The Dungeon Alphabet was exactly as advertised and just what I was looking for. There is an "old school" feel about it which could be a bad thing for newer players but for older ones like myself it was great. The artwork also
had that retro feel to it which was funny and reminiscent of early Dungeons and Dragons. Only minor complaint was there is a newer version with more tables but it's not available for download. Thanks to the creators of this whimsical product, I'm quite sure I'll use it a lot....
i love this book so damn much. it truly helps in advancing characters for the game. i definitely recommend that people who play the Only War series should definitely purchase this book to better their playing experience
Verlag: Hero Games
Hinzugefügt am: 08/28/2015 21:42:39
the Hero system, or champions as I knew it way back when is still the best stand alone super hero system around. providing you have the tenacity to pore through every tweak to maximize your damage output. you can make just about any kind of hero you want if you work at it.
The joy of not having someone's notes on artifact powers scratched into an old scan is just part of the happiness of getting a much more legible, searchable and better indexed version of this old faithful. Great work to ehoever managed it.
Now, when in Gygax's name are we getting the Unearthed Arcana scan? There's never been a good, legal version of that book, and it's sorely needed. The original physical book was so badly bound that pages fell out from regular use! The new physical reprint is superb, but I really want an electronic edition, so it can fit on a tablet.
Does anyone out there know what's going on?...
Warning this review is totally biased. As an ongoing patron of Kobold Press products, I was not surprised by the HIGH QUALITY ART, roster of DISTINGUISHED GAME DESIGNERS, and excellent detailed CAMPAIGN SETTING materials. This resource over-brims with Egyptian-themed, African-themed and Arabic-themed fantasy. Speaking of high quality art, the CARTOGRAPHY in this tome is superb. If it were completely perfect, I would be overdoing the praise to the point of fibbing. That being said, I found that the few typos throughout the book were minimal and on par, make that well above par, with any good RPG book that actually delivers when they say they will. Huzzah! Kudos! and Thanks for this wonderful sacrificed preserved dead tree that I will treasure for many years!...
This is a must have model for any rpg scenarios containing ships. If you already have WWG's Maiden or Fat dragon's Cog then you must get this as a smaller opponent to them. Dave has given you several different layers and I have built 4 different versions so far. I plan to allow my pc's to steal one of these in order to assault either of the larger ships I mentioned above and then use 3 more of these for npc's to assault the pc's once they capture either of the larger ships. These will fit in both my pirate and middle age fantasy campaigns. Hats off to Dave and 5 stars for his best ship to date....
I've been playing through this campaign since it was available to me, and have thoroughly enjoyed it. I found it incredibly challenging because you can't really "escape" the consequences of your actions. If you make poor decisions, you pretty much have to deal with them. It makes for fantastic roleplay!
At the same time, it's not completely inflexible. If you've burned too many bridges, you can try to retreat to the undercavern and let things cool off. This is a great campaign for experienced D&D players and newcomers alike!...
This is a great add on to the regular IK rpg or great as a stand alone.
It provides great rules for playing the wilder side of civilization in the Iron Kingdoms.
For those who do not know the IKRPG system. It is a 2d6 model with a more abstract progression system that mimics but is unlike leveling.
Unlike other systems players are larger than life and truly Heroic. If D20 is like lord of the Rings, this is a Marvel Movie. Both GREAT but for very different reasons.
The rules are much the same as IKRPG (as is expected) and they do a very good job of fleshing out the cults and tribes that you can play as.
Though just like its Predecessor, IKRPG, there will be quite a bit of house ruling needing to be done.
Some entries are written with errors or vague enough that for the wargame are sufficient, but in an area that requires imagination this book gives very little to assist.
Also another area that needs house ruling is the classes. Why are some race restricted? Slaught...
For me, this is where it all started-- The Dungeon Master's Guide-- I first read it in 1980 when I was 10. So finding this here was wonderful. The PDF version is superb-- it's not just a scan, the font's a selectable and crisp. It's wonderful to have this-- than you for putting it out!
I have played several games of Carcass, each was so completely different. One was all about surviving the world, the next was all about fighting other factions and tribes, the next all about fighting each other. Tremendous replayability and a host of engaging character classes available. Of the GMzero games, this has the greatest potential to play like a campaign. Players create longer term goals and objectives then work to bring those plans to light.
Another awesome adventure for Mutant Epoch. I dont want to get into details, but it uses two common foes in the game. For the Game Master -you even get a choice of what the big bad guy really is at the end. A few minor typos, but nothing major. Great art & maps. Can be easily used for any post-apoc RPG, like Gamma World or Mutant Future.
GRIN brings something different to the table. It's easy to compare it to DREAD as it's a horror game, where the mechanics imply "Succeed until you die or go crazy." It's only one page of rules, just enough for you to grasp but lite enough where you can't help but want to tinker and expand it some. This wasn't a bad thing for me, as I like "building up" with my rules.
If you grab the additional supplements (Torchlight and Asylum) you get a glimpse at how to modify the system for the story you're running.
But focusing on this core document on its own:
-> Really concise, everything you need rules-wise in a single page.
-> Narrative Horror RPG that has more in common with games like Fiasco, where it's intended more for one-shots than campaign play. Also the players (in these rules) don't really have a character sheet aside from a name and a concept.
->Mechanics are a risk-taking "succeed or die." There's a buffer in the way you shuffle the deck to ensure there's game time before te...
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