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ZWEIHÄNDER Grim & Perilous RPG - Core Book
Publisher: Grim & Perilous Studios
by Aaron Z. [Verified Purchaser]
Date Added: 08/01/2017 20:54:22

Unlike most WFRP fans (or at least what most will tell you), I started in WFRP with 2E, and found the system to be an improvement on the ground work of 1E.

Zweihander is an improvement on WFRP2E, one way in which it is better is that you can set the tone a bit better as it classifies all careers into six classes of people: Academic, Commoner, Knave, Ranger, Socialite, Warrior. Want a game of dirty peasants walking the heroic journey cut out all but Commoner, Knave, and maybe Ranger. Want a grounded, dirty experience with no courtroom drama just eliminate Academic and Socialite. Want to go the other way and be all about politicing? Only play Academic and Socialite careers. Each of these classes only dictate some trappings (gear) and 12 professions (which are very similar to WFRP 1-2E) that you can start with. So while it can guide the tone of the game this isn't like limiting a D&D game to 2 or 3 or 4 classes.

The digital copy is fully indexed, has a great TOC, and both are hyperlinked to their pages to help ease the 700 pages of content.

700 pages is crazy huge! Except this is a One Book RPG, a full bestiary and example adventure pad out the content greatly. At it's core Zweihander remains a rather simple game with several great innovations on the WFRP core. I would consider it roughly as mechanically heavy as 5th edition D&D. The PHB section is about 350 pages (the list of professions is 120 pages, 80 more are spells), the DMG about 100, the bestiary about 160 pages, and the example adventure about 35 pages.

The artwork is crisp and fantastic and plentiful, and while I believe they could have made it color, and like No Country For Old Men, Logan, and Mad Max: Fury Road, its better in binary. If it wasn't an economic decision it should have been an artistic decision because it makes the art POP.

Anyway, I'm just saying it's worth the time to download the pdf and skim because if you're anything like me you'll fall in love with it.



Rating:
[5 of 5 Stars!]
ZWEIHÄNDER Grim & Perilous RPG - Core Book
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The Seclusium of Orphone of the Three Visions
Publisher: Lamentations of the Flame Princess
by Aaron Z. [Verified Purchaser]
Date Added: 05/27/2015 00:07:55

The core issue I have with this product is that it's a supplement for Dungeon World paid for by Lamentations of the Flame Princess fans, who in good faith put money in the hands of the author to write a LotFP supplement. He didn't.

It has extremely limited use to those of us who play LotFP, and because even now it's marketed to the wrong audience continues to be bought by those who can't use it or get very limited use out of it as merely an absurdly-specific idea mine, instead of a proper supplement for the roleplaying game it pretends to be a supplement for.

Purchase if you enjoy the author's works, play Dungeon World, and are interested in the subject matter. Avoid if you are looking for a LotFP supplement on the subject matter.



Rating:
[1 of 5 Stars!]
The Seclusium of Orphone of the Three Visions
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Wire-Fu
Publisher: Daniel Bayn
by Aaron Z. [Verified Purchaser]
Date Added: 06/12/2006 00:00:00

Imagine a game where it doesn't matter what level of power characters are at, or "party balance". A cyborg killing machine would be just as influential on the outcome of a game as a deadbeat janitor. That's right, Wushu solves the age old question of "How do I help the guy who's playing Han have fun, while still maintaining that Luke is the biggest badass of the party?"

Imagine a game where what you say is what happens, and the dice are just there to tell you how close the current scene is to being resolved.

That game is Wushu.

There's a problem, though. In order to play Wushu, one has to leave many of his preconceptions of RPGs at the door.

Little things: No Gear. No Money. No Experience. No Initiative. No Weapon Damage. No Weapon Range. No preset Monster Stats. No real tactics (in the sense that some tactics are "good" and some are "bad"). No combat maneuvers list (though there are some handy suggestions).

Big one: Little GM control. GMs set up scenes, set up conditionals for their conclusions, and set difficulty level of the scene. Then it's up to the Players to narrate for themselves and the bad guys. The only time this doesn't happen is for The Boss Fight, whenever it may happen.

But now I look upon my review and see that I might be emphasizing combat too much. Wushu's Wire Fu showcases mostly the combat orientation of the system, but it could easily be used for something else, from chases to courtroom drama to intimidating a prisoner to defusing a bomb.

All in all, Wire Fu is worth the money if you like light RPGs, want a cinematic game, and are willing to read it with an open mind. <br><br> <b>LIKED</b>: Nearly everything.<br><br><b>DISLIKED</b>: 1. No artwork besides cover.

  1. Landscape format. <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>


Rating:
[4 of 5 Stars!]
Wire-Fu
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Truth & Justice
Publisher: Atomic Sock Monkey Press
by Aaron Z. [Verified Purchaser]
Date Added: 12/04/2005 00:00:00

A different way to think of supers, from the aspect of building stories just like the comics, rather than the "here are your superpowers" approach that so many supers games use nowadays.

A supers scale that actually makes sense, and the ability for someone with "super toughness" to be hurt (or even beaten) by a caped crusader (like Batman).

All in all, a great read. The author really shows that he loves the genre.<br><br> <b>LIKED</b>: Quick, easy, universal resolution system using only 2d6. Great advice on how to play supers, GM supers, and have games that run just like the comics.<br><br><b>DISLIKED</b>: The artwork was sub-par if talking about competition with massive gaming companies. It was about average for an indie game, and this was an indie game. Still, wasn't much to look at.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



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[5 of 5 Stars!]
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