So, you've stepped up and offered to run the Delta Green RPG for your group. Here's a massive sourcebook to help you make the world of the game come to horrifying life for the characters... It includes a history of the alternate Earth in which the game is set, loads about the Mythos, rules for new threats, a good understanding of Delta Green as an organisation, and much more; and ideas for adventures are scattered freely throughout as well as there being a complete scenario ready for you to run.
The Introduction begins by recommending that you go and read the Delta Green RPG Agent's Handbook first. Then it reminds you that first and foremost, Delta Green is a horror game dealing with people finding out just how insignificant human beings are in the universal scheme of things, with the end of humanity itself - and probably going clean off their heads if they aren't killed in the process. It's about conspiracies to keep the horror hidden - some concocted by the horrors themselves to k...
I made this purchase to help flesh out the backstory and potential plot hooks for a character I created who hailed from Tethyr, the first of the three kingdoms detailed in this collection. And there's plenty of information to be found therein. As the content is 2e, the information is set over a hundred years prior to 5e goings ons. But it's still a great rescource for getting details on locations, history, and notable families. On that front, the product met my expectations.
There are four PDFs included, one for each kingdom, and one for a few maps. The maps-only PDF is ok. They're not super detailed, some are color and some are black and white. I don't think the maps included offer anything more than what is widely available on the web. The maps *inside* each of the kingdom PDFs are really disappointing. Specifically, the quality of the scans - which is what I assume they are - is like looking at a copy of a copy of a copy. They're still helpful in terms of getting an idea of the l...
Editeur: White Wolf
Date Ajoutée: 11/18/2017 11:35:20
(sorry for my bad english)
Briefly, I found this introductory kit very involving and satisfying.
It's only a preview but you can notice the White Wolf is creating a deeper but also lighter rule system, in particular for the Banality and Bedlam system. Faster but all dedicated to roleplaying.
Personally there are some general rules (not the Chengeling's rules, but the general system rule of all the new edition) that don't excite me. But as I said, that's personal.
This introductory kit convinced me donate them some money in the Kickstarter site.
I think White Wolf can really bring back Changelings to their fairy golden age with this!
The only "flaw" White Wolf should "correct" is the number of Kiths: add (or bring back) some others!...
This is an excellent book. It is well thought out and put together well. More importantly, the content is excellent. It is a fantasy setting with a new twist. There are plenty of player races and new edges that give the setting a unique feel. In addition to the core setting material, there is tons of adventure in this book with several supporting adventures here on this site. If you are looking for something fantasy in a new setting with unique feel, you should absolutely pick this book up. It is well worth the cost and an excellent setting for Savage Worlds!...
Good list of weapons.
I use it for Savage Worlds and quite all the stats are in line with SW standards (i.e do not disrupt the game) and it's pratical.
There is a good range from shootting to close combat weapons and all illustrated one by one.
Lots of sci-fi weapons with ammo and not all laser\blaster\pluse\beam.
Good work I ejoiyed it.
So as a DM i am noticing since POA that the first adventure is extremely deadly. In this case a mage with the ability to cast Fireball. Now oridinaryly I wouldnt have an issue with it but when you are playing with new players to d&d it would make sense to give them an adventure that is not so deadly as an introduction to d&d
Purtroppo modulo si merita solo la sufficenza. L'avventura di per se non è male e offre qualche buon spunto per il roleplaying; il problema è la gara che compone il corpo centrale del modulo che non è ottimale. Al tavolo è risultata faraginosa e dispersiva, la quantità esagerata di prove che devono sostenere sia i pg che i png spezza molto il ritmo del gioco e sembra essere stata concepità piu come riempitivo per far passare il tempo che vera competizione di abilità. Risistemata questa parte potrebbe diventare un bel modulo investigativo....
I really wanted to like this book but it had some significant problems with its paragon class mechanics (The Fire Elemental Paragon's Elemental grants bonuses to saves for effects the base race is immune too!), dubious choices for class abilities (like the Efreet Master's Wishgranter ability), missing feats, important changes to the elemental environment that seem half finished, and other things important to actually playing and running a game on the Elemental Plane of Fire.
This is a tragedy since the last half of the book is an interesting alternative to the usual D&D-esque fantasy setting. The City of Brass is right brilliant, the various regions varied and interesting with hints of greater utility scattered throughtout. Unfortunately the sloppy mechanics requires your DM slap bandaids on just about everything. You can do it and its not an insurmountable task for an experienced DM but it reduces the overall usefulness of this book.
I'll give it a rating of 3. Poor class mech...
Hillfolk uses an innovative ruleset to place social interactions between characters at the heart of the game. It's aim is to make an RPG play more like one of the blockbuster TV series we get these days.
The story will be largely player led, with the GM almost on an equal footing as the players in terms of input.
The rules for physical confrontations are quite light, good if you want to focus on the drama played out by the characters. If not you could easly replace them with your favourite rule system for more crunch. I kept thinking this would be a perfect system for a Runequest campaign where all the players were members of the same tribe....
This is the original High Guard ruled from ClassTraveller. After the 3 little books itwas oneof my first FRP purchaces. I decided on a digital copy aftmy printed copy was falling to bits from lots of use.
Thisis truely a classic Starship design book. Itdates from the early 1980's. Some aspects suchas the computer ruled a bit quaint today. Other aspects suchas ship's weapons still seem to hold up nicely. What could have been very complicated has been simplified to the extent that pencil, paper and a calulator (no spreadsheets back then) was all you need to star gear heading your first ship.
Many star ship design rules have followed - none have matched CT High Guard's fine balance of elegant simplicity and creative potential. My only criticism is that this is a scan and not a digitally mastered copy (look closely at the fonts - they blurr when you zoom in which is a sign that it is only a scanned copy). This criticism aside, at least a digital copy is available for purchase...
This adventure is easily in my Top 10 WORST Modules List. There is a joke that goes around the DDAL about how nothing is ever edited very well... I don't think this adventure saw an editor at all. The text is clunky and has numerous omissions of important information, the plot is paper-thin and barely exists, and there are a hundred redudancies that needed to be tightened up. Nothing makes sense, all of the encounters save for the final battle do anything to serve the story or advance the plot.
SPOILERS because I'm going to give you a complete breakdown of this trainwreck:
Section A1 actually isn't that bad. It's the version you use if a majority of the table has played "A Day at the Races." However, there's little to no connection between this adventure and the previous one "A Day at the Races." There are numerous inconsistencies between the end of "A Day at the Races" and "A Walk in the Park." It almost feels like the two writers didn't share notes so that contin...
I love this system.
It covers almost every aspect of aspect of game you could hope for. Could be said there are points it does not cover well, but it does cover them.
Love the tribe rules, and the simple additions to the vechile rules
Just wish they had the two page versions ofother supplements.
But very happy with!
I agree with John R. that this needs to also have a single map image instead of just being broken up into 4 maps. Though it is theoretically possible to get one if the PDF is stripped of protection, then you can find the full image in Illustrator as a single map that is split into 4 workspaces, or just join them in Photoshop if you have that, and just move it to a new map.
Went to the printers, and got a nice full sized map made.
Also, it would be nice to have a version in jpg format anyway for those of us who use VTTs for gaming.
Otherwise this map is useless for that. Again, in theory the process above can fix this though having a blank "player version" would be nice that we can add information to as the players find it out would be nice too since VTTs are a major form of gaming now.
Hopefully they do better with their new Midgard maps coming up.
Still, a beautiful map....
This is a wonderful adventure and setting mostly surrounded by orcs and hal-orcs. i am a KICKSTARTER supporter for it and it was well worth the value of the pledge and the price, i hope you buy it and enjoy it as well.