Apocalypse World is the game that changed how I play rpgs. The theme of scarcity is woven into every rule and the MC rules tell you how the game works: how to keep pressure on the players to male the characther's lives interesting.
The second edition adds better rules for intertwining charachter histories, for chases, battles, and sneak-attacks. It also adds great playbooks that evoke Immortan Joe and the Doof Warrior, in addition to the inscrutable child of the maelstrom.
Buy it, play it, let it get real weird. Your friends will surprise you....
This is a phenomenal supplement for starting an ancient Roman Undying campaign. The setting detail is rich, with a premade relationship map, hunting grounds map, and custom lore for a plague-ridden city. The art design is solid throughout, especially for the character design and playbook layout.
The supplement contains advice for diving right into a convention game or one shot, or for adapting your r-map in a full campaign. I haven't tried the Sybil playbook, but it seems like an interesting and setting-appropriate addition.
For $5, this is a great tool for starting a new campaign, or just to use as a model for mapping out your own custom lore. I can't recommend it enough....
"City of Danger" is an introductory adventure consisting of 5 separate 1-2 hour adventures for 1-2 level characters. The mini-adventures are intended to introduce players to the major themes of Adventures League season two and, as such, each focuses on a different elemental theme.
Many of the adventures showcase two different aspects of adventure design. First, they use the idea that a failure on a skill check or saving throw doesn't have to disrupt the adventure, but can and should have consequences later. In some cases, the players (or at least the DM) will actually have more fun if someone has failed a saving throw. The other design element, using an "against the clock" mechanism to inject a sense of urgency, is tried in most of the adventures. Sometimes this works well, but in other cases is less successful because the players either don't know they need to hurry or else don't care if they finish in time.
The editing could use some improvement. In most places, the errors are ...
Immensely useful and intuitive. I have rarely been more satisfied with any RPG book. Along with the rules in the Godbound corebook for creating courts, factions and so on, this is easily one of the best systems that I have come across for creating interesting and engaing adventures.
What's not to like? First off, a crisp, clean cover that really pops and let's you know exactly what to expect from the book. Second of all, you get a really good variation of the rules formerly known as the 1st Edition Traveller Rules from Mongoose Games in the Cepheus Engine. Next, you get a clear and concise presentation of the Cepheus Engine rules along with a fairly extensive Table of Contents that lets you know exactly where everything is. Tying it all together is artwork that covers the spectrum of the setting. Everything from everyday life to combat is shown in the artwork to really give you a feel for what you can expect when you sit down to play and immerse yourself in the world of the Clement Sector. Yes as pointed out in another review, this is only the rules for Clement Sector and you need two other books the Setting book and the ships book, Anderson and Felix. This format however is not uncommon. For years Dungeons and Dragons has been a 3 core book set. Shadowrun has at ...
The rules aren't perfect, but this book allows you quickly and easily play in the Shadowrun Universe. (aready fixed many of the errors)
That said, **I love Anarchy!!**
We have ran 3 games already and have had a ton of fun.
We created our first characters in under an hour and were sharing books. I expect we will be faster next time. If you are in a hurry there are 30 premade characters that are packed full of color and fluff.
The primary rule is very simple roll Skill+Attribute and then modify with an Amp (usually rerolls) then compare the agressor and defender's results, whoever has the most succeeds. That sums up 90%+ of the rules.
**Bringing back Hooding and Neo-Anarchy!!!**...
These excellent hand drawn maps are perfect for any Game Master. I plan to use the maps for short adventures and one-shot sessions to introduce table top roleplaying to some new players. These maps help with the game preparation and also provide some inspiration and ideas about what sort of monsters might be living inside these dungeons and caves.
Publisher: White Wolf
Date Added: 10/21/2016 17:23:44
I got this for the DC setting. I have been using it for a while. You kindred history and setting notes that paint DC into a suitable backdrop for a VtM game. You get a full court structure of NPCs with good details and diagrams that show intricate webs of relationships. You get some random scene ideas that you can literally roll for. These are pretty shallow, short events, that you can throw at players for fun if the game starts to get slow. There are a few presented ideas for a chronicle. And that’s it. There is not really a beginning to end plot presented for a story teller to run or anything like that. It’s really just a backdrop. If you want a pregenerated story/plot to run characters through, that is not what you have here.
I was simply looking for a backdrop for my game and this was perfect. The NPCs and court details could easily be dropped into any local. For my needs, this was a great setting for my VtM20A game....
Simple, fun, and focused on what younger kids love about games; this game is almost everything it says it is. My 5 year old loves it as much as my 9 year old.
My children really love the setting and the fun of getting to create and imagine the effects of spells.
I have been into role playing games for a long time. In many way, I forgot how simple the games I started on were. I can certainly recommend this title.
I have one criticism for which I deduct one start.
There are absolutely no rules for resolving a conflict with violence. "But wait" you say, "this is a game for little children." Yes, some of which are little boys. Sometimes little boys want to smack things with sticks and attack the bad guy with a fireball. You can take your thought-control-anti-male-no-aggression-allowed values and stuff them in a conjured port-a-potty. The game, as written, will never please a boy. I have added rules very much like the health system in Zelda. You get 3 hearts. Damage c...
Yes, it brings back all the fun of playing MET back in the 90s. Yes, its cleaned up, less confusing, and a much smoother system then what you remember. No you won't miss anything they took out. Yes, its all here in one book. No, there really is no need to fix anything or write up a bunch of house rules.
BNS has shown all the other publishers that have had thier turn with the WoD material how make things right. It really is that good.
I love this system. I've been GMing it for a while and my players love it. It's quite similar to two other games we love, **The Strange** and **Star Wars: Edge of the Empire**.
**Feng Shui 2's** two strongest points, the Setting and Mechanics, are also a bit difficult to describe simply. I hope the following comparions help inform GMs as they consider buying this book.
Setting-wise, the game is similar to *Monte Cook Games'* **The Strange RPG** and *Margaret Weis and Tracy Hickman's* book series **The Deathgate Cycle**.
* Multiple settings exist in which there are different rules for each, providing a large variety in scenery and situations.
* A dangerous "space between worlds" exists where the players/protagonists can go and use to travel to different settings.
* Portals weave the worlds together, and are important strategic points.
* Many factions exist and often entice the players/protagonists to work for them.
Mechanics-wise, the game mirrors *Fantasy Flight Games's* *...
Great product and fits very nicely with the look and feel of the rest of the Corporia products. I love the fact that it's fillable and something you can hand to players and have them work through like a set of office paperwork.
I dropped one star because after filling it in the PDF (at least in my reader) doesn't populate the actual character sheet at the back, so there is a level of transcription required. A minor quibble though. On the whole it's a fantastic product and nicely bridges game reality and player reality....