Let me start by saying the top-down map of the rooms and levels of Erebor is absolutely breath-taking, and I want to see a HUGE map of it.
This book is absolutely beautifully laid out, and I am grateful that it's about more than Erebor, being about the Dale-lands and the surrounding regions, as well as the well-developed layout of Dale itself. I've not finished reading my PDF copy of it, yet, but it's already the jewel of my collection, thus far.
There are adventures to be developed from every paragraph; had I a century left on this Earth, it wouldn't be long enough to play everything I would want to develop for my players....
Well it works - haven't really had enough games to say it is brilliant, but it does save on all the looking up in tables. The players can still make their rolls which let's face it they really want to do. The highlights pick out characters incapacitated and applies penalties consistently. Multiple encounters can be saved, although you will need to plan a little ahead to get these right by using the groupiings tool.
Date Added: 07/22/2016 13:44:30
This is one of my favorite rulebooks I own. It develops the setting very well, having a distinct feel and character about it that translates into the rules very effectively.
The rules seem haphazardly placed. Once you figure out the rules and wrap your head around them, they are intuitive, but actually finding everything is not easy.
Some rules are poorly translated. Key examples would be the ability berserker and how it interacts with defense stat substitutions; references in abilities like loremaster (referencing activating artifacts) that don't actually reference anything; and the organization of spells and rituals where they inconsistently reference their schools of tradition.
Additionally, abilities aren't worded consistently- you frequently have to make logical jumps as to which parts of an ability upgrade override the previous level or not, which parts are overridden, how the ability interacts with other abilities, and we frequently encounter damage bon...
First let me say i have never played this module before now. Also, I am a 5th edition DM. That being said, I purchased Wotc's new hardback of this classic and was so overwhelmed with how much material was there that I got rid of it, bought this one, converted a couple of thing and the group and myself have been immensely enjoying it. The download quality is excellent also. Thanks DriveThru!
Date Added: 07/22/2016 13:18:27
Not really worth money, it doesn't add any content to the game mechanics or lore. Its a description of a near-future campaign that is partially finished in swedish and being translated to english. If you want to support the developers, go for it, but its really just an advertisement that the players have the option to pay to see.
Date Added: 07/22/2016 13:13:56
This is a genuinely good dungeon dive. The area is a small sandbox, and provide enough freedom that the players have a chance to explore the area without feeling railroaded. The initial hook is *okay*, but you can easily lure the players in by either offering a decent reward (50 thaler) along with an explorer's license. The encounters aren't a random encounters table of generic monsters, they are genuinely interesting and contribute to the environment. The major NPCs are actually pretty interesting as well, and the DM is given some freedom in determining how open they want to run the game.
By the time the players reach the actual dungeon, they should have had the chance to earn at least 30xp, as there are multiple scenes where it calls for master level loremaster. If you've been strictly following the Copper Crown series, you probably haven't awarded this much experience to your players. Granted, how many people actually rush for master loremaster?...
I love the fuzion system. I have worked with it since its inception. I give this only 4 and not a 5 because it is too open ended. You will have to put in some work to make it function in your world but it is very workable. It is a merging of the Hero system used for Champion game and Cyberpunk's Interlock system. The system itself is very well done but it has the shortcomings of the hero system which is how do you deal with purchasing and upgrading equipment. With superheros, purchasing them with experience points makes sense but not in a fantasy or modern genre. Money usually works best unless it is something big. With that said, I have worked with the system in a modern genre and a fantasy realm. It is simple and the play pace is fast and as detailed as you want to make it. These rules are like the foundation for the rules you will you for your campaign. It would be nice if R. Talsorian Games would produce another game using this system like Bubblegum Crisis. Where the r...
Totally worth the money. It's funny I was working on making a game just like this, but I could do no better than Made Men . Thanks to the author and his friends for making such an enjoyable product. Glad the first review I've ever written is on such a great game. Fantastically done , humorous and fun.
If I have to run any sort of game that feels anything like Dungeons and Dragons, it's going to be Dungeon World. This is the perfect RPG that has all the elements of classic D&D lore and feeling, and for whatever reason just *exudes* the flavor I felt playing D&D as a kid 30 years ago.
Additionally, it's a great starter system for anyone familiar with classic RPGs, but looking to get into the Apocalypse World style of GMing and games. The book reads partly as a how-to for the system itself, but *so much of it* actually reads as a how-to for GM-ing in general. The advice here is great for running almost *any* role playing game.
Absolutely fantastic game....