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A lot of fun and easy to learn. My players enjoyed this card game so much they wound up playing it more than the rpg. Really nice for downtime and it can be fun just to reference to in game.
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I've played and ran a few campaigns for this game and I really enjoy it, and my friends really liked it. The only drawback we found was advancing a level didn't seem to pay off, only every other level do you get a new feature. Would like to see that element changed up, honestly. Other than that, this is a super fun system.
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Hellhound Caves is an endless dungeon that so far has a handful of levels written and drawn up that you can drop into most any fantasy campaign.
I would have put the maps first to introduce the setting and the maps are really good.
It doesn't spare any introduction assuming that you can figure out what it is. It would be neat to have some ecology discussion as an intro but that is just because I try and imagine my dungeons as things either made for a specific purpose whether recently or in the ancient past or something that sort of evolved over time like ancient caves or a blending of the two. I ran a game a long time ago in which the dungeon was made by sentient titanic worms hundreds of thousands of years ago that hunter gather goblins had moved into and built a civilization in for example and a retreat when the aggressive and genocidal elves went on the rampage.
I liked the descriptions and the occasional gm prompts sprinkled through the text.
We don't know why they are called the Hellhound Caves but it would be easy enough to throw them in or as a totem of some sort etc.
Use of the term scimitar is a bit of a bugbear of mine in that it just means non-european sabre and is thus a sort of meaningless term and prefer specific terms if you don't use the generic sabre like tulwar or shamshir or kilij. But, I do sadly understand that scimitar is probably here to stay thanks to D&D.
There are nice litte personalizing touches in the room descriptions that help them come to life and give something for the players to chew on.
I think it would be cool if the maps were all collected and printed as battle maps for minis at some point with some sort of discount for people who bought the pdf's.
I look forward to throwing this into one of my fantasy games sometime soon. I think I would have the fungal maze connect to the feywild because mushroom rings as gates to the fey is an ancient trope and to the shadowfell like if there was a graveyard where the sentient creatures of the caves deposit their dead and maybe other realms so you could use that room as "room 1" and have the PCs start there as they enter from another plane or world. This would be great as they PCs might not find out they are on a different world until they escape the caves and see the sky with two suns or three moons etc.
Speaking of ecology I could totally see the fungal maze supplying the food for most of the animal life there along with fish from the waters.
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This is an amazing start to what promises to be a highly detailed and creative campaign setting. The writing is top notch and I am truly excited by the "living" nature of the campaign.
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Teenage Witchcraft is a natural add-on to Stranger Stuff that, to my mind, creates a straightforward ruleset for magic that is not only completely in the spirit of TinyD6; it perfectly complements the Spell Reader/Spell-Touched Traits, and also gives you the option of replacing those Traits with the new Teenage Witch Trait.
Either way, the rules provided give the GM a lot of leeway in how spells are created, how to determine variable success, unintended consequences (good and bad) of casting spells, and ways to improve your chance of spell success through the use of Spell Foci/Talismans, establishing covens, etc. All in all, the risks of failure can be high, but the book provides straightforward ways to balance it out to provide a reasonable chance of success while providing fodder for good stories.
To be honest, I would use this book for any TinyD6 game where magic is present. This is a "must-own" book in my view.
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I love 80s nostalgia and gaming, and Stranger Stuff brings both of those together for a complete retro feel. The fact that it clearly pays homage to a popular TV series (which is on my to-watch list) is an added bonus!
TinyD6 is truly a great system to introduce people to the hobby because it's rules-light and so easy to learn, and the easy, conversational tone of the book draws you in. You can literally build a character in minutes, and all of the information you need to play can easily fit onto an index card. Crestview Hills, the default setting, is very much like the small city I grew up in during the 80s, so for me this is like being able to re-play my youth - only a more interesting version full of magic, aliens, and monsters. ;)
A solid game packed into an attractive, trade paperback-sized book of 122 pages, complete with one adventure to get you started. Well worth checking out!
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This is one of the first Tiny games I have purchased. I then bought Tiny Taverns and Tiny Gunslingers. The game is amazing, simple and if you are looking for a rules light system where you can let your players go wild, be silly and have fun, this system allows all the fun and story and the rules get out of the way. The only thing I would like to see in the future is something like a book with all the rules/traits from the various games. In the interm I will be purchasing the Tiny library and figuring out how to make my interdimentional tavern or my Musketeer Airship pirates game.
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The best games, at the end of the day, tell a good story. A good story has a good beginning, and some ideas for the journey along the way. Deathreach has an introduction PDF and a follow up Traitor's Bay PDF that are exactly that, a landscape for your imagination to flourish, giving you ideas to launch your game and play your next good story!
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The best games, at the end of the day, tell a good story. A good story has a good beginning, and some ideas for the journey along the way. Deathreach has an introduction PDF and a follow up Traitor's Bay PDF that are exactly that, a landscape for your imagination to flourish, giving you ideas to launch your game and play your next good story!
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I played this with jim as GM and me as Basura.
There are not a lot of rpg games for two people out there and if there were, I think they would be challenged to stand up to this one. It was engaging, time flew by, and it was a lot of fun!
I was on my toes, waiting to see what scene the cards would throw my way as I endeavored to find absolution as Basura, and when that was not possible (this time) trying to see if I could possibly get out of the situation, or was this to be Basura’s final showdown?
I am anxious to GM for the next Basura. When he says the game is really that good, it really is. that. good!
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This is another well done game setting from Postworld Games. There is lots of potential in these pages.
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A great system building off of the BRP base. Not every element of the system makes sense, but it's very hackable thanks to the nature of BRP for GMs to adjust elements they may enjoy more/less. For what it is, it's an amazingly high quality product.
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This was an entertaining and funny read. Frankly the adventure would never work with my old gaming group. But reading the game does create a lot of story ideas. The game is free (errr pay what you want) so grab it, read it, laugh. It might be perfect for your gaming group.
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This is exactly what the description says. This is Levels 1 and 2 of a much larger Dungeon.
The maps are excellent and the writing is good and interesting. I am sure more energenic Dungeon Masters will have no problem whipping up the stats for the creatures.
Good Stuff!
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Ever since the first generic RPG's appeared in the 80's, there has been a steady stream of unique combinations of genres. This is one of those. Combining two perennial favorites, the Western and Fantasy, the author has created a truly unique game world. Aspects of Norse culture have been woven into a place mirroring the Old West, setting the characters as the heroes and heroines of their own sagas, but with stetsons and six-guns. There is even a touch of the steampunk genre, again, well-integrated with the Norse-feel of the setting.
A detailed plot-point campaign and many side adventures enable a game master to put their band of characters into an epic saga at the very core of the setting.
Although they might be fought with guns, many of the enemies featured are the traditional Norse monsters and villains – giants and trolls, the restless undead, and followers of Loki – along with traditional Western enemies – villainous cattle-barons, bank and train robbers, and rustlers.
All in all, this is a solid setting and ready for a lot of fun play with a minimum of preparation beyond a basic familiarity with the Savage Worlds rules, or conversion to a GM's choice of other rule set.
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