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Dungeon Maps! Fantasy Stock Art
Verlag: Axebane Games
von Pete S. [Verifizierter Käufer]
Hinzugefügt am: 02/24/2017 19:05:39

Fantastic set of maps. A great publisher resource. "Map 2 Numbered" will appear in a short adventure in the soon-to-be-released Guidebook to the Duchy of Valnwall Special Edition. Thanks!



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White Star Companion [Swords & Wizardry]
Verlag: Gallant Knight Games
von Pete S. [Verifizierter Käufer]
Hinzugefügt am: 03/08/2016 18:24:55

This official follow up to White Star: Science Fiction Roleplaying is packed full of information and new content, while still maintaining the "toolkit" approach of the core rules. New classes include old standbys like the bounty hunter and the space explorer, but then branch off into more interesting (and pulpy) territory with the Novomachina (Transformers), the Man of Tomorrow (Flash Gordon or even Indiana Jones), and the Plucky Sidekick (Short Round!). New vehicles include starships and skycraft that can be dropped into any game as well as some familiar Star Wars analogues. New aliens and creatures are always helpful. Rawrarrs are going to find their way as trusted friends and co-pilots in many light transports and I'm personally a fan of reptoids such as Bossk and Kayman of the Lambda Zone, so the race of Crocodila is going to fit right into my WS campaign. (There is one feathered race in particular that won't be making an appearance, but that's another story. . .). Other new content includes a simple and intuitive Skills system as well as various new weapons and armor.

What I really liked were the addition of random charts and tables. One set of tables allow you to build solar systems from scratch, starting with the sun(s), moving onto the types of planets, their alien inhabitants, and even the technological level of these inhabitants. Another set of tables, the "Serials" section, randomly generates your character's background along with tons of flavor and plot hooks you can work out with your Referee. Very cool stuff. I rarely roll anything randomly for my PCs, but I do like to mine tables for inspiration, whether I'm building a new world or creating interesting NPCs, and these are all gems.

Overall, a fantastic followup to the original game and a must-have for any White Star or old school sci-fi Referee. I hate to say that it looks like any official product James M. Spahn creates for White Star is going to be golden, but if he keeps creating products like this I don't think anyone can argue.



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Dyson's Dodecahedron - Vol 1 Issue 7
Verlag: ZERObarrier
von Pete S. [Verifizierter Käufer]
Hinzugefügt am: 09/20/2013 11:03:30

Fantastic idea for subclasses. Fills a nice niche that encourages unique character development, without adding rules bloat. Great job.



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World of Arkara: Gazetteer of the Canterbury Isles
Verlag: Vigilance Press
von Pete S. [Verifizierter Käufer]
Hinzugefügt am: 01/10/2011 17:44:37

The Canterbury Isles is a setting supplement for the World of Arkara fantasy setting designed for the OSRIC™ system. I reviewed the overview for that setting HERE: http://www.therpgsite.com/showthread.php?t=18407

Technical Details The Gazetteer of the Canterbury Isles is only 17 pages, with 3 of those pages being the cover, OGL, and map, so there are actually only 14 pages of content. Artwork consists of a few character poses, an area map of the isles, and a map of the largest human city of Bondaea. The area map is very good, in full color, and depicts several islands of various size surrounding the Sheltered Sea. The map of Bondaea City is functional, but not nearly as attractive.

The writing throughout is fairly clear. There were a few minor typos, the most jarring of which lists the Canterbury Isles as part of the World of Ariakus line (I’m assuming the world underwent a few name changes before publishing), but nothing that detracts too much from the reading,

Content Despite its small page count, the Gazetteer of the Canterbury Isles contains a lot of useful information. The Canterbury Isles are a frontier region once inhabited only by elves until humans came along and were allowed to settle. The humans immediately started logging and cultivating the land, which angered the elves and has led to raised tensions and even armed conflict.

Details for the major areas and settlements are provided, with enough information to get you started, but not so much that you feel cramped when designing adventures. These regions include a large mountain range, several forests, an abbey, a monastery, and several human cities and towns, including the city of Bondaea which is mapped and described in greater detail than the rest, and large enough to accommodate most urban adventures.

Lots and lots of adventure ideas are scattered throughout the text. Some of them are fairly standard (elves and humans not getting along) while others are pretty interesting (like the dwarf queen who bound her clan to a dragon in exchange for the dragon’s help taking revenge for her husband’s death). Other possible adventures include a band of malicious Quicklings, manipulative succubi, marauding ogres, lizard men, and batrachians, and a growing anti-nonhuman sentiment fostered by priests of an intolerant god. One thing I noticed is that some of the adventure seeds seem to enter that “gray area” some GMs like to avoid in their games. Subjects like racism (we’re talking “real” racism here, as in dwarf vs. human vs. elf, etc.) as well as dubiously heroic deeds such as poisoning the ogre clan’s food supply so that they die out during the winter may not be for everyone and are easily ignored.

Major NPCs such as the human duke, the elf queen, and others are given full writeups in the back of the book. These are good for inspiration, but I would probably modify some of their motivations and personalities if I were to use them. There are also two new classes, the Guardsman (a new specialized fighter-type class with its own abilities), and the Cloistered Cleric (a variant cleric class more like a scholarly monk).

Overall This is a good product for any fantasy campaign setting. All of the conflicts are relevant to the isles, and the islands contain a good range of monsters and threats. You could easily begin a new campaign here and have the characters rise in level without ever leaving the isles. In fact, you don’t have to know anything else about Arkara to use this supplement. The fact that it’s self-contained makes it extremely useful and easy to drop into an existing campaign world. Of course, if you are using the World of Arkara, this product is a must-have as the maps, NPCs, and backgrounds all add depth to the setting.

At $2.00, it's well worth the download price.



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World of Arkara: Gazetteer of the Known World
Verlag: Vigilance Press
von Pete S. [Verifizierter Käufer]
Hinzugefügt am: 10/10/2010 12:28:06

If you’re looking for a living fantasy setting (i.e. one that is still being actively developed) The World of Arkara is a solid product that accommodates almost all standard fantasy tropes and still manages to inject some new ideas for inspiration. The writing could have been a bit more polished, but as an overview of the setting, it does its job well enough that I’m interested to see how these areas are further developed. Rating 3.5.

Read the full review here: http://www.dragonsfoot.org/forums/viewtopic.php?f=38&t=45736



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Skull Mountain
Verlag: Catthulhu
von Pete S. [Verifizierter Käufer]
Hinzugefügt am: 09/18/2010 22:05:54

If you’re looking for an old school dungeon, Skull Mountain delivers. The background is solid, the dungeon layout is well designed, and the encounters range from simple to deadly. Overall, a module that is well worth the cost and I feel comfortable recommending.

Read the full review here: http://www.therpgsite.com/showthread.php?t=18248



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Skull Mountain
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Old School Magic
Verlag: Vigilance Press
von Pete S. [Verifizierter Käufer]
Hinzugefügt am: 09/07/2010 03:26:54

Overall Impressions This is a really good product for those looking for new spells, new archetypes, alternate spell systems, or different treatments of magic levels. The writing is generally conversational in tone and the information is presented clearly. The first few sections in particular are very interesting reads; I particularly liked the treatment of the low magic setting and the inclusion of archetypes more fitting such a setting than the ones presented in the core rules. Definitely well worth the cost of admission.

Read the full review here: http://www.therpgsite.com/showthread.php?t=18168



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