Date Added: 10/15/2016 12:58:40
In the middle of the Sindal Subsector you'll find the three systems that make up the Theev Cluster. Strategically important, it has a bad reputation as a pirate hotspot that encourages many merchants to go the long way around to wherever they are going. They are also remarkably hostile towards the Imperium. For most Traveller players I've met, it's their kind of town!
The Introduction gives the history and background of the cluster along with a map of part of the Sindal Subsector to help you get located. It winds up with a discussion of the Imperial Navy's dealings with the locals.
We then move on to the first of the systems, Vume. It's probably the least hostile system, but that doesn't mean it's a very welcoming place - and that's not just because the main planet is an airless, waterless rockball of a world! Most life is found on the orbital highport, although people venture to the surface to explore some ancient ruins... billed as an Ancients site although nobody is really sur...
I have recently been recruited to run some monthly "event" games not unlike the type you would have at a gaming convention and these adventures have been a Crom-send. They are self-contained, well-organized, and have enough level of detail to allow easy tweaks but not to seem like a slap-dash template. They reduce the amount of prep-work needed (handy when I run two other full-time campaigns of my own) and the use of icons on the maps and in the area descriptions really helps you run the game quickly without a lot of thumbing back and forth to find something. The monster stats include page references to the Monster Manual and the tactics for how to run the combat. They also include role-playing notes for key NPCs, adventure hooks and rumors, and nice area maps with just the level of detail needed to run the adventure but not as crude as a lot of indie adventures. And the map of each area is right there next to the area description--no flipping back and forth required.
I highly ...
I started playing shadowrun at 3rd edition as a teen in the 90s. I love the Shadowrun universe, but the rules were always the biggest obstacle for my friends and I. That's why I was pumped when I learned about Anarchy. Upon my first reading, I described it to my old Shadowrun group as "Shadowrun, Apocalypse World and Fate Accelerated got freaky and birthed a super baby." Now that I have had a little more time to read the game, it is a little more crunchy then I initially thought. Basically it falls into the spectrum of being more rule-sy then your typical story driven rpg (AW, FAE) but when compared to Shadowrun 5e, it is slim and trim. When everything's said and done, this the shadowrun rules set I want to play. I hope it gets some traction and some additional support material is released....
I'm not great at writing reviews but I wish I was for this game. This book has a great set of rules which span multiple time periods. It is very complete and has rules for most things any GM would need. I have been looking for a game like this for a long time. Hopefully people take a look at the preview and get a glimpse of what this game has to offer. I wanted a fairly light set of rules with alot of options...that is what I got. I was running other rules light games and found they didn't have enough to them. My players wanted to pick out more types of weapons and more abilities for their characters. I wanted stats on vehicles and such. This book solved those problems.
The game is quite broad in the types of stories you can tell. That is one of the best parts in my opinion. It is a sandbox of rules to run the game the way you want. The character classes and character creation are my favourite parts. Perfect for what I wanted in my game. I purchased print copies in har...
This is a great source for ideas, straight from the real world. I enjoy reading the entries for inspiration, or even just to learn about some of the fascinating people, places or events included in this book. This book is a real treasure trove of inspiration. At the end of each entry, there are brief suggestions on how to incorporate them in your game. I hope the authors publish additional volumes.
Kevin Crawford hits it for 6 again. A really interesting take on demigod/immortal game play - the Words system is really flexible and should let your players build any demigod they can conceive. This is Mutants and Masterminds for immortals.
As ever with Kevin Crawford's systems though, the really joy is in the GMs tools, many of which could be easily applied to any system. I love a good random table and if you flick through this book armed with a d6 and a 12 and campaign ideas will launch themselves into your mind....
This is nicely done and I really like the ladder and general archetype system - it provides a nice framework, and is an enjoyable read, with the supplied scenarios being an added bonus. I fully intend to run an Ultramodern 5/Stars Without Number campaign - the two should mesh together pretty nicely.
Publisher: UFO Press
Date Added: 10/14/2016 17:15:13
As with all the Legacy projects, the layout and art are phenomenal here. That alone may be worth it.
I have a strange love affair with the family level play that Legacy encourages, but I've never actually gotten to play it - my Legacy games have not been done at that level. But Mirrors goes and makes Family level play even **more** awesome.
The addition of Factions along side Families is very interesting - I dig the idea of a few members from different Families being involved in The Cult of Weathertop, giving you common enemies, or avenues for spies in your midst.
Mega-projects, though, are the killer feature here. Large-scale things a family can undertake, like building cities or starting wars, that can take many ages. What I like most here is how it makes the Family play into almost a competitive resource management game.
Great work, guys....
Argh. Can we blame WotC? IMO there should be a special circle of Hell for graphic design people who over-decorate the page, at a serious cost of readability. They used the fake-parchment coloration on every page, a la most of 3E and 3.5. Always hated it.
That off my chest...this is somewhat interesting. This strikes me as largely deep-background material for GMs and world builders. There are several different sections:
--Essence relates to magical energy in a physical form. It's a useful concept, but IMO not sufficiently developed. Then again, I've spent considerable time thinking about a 2-tiered economy...mundane items and magical items.
--Ruling a Domain...think kingdom, not divine domain. Large-scale stuff. Seen these kinds of rules before, I don't really recall anything that stands out.
--The Multiverse has one novel, interesting section: the magical and technological advancement. It outlines different approaches for both spellcasting and item crafting; ...