty of detail on all the options is provided to help you make up your mind, and it's written in such a way that you are absorbing background on the setting as well - neat!


Chapter 2: Career Paths comes next, giving a wealth of detail about what the path you have chosen to follow has to offer, both now and in the future as your character gains experience. Each is unique, indeed each character on that path can choose a different route, and it is worth studying your chosen one thoroughly from the outset. The entire process of advancement is described here too, it's complex but elegant and quite easy to follow once you get the hang of it. Again, the background is woven in seamlessly so as you read you discover more about your niche within the setting.


The next few chapters continue in similar vein, with detailed examinations of skills, talents, equipment and psychic powers, if you are lucky (or unfortunate?) enough to have any. Throughout, it is explained how each one will work both mechanically and in character, enabling you to use them to good effect in play. The final part of the opening section is Chapter 7: Playing the Game which draws everything else together and gives you the lowdown on how to make everything work. Examples and advice abound, and although there's no substitute for trying it all out, preferably in the company of someone who already understands it, this chapter provides a good start.


Then comes Chapter 8: The Game Master, which seeks to provide aspiring Game Masters with what they need to know to run the game effectively. It is comprehensive, starting from the basics and hence being suitable for someone who has never GMed before, as well as providing system and setting specific information to empower you to run Dark Heresy well. There is a wealth of material here and it will repay careful study (along with the rest of the book, as the GM, of course, needs to have a thorough grounding in rules and setting alike).


The next three chapters provide more detail on the background and setting, looking at life in the Imperium, the Inquisition itself and one part of known space, the Calixis Sector. Unlike many combined rulebooks (i.e. those intended for both GM and player) which divide into a 'Player' section and a 'Game Master' section, these are of equal use to both players and GMs despite being located after the chapter dedicated to the art of game mastering, certainly the chapter on life in the Imperium. The GM may choose to reveal the inner workings of the Inquisition through role-play, if the characters begin as new recruits to its ranks, and likewise may wish to restrict knowledge of the Calixis Sector until the party actually goes there.


Chapter 12: Aliens, Heretics and Antagonists provides a bestiary and details of those whom the characters may encounter in their travels, with particular note - of course - to those who they might be investigating for heresy or who would provide opposition.


Finally, there is a full-blown adventure, Illumination, to get your campaign off to a good beginning. It's a tale of treachery and dark secrets to be uncovered, with action and danger aplenty, showcasing many of the perils that the average Inquisitor faces on a day-to-day basis. A bunch of newly-recruited Acolytes (guess who?) are sent to escort a senior Inquisitor as he heads up an investigation of a barbaric world... but they have to get there first.


As well as providing all the game mechanics necessary to play the game, this richly-presented tome provides an excellent introduction to a darkly fascinating setting. Whether you are a long-time player of the skirmish game wanting to know what else those characters do but brawl or a role-player looking for a vivid and rich setting with depth, this is worth checking out.



Rating:
[5 of 5 Stars!]
Dark Heresy: Core Rulebook
Click to show product description

Add to DriveThruRPG.com Order

Rogue Trader: Drydock
by Jason P. [Verified Purchaser] Date Added: 03/13/2015 12:23:16

The better part of useless. It does not describe a single thing. At best it give only the most basic stats on anything. If you really wanted to build a ship this is not even worth the download, thank god its free...



Rating:
[1 of 5 Stars!]
Rogue Trader: Drydock
Click to show product description

Add to DriveThruRPG.com Order

Black Crusade: Game Master's Kit
by francesco b. [Verified Purchaser] Date Added: 02/22/2015 19:58:15

If you run Back Crusade this is totally worth it to buy.



Rating:
[5 of 5 Stars!]
Black Crusade: Game Master's Kit
Click to show product description

Add to DriveThruRPG.com Order

Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
by Gibson B. [Verified Purchaser] Date Added: 02/22/2015 13:07:21

My go to Fantasy Roleplay system. Lots and lots of information on the Warhammer World is out there. The system is simple enough that roleplaying becomes the goal, and not messing with the rules.



Rating:
[5 of 5 Stars!]
Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
Click to show product description

Add to DriveThruRPG.com Order

Warhammer Fantasy Roleplay: Hero's Call
by Björn P. [Verified Purchaser] Date Added: 02/18/2015 11:18:28

Unfortunately this electronic version does not inculde the cards.



Rating:
[2 of 5 Stars!]
Warhammer Fantasy Roleplay: Hero's Call
Click to show product description

Add to DriveThruRPG.com Order

Warhammer Fantasy Roleplay 2nd Edition: Renegade Crowns
by Timothy S. [Verified Purchaser] Date Added: 02/13/2015 19:50:22

One of my favorite titles for campaign building in the Old World of WFRP. Easily extendable to other systems when used as a guide to developing a region for exploration and more. I'm currently running a campaign in a Renegade Crown developed completely from this book.



Rating:
[5 of 5 Stars!]
Warhammer Fantasy Roleplay 2nd Edition: Renegade Crowns
Click to show product description

Add to DriveThruRPG.com Order

The End Of The World: Zombie Apocalypse
by Jason W. [Verified Purchaser] Date Added: 01/26/2015 19:05:55

AWESOME. The game is simple, yet elegant. The rules are a watered down version of FFG Star Wars...the best parts. Instead of using specialized dice, you use regular 6 sided dice. There's some good iOS apps to simulate rolls, including Genius Dice, which lets you set the different dice and colors.


I see this game as a great gateway RPG. It's easy to get friends to join, because they just play themselves. The lands and locations aren't hard; it's just outside your door, and the dice mechanic is so easy that most people understand it after showing them an example. Also, zombies are such a fad, most people will be intrigued by the premise.


If you're on the fence, grab it. I am very happy with it.



Rating:
[5 of 5 Stars!]
The End Of The World: Zombie Apocalypse
Click to show product description

Add to DriveThruRPG.com Order

The End Of The World: Zombie Apocalypse
by Charles U. [Verified Purchaser] Date Added: 01/20/2015 22:10:14

The end has come...


The End of the World: Zombie Apocalypse is the first of four apocalyptic role-playing games from table-top veteran company Fantasy Flight Games. The first installment, Zombie Apocalypse, shows a very unique take on not just the standard zombie trope, but the table-top RPG in general.


The book is broken up into three major sections: Playing the Game, Running the Game and Scenarios.


Playing the Game introduces the player to the rule-set, covering everything from character creation to conflict and death. Character creation is sleek and streamlined, allowing even first-time role-players to jump into the game quickly. C=Players are strongly encouraged to portray themselves in order to make the action more visceral, but players can certainly make any type of character that they want.


The game system, which runs on d6's, enables fast, gritty combat and harrowing choices. The characters feel much more vulnerable, which combined with the system creates a very tense setting overall. Hit points, the standard measure of nearness to death, is instead replaced by Stress and Traumas. Take too much stress and your character dies, or maybe goes insane. Traumas have in-game penalties to actions, but alleviate Stress. It's an amazing system which has players constantly questioning whether they should convert Stress to Trauma, or ride the fine line between life and death without the penalties associated with Traumas.


Running the Game is a much shorter section, informing the GM how to handle encounters and balance them with narrative, how to handle the menagerie of complex NPC's the characters are sure to encounter during their struggle to survive the gnashing teeth of the undead and how to determine how long a campaign should go.


Scenarios, the last section of the book, is the meatiest. It features five completely different origins for the zombie apocalypse, complete with timelines to demonstrate how a plague-borne zombie virus pans out vice zombies created from the radiation emitted from a fallen meteor.


Each scenario lays out the basic premise, then goes on to explain the truth of the event versus what a character might think is happening. This is followed by a very detailed timeline, starting from the initial outbreak to months or even years in the future.


This is just part of the magic, however. In addition to how events play out during and immediately after the outbreak, each scenario also details how it can be played post-apocalypse.


Each scenario gives a wide range of pre- and post-apocalypse NPC's that the characters are likely to encounter. In addition, there are a large selection of events that the characters could be expected to face, from traffic jams to military evacuations.


All in all, while no game is perfect, this one is pretty close to the mark. With sleek artwork adorning silky smooth pages, there is enough information within the tome of undead to fuel a player's nightmares from now until the End of the World!



Rating:
[5 of 5 Stars!]
The End Of The World: Zombie Apocalypse
by Joshua H. [Verified Purchaser] Date Added: 01/17/2015 21:41:59

This is an AWESOME and well thought out End of the World book... the range of set ups, initial events, and then even post-apocalypse scenarios for all 5 situations are just really well written, thought out, and portrayed. I will admit I have not played through these with their RPG system.. so I cannot 100% say that it works on all levels as a gaming system, but just as an awesome and interesting read, a resource for any zombie game out there, and as a thought experiment for how different zombie apocalypses could play out in the modern world; this book is totally worth it and I'm psyched I picked it up.


I can only hope that more End of the World books are this good as I will definitely be buying whatever comes next... my only concern, which was expected based on the wide range that this book covers, is that the GM will have to flesh out the scenarios for their specific party... there is just no way you could expect a book like this to give you 5 full introductory adventures... and I'm fine with that, as the personalization of each group's Zombie Apocalypse should be based on the group and their location and not just a generic adventure... but again, even if I never run this system (which I am going to test out though!), I'll be happy with this purchase.



Rating:
[5 of 5 Stars!]
Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
by Daniel J. [Verified Purchaser] Date Added: 12/18/2014 23:35:27

It's one of the most amazing game with most amazing features of career.
I hope they release more of this, into something like 2.5ed.
It's a really shame that I couldn't delve more into the world.



Rating:
[5 of 5 Stars!]
Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
Click to show product description

Add to DriveThruRPG.com Order

The Book of Void
by Roger (. L. [Featured Reviewer] Date Added: 12/16/2014 02:58:40

http://www.teilzeitheld-
en.de/


Das Book of Void stellt den Abschluss der eher durchwachsenen fünf Elemente-Bände dar. Wie die vier Bände zuvor, so behandelt auch dieses Buch spezielle Details von Rokugan, die mit dem Element (hier die rätselhafte „Leere“) in Verbindung stehen. Dabei liefert das Buch Gedanken und Spekulationen (Leere und Nothingness!) zum fünften Ring und beschreibt die Beziehung verschiedener Gesellschaftsschichten und Clans zur Leere. Phoenix, Drache und Kranich stehen klar im Vordergrund, aber auch die Verbindungen von Naga und Nezumi zur Leere finden Erwähnung. Komplizierte Konzepte wie Zanshin, Erleuchtung oder das Zusammenspiel von Kami und Leere werden verständlich besprochen. Interessant sind vor allem die vielen kurzen Erzählungen, die einem Spielleiter dabei helfen, den schwer greifbaren Ring an konkreten Szenen, Mythen und Legenden festzumachen.


Handfester wird es für Leser mit der Vorstellung von drei legendären Ninja-Familien mit sehr speziellem Hintergrund. Anders als die schleichenden Mörder aus Enemies of the Empire sind Koga, Hateru und Sesai ambivalenter und eignen sich sogar als Verbündete einer Spielrunde. Für Shugenja-Spieler interessant dürfte die Beschreibung der Ishiken sein, Meister der Leere-Magie. Dabei wurden viele Leere-Zauber im Book of Void überarbeitet, so dass sich mitten im Erweiterungsband ein kleines Leere-Grimoire auf vier Seiten findet. Neue alternative Pfade, Schulen und Zauber finden sich im Anhang, darunter nützliche Zauber der Mehr-Elemente-Magie, die, dank einem Coup der Agasha-Familie, allen Clans offen steht.


Wie die vier Elemente-Bände zuvor, so beinhaltet auch das Book of Void ein ausgearbeitetes Setting, dass passend mysteriös geraten ist: Nazo Mori (der Wald der Rätsel) kann dabei in jede Region von Rokugan platziert werden und eignet sich für einen spannendes Zwischenstopp für reisende Samurai – samt geheimniskrämerischen Dörflern, Räuberbanden, uralten Ruinen und einem lauernden Monster. Eine dort spielende Kurzkampagne um eine wahnsinnige Leere-Shugenja rundet den Erweiterungsband ab.


Fazit
Solide für mehr Mystik in Rokugan. Wer einen der anderen „Book of“-Bände gelesen hat, weiß genau, was ihn im Book of Void erwartet: sehr spezielle und teilweise langatmige Betrachtungen der Spielwelt unter dem Aspekt der Leere. Anders als das dürftige Book of Air ist dieser Erweiterungsband ein solides Werk mit nützlichen Informationen, sowie einigen interessanten Überlegungen und Plot-Ideen und damit ein gelungener Abschluss der Elemente-Reihe. Spieler oder Spielleiter, die mehr Mystik in eine L5R-Kampagne bringen wollen, können einen Blick riskieren.



Rating:
[3 of 5 Stars!]
The Book of Void
Click to show product description

Add to DriveThruRPG.com Order

Unexpected Allies
by Roger (. L. [Featured Reviewer] Date Added: 12/16/2014 02:57:58

http://www.teilzeitheld-
en.de/


Unexpected Allies war eine der beliebtesten Erweiterungen für die erste Edition von Legend of the Five Rings. Es handelte sich um eine Sammlung von brauchbaren NSC aus dem Kaiserreich zur damaligen Zeit des Metaplots. Für Spielleiter war dies eine wahre Fundgrube und regte manche Kampagne an. Unexpected Allies 2 möchte in die Fußstapfen des Vorgängers treten und die Spielwelt bevölkern. Das ist auch dringend nötig, verzichteten einige der letzten Erweiterungsbände doch schmerzlich auf Beispielcharaktere.


Auf 84 Seiten stellt Unexpected Allies 2 insgesamt 75 Charaktere vor, gleichmäßig verteilt auf die acht großen Clans, Ronin, Spinnen-Clan und sogar nichtmenschlicher Völker. Jeder Charakter erhält dabei eine kurze Hintergrundgeschichte mit Hinweisen auf persönliche Eigenarten, sowie vollständige Spielwerte. Im Buch finden sich dazu zahlreiche hochwertige Illustrationen, die jedoch meist schon in früheren Publikationen verwendet wurden und nicht immer zum jeweiligen NSC passen.


Dabei fällt auf: die Charaktere stammen nicht alle aus der Zeit von Kaiserin Iweko I, sondern aus verschiedenen Epochen, von der „Four Winds Era“ bis zum „Destroyer War“. Manche Figuren sind aus Erzähltexten der Alderac-Website bekannt, samt ihren Todesumständen – das schränkt den Nutzen für Kanon-treue Spielrunden natürlich ein. Findige Spielleiter dürften aber kein Problem damit haben, die Figuren anderen Epochen anzupassen.


Was der Erweiterungsband nicht abdeckt, sind Charaktere aus den kaiserlichen Familien und kleineren Clans. Schade – hier hätte man die fehlenden NSC aus Secrets of the Empire nachreichen können. Dazu finden sich auffallend wenige weibliche Charaktere (insgesamt nur 17) in der Auswahl. Das ist in einem Setting, in dem Damen häufig das Katana als Samuraiko ergreifen, etwas mau. Viele der Figuren sind interessant (lebende Legenden, tragische Beispiele, ungewöhnliche Clanmitglieder), doch keiner hat einen hohen Rang oder zählt zu den herausragenden Machtfiguren des Landes. Ein einleitendes Kapitel zu „Helden und Bösewichtern“, samt fünf einfachen Templates für unwichtige NSC, rundet das Buch ab.
Fazit
Wildes Sammelsurium mit Schwächen. Unexpected Allies 2 ist eine solide Sammlung von Nichtspielercharakteren, viele davon aus Fan-Einsendungen zu einem (im Vergleich mit anderen L5R-Produkten) recht günstigen Preis von umgerechnet 12 EUR. Das ist ein netter Service, tröstet aber kaum darüber hinweg, dass hier einige Chancen vertan wurden. Immerhin erhält der Leser über die Charaktere einen tieferen Einblick in den Spider-Clan und den Rattenmenschen der Nezumi.


Eine generelle Übersicht über Figuren eine Zeitebene wäre aber deutlich nützlicher gewesen, als ein wildes Sammelsurium. Ärgerlich für Sammler: Aktuell bietet Alderac Entertainment das Buch nur als PDF zum Download an.



Rating:
[3 of 5 Stars!]
Unexpected Allies
Click to show product description

Add to DriveThruRPG.com Order

Legend of the Five Rings: Sword and Fan
by Roger (. L. [Featured Reviewer] Date Added: 12/16/2014 02:57:22

http://www.teilzeitheld-
en.de/


Sword and Fan will auf 218 Seiten das definitive Erweiterungsbuch über Krieg und Frieden in Rokugan sein. Diese beiden Elemente prägen das Setting, existieren aber oft jenseits der konkreten Kampagnen-Inhalte vieler Spielrunden. Das Ziel des Buches ist dabei, Hintergrund und rokuganische Eigenarten zu vermitteln und damit militärische Konflikte und Intrigen am Hof spielbarer zu machen.


Die erste Hälfte des Buches dreht sich um Kriege in Rokugan. Hier finden sich allgemeine Hintergründe zu Krieg in Rokugan (von der Musterung der Truppen bis zum „Sieg ohne Schlacht“), sowie kurze Abrisse erwähnenswerter Konflikte aus der rokuganischen Geschichte und ihrer Generäle. Ausführlich wird die Sicht verschiedener Clans auf berittene Kampfeinheiten beschrieben. Das ist interessant, liest sich stellenweise aber recht trocken und enthält kaum nutzbare Story-Ideen. Details zur kaiserlichen Armee und ihrer Funktionsweise fehlen leider. Dafür versuchen erweiterte Regeln für Massenkampf den Platz der Spieler auf dem Schlachtfeld klarer zu gestalten, samt einer Handvoll optionaler Regeln und neuer „Heroic Opportunities“.


Die zweite Hälfte des Buches dreht sich ganz um Diplomatie und Intrige. Hier wird ausführlich beschrieben, was Diplomaten und Höflinge tun und wie sie die Clans subtil beeinflussen. Das wurde zwar schon teilweise in anderen Erweiterungsbänden angerissen, wird hier aber noch einmal zusammengefasst und erweitert. So finden Spieler und Spielleiter auf 30 Seiten die gesamte rokuganische Etikette. Ein besonderer Fokus liegt dabei auf dem Winter Court der Kaiserin und den dortigen diplomatischen Fallstricken und Möglichkeiten. Mechaniken für diplomatische Interaktionen fehlen dafür. Im Appendix finden sich dafür einige neue Paths und Vorteile, etwa diplomatische Schulen des Kaiserhofes (Imperial Observers).


Fazit
Nützliche Details über Krieg und Frieden. Sword and Fan kann als Ergänzung zu Emerald Empire gesehen werden. Es vermittelt Spielern und Spielleitern viel Hintergrundwissen über Krieg und Diplomatie in Rokugan und füllt die Spielwelt damit mit Leben und Eigenheiten. Dazu gibt es eine Palette neuer Charakteroptionen für Höflinge und Bushi-Samurai.


Manche Texte des Buches sind recht allgemein gehalten und decken sich inhaltlich mit Abschnitten aus anderen Erweiterungsbänden. Für Spielleiter und Spieler in einer Kampagne um militärische Konflikte oder Intrigen ist das Buch aber eine Kaufempfehlung.



Rating:
[4 of 5 Stars!]
Legend of the Five Rings: Sword and Fan
Click to show product description

Add to DriveThruRPG.com Order

Displaying 46 to 60 (of 391 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates