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Blade Runner RPG Starter Set
by Björn L. [Verified Purchaser] Date Added: 09/28/2023 12:56:00
On the hunt for replicants - a Mephisto review

Blade Runner Starter Set

Blade Runner is one of the outstanding science fiction films of the 1980s. Still, unlike other films of the genre at the time, which focused on action, Blade Runner presents itself as visually powerful and rather thoughtful and philosophical. The story revolves around the Blade Runner Deckard, who hunts down the manufactured replicants that returned illegally to Earth. It also deals with the question of what constitutes humanity and how it relates to artificial life forms. After almost forty years, the sequel Blade Runner 2049 continues the plot, builds on the themes, and continues certain concepts, like the Blade Runner at the center of the story himself being a replicant.

In the case of the Blade Runner role-playing game, Fria Ligan uses two of its typical concepts: on the one hand, the role-playing version of another science fiction classic (after the Alien role-playing game), and on the other hand, the release of a Starter Set with abbreviated rules, an adventure, and various other game materials to get you started. In the case of Blade Runner, the box includes a short rule book that summarizes essential rules on 84 pages to allow playing the adventure Electric Dreams. Additionally, the box (or its digital counterpart) contains blank sheets for case notes, time logs, character sheets, and several ready-made characters for the adventure. Furthermore, there are handouts consisting of newspaper pages, magazine covers, printouts from the police database, photos of surveillance, etc. For visualization, there are mug shots of the characters in the adventure. Furthermore, there are initiative cards used to determine the order in combat, cards for various maneuvers and obstacles in chases, a large map of Los Angeles in the future, and plans of the locations in the adventure rounding out the material. Thus, in addition to rules and adventure, the box contains a lot of material, although for the digital version, you have to print it out yourself, which is not ideal due to the design, which uses black pages.

The setting of the Blade Runner role-playing game builts on the second movie, Blade Runner 2049. Humanity has left for the stars, and in their colonization efforts, they used the so-called replicants: artificially created, human-like beings that are more powerful than their creators but also have a shorter life span. Some of these replicants illegally returned to Earth to demand an extended life from their creators. In continuity with the second film, the problems with the replicants led to their production being banned, and the Tyrell Corporation, which initially invented them, went bankrupt. Years later, the Wallace Corporation picked up the concept and began reintroducing it with a new replicant series. Both films revolve around Blade Runners, a special police unit that hunts down renegade replicants. The replicants are indistinguishable from humans to the naked eye and usually have to be “retired” by force of arms.

In the Blade Runner role-playing game, players take on the role of Blade Runners, hunting down replicants, so they are part of an elite police force. The rules use several concepts familiar from other Fria Ligan role-playing games. Again, there are four primary attributes as well as corresponding skills. Each of these is rated at levels from A to D, with D corresponding to a d6, while the maximum of A gives a d12. 

In addition to skills, essential characteristics of the characters are the Health and Resolve stats as well as Promotion Points and Humanity Points. Promotion Points indicate the character's standing in the police hierarchy and are used to learn new skill specializations or utilize connections in the police force. Humanity Points measure how in tune a character is with their human nature. These points can be used to increase skills. Promotion Points and Humanity Points are sometimes at odds with each other because actions can increase Promotion Points if you follow the rules. In contrast, Humanity Points can increase if you act humanely.

Importantly, as in Blade Runner 2049, characters can be replicants themselves, which causes some rules to work differently for them, similar to the androids in Alien. The game offers 15 skills, covering relatively broad areas, from driving skills to firearms and stealth to observation. 

Tests always involve rolling on one attribute and one skill, and the goal is to roll at least a 6 on one die. If you get two or more successes (which is unlikely with the standard two dice), you achieve a critical success that gives you another bonus.

You can also push to roll again and hope for a better result. However, this can have additional negative consequences in the event of failure. The rules also account for advantages and disadvantages. A good part of the book then deals with applying these rules to the two essential concepts in which they are used: fights and chases.

The game considers damage in two ways: Damage and Stress. When you push a test or suffer an attack, you lose Health accordingly. If this causes your Health to drop to 0, you are out of action. More brutal hits also cause critical damage, which is rolled on random tables and can lead to either unpleasant side effects or, in the worst case, instant death. Stress, on the other hand, concerns the mental state. Stress is accumulated when a roll is pushed unsuccessfully, when the character gets into a stressful situation, or when they work on their investigation without taking breaks. The chase rules are also detailed and handled dynamically, with random obstacles and other complications.

An essential concept in Blade Runner is that the day is divided into four shifts. Each of these shifts corresponds to a scene, so to speak, so that the timeline of an investigation can be clearly divided. In this regard, the game envisions characters devoting three shifts of the day to the investigation and resting or pursuing their personal lives during the fourth shift; otherwise, they accumulate stress. 

The rest of the book presents a brief introduction to police work and the resources of the LAPD. Here, individual characters such as informants are introduced, as are descriptions of police equipment, from service weapons to spinners (flying cars). Here, it is most obvious that, throughout the book, the layout takes up a lot of space for illustrations. For example, the few weapons are described and illustrated in detail, but the selection is also focused on the essentials. 

Thus, the gaming group gets a compact form of the rules, which, as usual with starter sets, excludes character creation. The appropriate pre-generated characters suffice to solve the first case, Electric Dreams.

The concept for Blade Runner is that the game will be flanked by a comprehensive campaign, with individual cases building on each other and revealing a larger story arc. Electric Dreams is just the first case in this campaign where players must follow the trail of a missing Blade Runner. Along the way, they come into contact with both the android underground, which smuggles replicants from Earth, and hate groups that campaign against the replicants. The powerful Wallace Corporation also plays a role.

The case is first introduced with the detailed background and characters and their motivations, and then the different locations that can be visited. Players are offered different approaches to solving this case and various places to visit before they dive into the bigger mystery. The scenes are described in detail, and there are also corresponding handout cards for all the locations to show them.

A noteworthy mechanism in the game is that there are pictures as handouts for some locations, on which the players have to find certain elements that will help them in their investigation. This concept is reminiscent of the image analysis scene from the first Blade Runner movie. The case itself is exciting and detailed but demanding and presents players with some interesting challenges, especially since time does not stand still.

As with previous Fria Ligan releases, the Blade Runner Starter Set offers an intricately designed first introduction to the game world. Thanks to pre-made characters and a complete adventure, you can also get started right away because the compact rules are quick to learn. However, the option to create your own characters is not offered here; for that, you need the core rule book. Similar to the Alien role-playing game, the books are impressively illustrated and give a lot of space to the illustrations. The adventure tries to put its scenes into words, reminiscent of the visually stunning movies. 

Fria Ligan offers a solidly crafted role-playing game here that is impressive in its presentation. Still, there is a catch in my opinion: The focus on a single profession, or more specifically, a single task, hunting replicants as Blade Runners, lends itself well to a single story, as it did with the films, to highlight particular themes. However, in a campaign game, it could potentially become repetitive and boring. In addition, the game master faces the great challenge of conjuring up the impressive settings of the films for the players' imaginations. The Blade Runner movies live predominantly on their images and mood, which is a challenge to capture. Playing Blade Runner as a simple action role-playing game would not do justice to the original. 

Finally, it depends on the gaming group here. Role-playing game collectors, fans of the films, and those who want to try Electric Dreams as a one-shot will definitely get a great introduction to the game with the Starter Set here. Gamemasters who wish to play the role-playing game as a campaign will either have to try to live up to the claim of the original in further adventures themselves, or rely on the epic campaign delivering what it promises and coming onto the market at a reasonable speed.

(Björn Lippold)



Rating:
[5 of 5 Stars!]
Blade Runner RPG Starter Set
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Tales from the Loop RPG: Rulebook
by Stephanie C. [Verified Purchaser] Date Added: 09/28/2023 08:42:41

I checked out Tales from the Loop as part of a review for TTRPGkids, and I really loved this - the world building is AMAZING, the art is beautiful, and the mechanics are easy to use while still allowing strategization and supporting the story well. I've got a full review below, and I would definitely recommend checking this out.

https://www.ttrpgkids.com/2023/09/27/review-tales-from-the-loop/



Rating:
[5 of 5 Stars!]
Tales from the Loop RPG: Rulebook
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Forbidden Lands: The Bloodmarch
by Björn L. [Verified Purchaser] Date Added: 09/27/2023 13:23:59
Marching into new adventures - a Mephisto review

The Bloodmarch

With The Bloodmarch, Fria Ligan now delivers the third region for Forbidden Lands and, thus, another campaign for the fantasy role-playing game.  After the Ravenlands and the Bitter Reach, this time, the adventure leads west into the Bloodmarch. The campaign assumes that the events in the Ravenlands have resulted in the reopening of the pass to the Bloodmarch so that settlers and adventurers flock to this new region to seek their fortune.

The Bloodmarch is an entirely different region than the Ravenlands. Demons have also ravaged here, but the demonic threat here is now more bizarre and dangerous, with flesh-like forests growing across the landscape. The ruling power in the region is the Horse Clans, but the five individual clans disagree with each other, although some candidates would like to change that and seek to unite the clans. But the Horse Clans, too, are actually relatively newcomers who have displaced the original inhabitants of the lands, the Vasnians, and driven them back into a small area of the land.

In addition, there are the Horned Dwarves, who are allied with the Horse Clans, and another elven power, the Red Elves, who are associated with the demonic forests, not to mention the elusive moon elves. The fact that these factions are not all friendly to each other is unsurprising. Therefore, The Bloodmarch offers several power groups and conflicts at once.

For example, two of the churches from Alderland are active in the region with opposing goals. In addition, there are the oneiromancers, a mage sect led by an exceptional leader. The Horse Clans are trying to unite under one of the tribes, and the Vasnians would like to drive all invaders out of their land. And, of course, the remaining demonic forces here also have sinister goals. Add to that an even more sinister newcomer, and you get a hint of the resulting conflicts and alliances. This situation is the starting point for the campaign, which also involves the search for several magical artifacts for which the various power groups have their own uses.

What's important, without giving too much away, is that more secrets about the entire setting will be revealed in the course of the background story. Thus, the arrival of the humans in the Ravenlands is explained and appears in a different light, and another sinister threat comes into play. First, the sourcebook provides a basic overview of the region, which is characterized by volcanoes, ash fields, cliffs, and the demonic Crimson Forests. Then the book highlights the different kin and their roles and introduces the region and some selected locations. 

In terms of gameplay, the book also offers several new magic schools. First, there is the Magma Song, which is a variant of the Stone Song that can be used to manipulate fire and stones. There is also the school of Mentalism, which can be used to influence people's minds. Oneiromancy, a kind of dream magic, plays a unique role. For the followers of the Rust Church there is also Magnetism, another small magic school. Essential for the setting are also some potions, especially of the blue tar consecrated to the gods, and other things.

Of course, the book describes traveling in the Bloodmarch, and offers tables to roll for random encounters and terrain that suit the setting accordingly. 

The magical items of divine origin central to the setting are described in depth and covered in terms of rules. It is also essential to determine where the corresponding objects are located at the beginning of the campaign, for which there are sometimes several possibilities. After that, the core characters of the campaign are presented, of which there are quite a few. From the Horse Clan warrior who wants to unite the tribes to the leaders of the different churches who follow their secret missions to powers that can endanger the entire region, The Bloodmarch offers a complex and dynamic background. 

As expected for such a setting, there is also a bestiary with new monsters briefly described. The strange creatures encompass, e.g., the mechanical mecha built by the dwarves, dangerous plant creatures, and winged horses. Of course, the book features random encounters that can serve as a prelude to small adventures before the descriptions of places kick off in about the last third of the book.

The Bloodmarch follows the same path as the previous books in that it introduces places, their inhabitants, and story hooks, but there are no concrete adventures with a specific course of action. The campaign is based on the actions and initiative of the player characters. These scenarios can resolve quite differently depending on how the players proceed and how they antagonize or ally with the various other powers. Each adventure site offers hooks for the campaign before finally coming to an epic finale at some point. The book concludes with rumors for the player characters. Interestingly, these are not limited to the region but look at other areas and describe the overall world more precisely. On the other hand, the rumors already hint that other regions will probably soon be covered in future setting books. And again, it is possible that at the end of the campaign, another region of the game world will become accessible, which can be expected to be covered in a sourcebook in the future.

The Bloodmarch is a well-crafted sourcebook for Forbidden Lands, which is especially useful if you are more interested in a region among barren rocks, volcanic landscapes and horsemen clans instead of the previous settings of Ravenlands or Bitter Reach, or if you have successfully worked through the other regions and now want to follow the overall campaign to the next epic goal. The book is well written and atmospherically illustrated, so this sourcebook can definitely be recommended to Forbidden Lands game groups. The Bloodmarch presents an exciting campaign, fascinating non-player characters, a look at the wider background, and a few new magic schools and monsters.

(Björn Lippold)



Rating:
[5 of 5 Stars!]
Forbidden Lands: The Bloodmarch
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City of Gold 1 & 2 - A Solo Adventure site for Forbidden Lands
by Atra [Verified Purchaser] Date Added: 09/26/2023 16:15:00

City of Gold stands as a testament to what can be done with the solo/co-op/GMless rules found in Forbidden Land's Book of Beasts. Couple excellent storytelling with an impressive knowledge of the system and you have both a fun and engaging time that my table thoroughly enjoyed and left us excited for Holstrom's next release.



Rating:
[5 of 5 Stars!]
City of Gold 1 & 2 - A Solo Adventure site for Forbidden Lands
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Tales from the Loop: They Grow Up So Fast
by Björn L. [Verified Purchaser] Date Added: 09/26/2023 13:02:21
Growing up at the loop - a Mephisto review

They Grow Up So Fast

They Grow Up So Fast is a short campaign of four connected adventures for the role-playing game Tales from the Loop. The Norfolk Loop in Great Britain serves as the backdrop for the story, but the action can also be set in the other two settings, Sweden and America, with minor modifications. 

The book begins with a concise introduction that introduces the Loop in Norfolk and the surrounding area, giving an overview and setting the atmosphere for the period in England in the 1980s. After this brief introduction and an overview of the campaign, things can get started. 

The campaign, divided into four seasons, begins with the Easter Egg Hunt adventure in the spring, where the kids witness a strange incident. Through the events and against some odds, they should come into possession of a strange egg, which apparently comes from an alien life form. 

The story continues in the summer with The Best of What Might Be, where the egg's contents are revealed, and the player characters have to face a new challenge. 

The story escalates as the year progresses and finally comes to a conclusion in The Year's Last Loveliest Smile and You Can't Get Too Much in the fall and winter.

Without giving too much away about the story, They Grow Up So Fast is about the player characters having to take care of an alien creature that first has to be hidden and taken care of, but then brings more and more challenges. 

Of course, as usual in Tales from the Loop, the adults are no help here (and more of a problem). In fact, besides the challenges of the main story with a group of quarrelsome children and a dubious scientist, there are other antagonists that make the game exciting. 

What is also interesting here is the fact that the Norfolk Loop, which is run by the Ministry of Agriculture, Fisheries and Food, is being taken over step by step by Regional Geomagnetic Information Science, a division of the Ministry of Defense. This new management is quite willing to face challenges in a tougher way, which continues to change the atmosphere around the Loop and creates additional challenges.

Basically, The Grow Up So Fast offers an exciting four-part story that starts slowly in the first episodes, increases significantly in stakes, and occasionally offers interesting new challenges for the players. 

At some points, the approaches to solving the problem are described relatively simply for my taste, especially when it comes to how the kids cheat their way past government officials or fast-talk them with just a short roll of the dice. But the idea that the characters here can solve the challenges with simple tests and a few tricks at the end is probably just part of the genre conventions. If you are still looking for a small campaign with more adventures around the Loop, you can find an atmospheric mini-campaign in They Grow Up So Fast.

(Björn Lippold)



Rating:
[5 of 5 Stars!]
Tales from the Loop: They Grow Up So Fast
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Tales from the Loop RPG Starter Set
by Björn L. [Verified Purchaser] Date Added: 09/25/2023 13:48:16
Get the Loop running - a Mephisto review

Tales from the Loop Starter Set

As usual for Free League, there is also a Starter Set for the 1980s children's role-playing game Tales from the Loop. This consists of two booklets, pre-made characters, and a map.

It starts with the rule book, which summarizes the rules and background for Tales from the Loop in just over 30 pages. The game is set in an alternate version of the 1980s, where scientific breakthroughs have provided robots and other technological achievements such as hovering ships. Players take on the roles of children between the ages of 10 and 15 living near the Loop, a particle accelerator that is the center of technical breakthroughs but also strange phenomena.

The game mechanics are based on rolling attributes and skills together in the form of d6s, with each six being a success. Usually, a single success is enough, but rolls can be pushed or repeated with Luck. Since players play children as characters, player characters cannot die here, but they can be affected or incapacitated by various conditions.

The rule book briefly summarizes the rules and introduces the game background, how the alternate 1980s came to be, and what they look like. This background is always presented with lists of movies, music and similar aspects from that time. The rule book is also dedicated to playing the game and how to bring the background into the game accordingly. It also offers ideas on how players can help shape the background.

With this very compact rule book, the adventure The Recycled Boy can be played right away using the pre-generated player characters. In a handful of scenes, the characters experience a small story that fits well into the background of Tales from the Loop and also very much involves the personal connections between the characters. Because this is also an aspect of Tales from the Loop: in addition to the secrets that need to be uncovered, the characters' normal lives also play a role.

In just under 20 pages, you get an adventure that can ideally be played in one game session. The five pre-generated player characters, who have interesting relationships with each other, as well as a map of the Loop in Sweden as well as in the USA, complete the set.

The Tales from the Loop Starter Set is well suited for quickly introducing the rules and setting of Tales from the Loop, and that for a small price. Of course, as with most of these starter sets, there are no character creation rules, so once you start enjoying the game, you will need the core rules as well.

(Björn Lippold)



Rating:
[5 of 5 Stars!]
Tales from the Loop RPG Starter Set
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Forbidden Lands - Solo Expansion BETA
by Miguel S. [Verified Purchaser] Date Added: 09/24/2023 12:10:31

I have been playing Forbidden Lands solitaire for a short time and this manual is a great improvement over the Book of Beast rules. I'm waiting for the finished version of the manual to purchase it, especially for the Foundry tables.



Rating:
[5 of 5 Stars!]
Forbidden Lands - Solo Expansion BETA
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PIRATE BORG Core Book
by Nick M. [Verified Purchaser] Date Added: 09/23/2023 08:43:47

Pirate Borg brings a special flavor to the fantasy pirate genre and comes with TONS of useful tables to bring inspiration to a group or solo game. Please check out my more in depth review here:

https://penanddie.com/2023/09/23/pirate-borg-review/



Rating:
[5 of 5 Stars!]
PIRATE BORG Core Book
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PIRATE BORG Core Book
by Björn L. [Verified Purchaser] Date Added: 09/23/2023 05:41:50

Surrender your ships, resistance is futile.

Pirate Borg

Pirate Borg has now been released as a spin-off of the fantasy role-playing game Mörk Borg, which shifts the setting from classic OSR fantasy to a pirate background. The setting for Pirate Borg is called The Dark Caribbean, a gritty interpretation of a pirate-controlled Caribbean. As expected, this is not so much a historical simulation of real piracy. Instead, you quickly notice that the world comprises set pieces like Monkey Island, Sid Meier's Pirates, Pirates of the Caribbean series, and other fictional elements.

The Dark Caribbean is a dangerous place since, besides the colonial powers of England, France, and Spain together with the Inquisition, undead, monsters from the deep sea and bizarre cults also make the Caribbean a frightening place. An undead epidemic threatens the islands of this gloomy version of the Caribbean, so zombies, skeletons, drowned sailors, and the like are omnipresent.

The player characters take on the role of a pirate crew, and the individual crew members are quickly and easily created by a few dice rolls as they are for Mörk Borg. Here again, the usual five attributes are rolled out on a scale of 3 to 18 and then confer an appropriate modifier. In the game, only the modifier counts. Players can play a classless character or choose one of the six primary classes and, for more variety, two additional classes.

Among the primary classes are the Brute, a tough fighter, and the Rapscallion, whose abilities are defined by game cards during character creation and who fulfills a rogue's role. On the other hand, the Buccaneer is particularly good with flintlock weapons, while the Swashbuckler stands out for his sword-fighting style. But there are also “magical” classes, such as the Zealot, who performs magic with his prayers, and the Sorcerer, who appears as a voodoo-practicing mage. Two additional classes can be used to modify the existing classes. As a Haunted Soul, the character has a supernatural background, e.g., as a ghost or vampire. With the Tall Tale class addition, merfolk, mutants, and intelligent animals come into play.

Character creation is quick. The stats are determined by dice rolls, and then the traits from the character class are added. In addition, further dice rolls provide clothing and, very importantly, a hat. There is additional starting equipment, and then you can start adventuring. Of course, the book offers tables for weapons and equipment but also provides character disadvantages, physical characteristics, background aspects, and the like – as usual for the OSR approach – in detailed tables.

Furthermore, characters can be equipped with ancient relics, and arcane rituals and sea shanties provide them with opportunities for further advantages. Here, the arcane rituals are an interpretation of magic, while the sea shanties play a role during sea battles. In fact, a good portion of the rules take up the topic of sea battles. Here, maneuver rules for ships and boats are presented, as well as rules for wind, random tables for encounters, and especially game statistics for a whole arsenal of vessels, from small cobbled-together rafts to heavy ships of the line. In addition, there are some ghost ships and other horrors of the sea.

The monsters that Pirate Bork has to offer are also varied and bizarre. You will find everything from bilge rats and three-headed monkeys to giant kraken, zombies, sea turtles, and even strange plants. More detail is given to the monster groups of skeletons, zombies, and ghosts, which can often be enemy pirate crews. However, human opponents, such as the colonial powers and evil necromancers, can also appear.

If you want to start playing immediately, you can use dice and appropriate tables for just about everything. Encounters with ships at sea and their cargo, scenarios for abandoned ships, treasure maps, unknown islands, and even small missions are summarized through random tables. If more is needed, The Curse of Skeleton Point is less an adventure than a small sandbox scenario of an island with several things to explore, offering ideas for several game nights. From the disappeared governor's daughter to hidden temples in the jungle, witches, and an old fortress inhabited by the undead, the island has a lot to offer.

Pirate Borg also stays true to the principles of Mörk Borg. The rules are simple, quick to learn, and reminiscent of typical OSR rules. The setting comes across as gritty and dirty, and when in doubt, the approach to the game is to simply roll some dice on the countless random tables. Like the other Borg games, Pirate Borg has an extreme layout where large-scale drawings, extreme colors, and wild typography meet (and clash). My impression here, though, is that the style captures the setting much better. The presentation is still very extreme, but it spreads more atmosphere and fits better with the style of the game.

As with the other Borg games, Pirate Borg will divide opinions. If you are looking for a detailed, mechanistically complex, and demanding role-playing game that has a lot of background to offer, this is not your game. However, if you want to play a pirate role-playing game in which you can set sail in a few minutes and experience extremely wild adventures, in my opinion, you will find the best variant of the previous Borg games here. Indeed, the setting with giant kraken, mermaids, undead and depraved pirates is coherent with the rules system. It is also very helpful that, besides the PDF of the rule book itself, a reduced form is provided as a handout for players, in which the important rules for the players can be found.

(Björn Lippold)



Rating:
[5 of 5 Stars!]
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CY_BORG Core Rules
by Chris M. [Verified Purchaser] Date Added: 09/22/2023 13:55:03

Cyberpunk MORK BORG, what else do you need to know? Fantastic game



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[5 of 5 Stars!]
CY_BORG Core Rules
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Goods & Sundries I - Expanded Equipment
by Ryan [Verified Purchaser] Date Added: 09/18/2023 08:43:27

This is an essential supplement for anyone wanting to enhance their Vaesen campaign. Every item is well thought out and adds to the world that a GM can build within the game.



Rating:
[5 of 5 Stars!]
Goods & Sundries I - Expanded Equipment
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Vaesen: Духи та монстри Міфічної України
by Stanislav P. [Verified Purchaser] Date Added: 09/14/2023 09:57:16

Прекрасна книга як для безпосередньо системи Весен, так і просто як джерело натхнення та ідей для включення української міфології в свої ігри в любих системах. Дуже рекомендую!



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[5 of 5 Stars!]
Vaesen: Духи та монстри Міфічної України
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Vaesen: Духи та монстри Міфічної України
by Vlad D. [Verified Purchaser] Date Added: 09/14/2023 07:31:32

Дуже гарні зачіпки на майбутні пригоди і чудові арти. Поки не водив ігри саме з цими Весенами, але надіюся згодом це виправити. Можливо тоді зможу добавити ще щось)



Rating:
[5 of 5 Stars!]
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NPC Generator for Twilight: 2000
by Sergio D. [Verified Purchaser] Date Added: 09/11/2023 04:22:52

This module is a must-have: it's easy to use and has a direct impact on your game's quality. Every game system should have something similar. I hope the author makes versions for fantasy and sci-fi games.



Rating:
[5 of 5 Stars!]
NPC Generator for Twilight: 2000
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Creator Reply:
Thanks! Glad you found it useful! I've uloaded a new update today, v1.1.7, with randomized supply of ammunition Feel free to try it out.
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Vaesen: Духи та монстри Міфічної України
by Alona S. [Verified Purchaser] Date Added: 09/10/2023 15:17:31

Це прекрасно! Арти - вогонь! Дуже подобається, що зʼявляється все більше якісного нрі-контенту (і книжечок, на моє щастя)) українською. Якщо ви ще думаєте, чи додати цю книжку в свою бібліотеку - не думайте. Вона крутезна)



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[5 of 5 Stars!]
Vaesen: Духи та монстри Міфічної України
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