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The One Ring™ Core Rules
by Seb G. [Verified Purchaser] Date Added: 05/12/2022 15:37:29

Great game, used to play Adventures in Middle Earth, which is also great, but the 5E rules did not reflect the particulars of Tolkien's world as well as these.



Rating:
[5 of 5 Stars!]
The One Ring™ Core Rules
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Abandoned Crypt of the Iron Eye - An adventure site for Forbidden Lands
by Lloyd W. [Verified Purchaser] Date Added: 05/07/2022 00:30:17

Forbidden lands being a huge sandbox, it's full of these little dungeons and adventure sites that players can walk to at any time that are tangents to the major adventure sites presented in Raven's Purge or Bitter Reach. What's an unprepped GM to do? Well, spend a dollar and grab this little guy as backup. Clear, creative, and easy to run, and is even complete with an appropriate legend. Great stuff.



Rating:
[5 of 5 Stars!]
Abandoned Crypt of the Iron Eye - An adventure site for Forbidden Lands
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Death in Space Core Rules
by Björn L. [Verified Purchaser] Date Added: 05/04/2022 13:26:52
In space no one can hear you die - a Mephisto review

Death in Space

The universe is collapsing. The Void, a strange presence that infects and corrupts everything, is the messenger of this collapse. Strange creatures from the edge of the universe are invading civilized systems. Are these stories just old wives' tales or a real threat? Even for the civilized worlds, all is not well. The Gemstone War soon broke out after unique gemstones were found in the Tenebris system, irreplaceable for advanced technologies. The war has no real winners and only losers, as the supply of Gemstones has dried up. Therefore, everything is recycled over and over again and worn down piece by piece like this. In this world of inevitable decay and with its mysterious threat, one's reputation and contracts are what keep one alive (probably) ...

Players do not know what to expect from the title of some role-playing games. With Death in Space, the name does not leave them guessing. Death in Space is a science-fiction role-playing game that builds its light rules on an old-school foundation – with simple stats, many random rolls, and random tables. Only four game statistics – Body, Dexterity, Savvy, and Tech – are required and range from -3 to +3. Rolls are made with a d20 against a minimum roll of 12 using these modifiers. There are rolls with an advantage or disadvantage, which means rolling two d20s and taking the better (advantage) or worse one (disadvantage). These mechanisms define the core of the rules already.

In addition to stats, an origin is rolled at character creation, allowing the choice of one of two advantages. The origin types are also darkly bizarre: as Chrome you are an ancient AI in an organic body, as Solpod you spend most of your time in cryogenic sleep and thus exist for eternities, and as Velocity Cursed you have already lost touch with reality. Thereafter, a few details are rolled out, and stats are determined – and you're almost ready to go.

As a special feature, there are the Void Points, which can be used to buy advantages or activate cosmic mutations as special powers. However, they also pose the risk of corrupting the character.

The next step is creating the hub, which can be a spaceship or space station that connects the characters. Here, too, game stats and many strange backgrounds and peculiarities give the setting its atmosphere. For example, the hub may be infamous for a riot or massacre, and the interior is painted in luminescent paint.

Besides rules for combat (including space combat, which relies more on boarding maneuvers to avoid destroying valuable ships), most other rules revolve around equipment degradation and repair. The approach that everything breaks, is recycled, and gets more and more used up is built into the rules. Besides that, there are a few mechanisms for activities and travel in space.

The book introduces the Tenebris system as a standard background and offers a scenario with a conflict to keep the players busy, but without prescribing a solution. Equipment, modules to expand the hub, and many random tables round out the book.

The layout of Death in Space, like the rules, is deliberately retro. An old computer font in white on black pages, monochrome (but not always black and white) illustrations, which sometimes have the detailed drawing style of fictional spaceship blueprints from the 80s, define the tone here. Take the gritty background, the consistent and unusual layout, and the simple, hardcore old-school rules, and you find the same principles as in Mörk Borg, even if Death in Space has its own less over-the-top but no less gritty flair. The book conveys its style very well and leaves plenty of room for the individual group to fill the collapsing universe with their ideas. Characters are quickly created – and, presumably, die quickly. The book is brutally honest enough to let the character creation end with the words "This was the last step, have a nice death in space".

If you like old-school rules, gritty settings, and dystopian sci-fi (or if you have always wanted to know what would happen if someone had cross-bred D&D with Alien in the 1980s), Death in Space is a very well and consistently implemented role-playing game that is presented in style.

(Björn Lippold)



Rating:
[4 of 5 Stars!]
Death in Space Core Rules
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Black Rose Keep
by Stephen R. [Verified Purchaser] Date Added: 05/02/2022 06:17:55

I ran this adventure last night as part of my Raven's Purge campaign. I think my players were entertained and I certianly had fun running it. We completed most of the location in a 2.5 hour session. If I have one critisism it is the main enemy is described as having a weakness but that weakness is not laid out mechanically, unless I am missing something. I would run this again for another group.



Rating:
[5 of 5 Stars!]
Black Rose Keep
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CY_BORG
by billy h. [Verified Purchaser] Date Added: 05/02/2022 00:49:16

This is a really really cool system. It has a bit more crunch compared to something like Mork Borg (my favorite system) but remains very light on rules without sacraficing depth. Can't wait to see some published adventures for it.



Rating:
[5 of 5 Stars!]
CY_BORG
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Death in Space Core Rules
by RONALD P. [Verified Purchaser] Date Added: 04/29/2022 22:47:02

Fairly light take on the genre. MOTHERSHIP and its products are so similar to this you can probably use them together.



Rating:
[3 of 5 Stars!]
Death in Space Core Rules
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Death in Space Core Rules
by Ivan H. [Verified Purchaser] Date Added: 04/27/2022 14:08:12

A grim, dark, grimy science fiction game where life is cheap, and resources are worth gold. Imagine a lovechild of Mörk Borg and The Expanse. Et voilá ^^

Highly, HIGHLY recommended. Beautiful artwork, simply amazing setting.



Rating:
[5 of 5 Stars!]
MÖRK BORG CULT: HERETIC
by Björn L. [Verified Purchaser] Date Added: 04/27/2022 11:45:55

Heretical expansions - a Mephisto review

Mörk Borg Cult Heretic

Under the title Heretic, another volume on Mörk Bork has been published, mixing material from the original authors with fan contributions from the Mörk Borg Cult. As in Ferectory, the book presents a wild mix in the even wilder layout typical of Mörk Borg.

For example, the book begins with tables to quickly roll out a bizarre cult for player characters to clash with. Unheroic Feats offers 36 feats to enhance the characters as an alternative system. The selection of feats fits the tone of Mörk Borg: from the Bone Crafter, who can craft weapons and armor from human bones to the Negotiator, who can de-escalate fights, the selection features some strange and/or horrible character upgrades. In addition, there are two new character classes like the Sacrilegious Songbirg - the gloomy interpretation of a bard - and the self-mutilating Shedding Vicar.

The book also has adventures to offer: in Grave left wanting, the characters must escape a graveyard. Bloat features a dangerous dungeon. In Selpuchre of the Swamp Witch, the player characters can explore the tomb, possibly meeting the Swamp Witch, likely experimenting with a dangerous altar, and probably dying a brutal death.

In addition, new monsters include the Bone Bowyer, the Bitor, and the Rotten Nurse - the latter with another dungeon adventure.

You are cursed allows to punish characters with the roll of a d20 to inflict nasty, unusual, and gruesome curses - and provides starting points on how to break the curse - which, however, is rarely much more pleasant.

On the other hand, The Merchant offers characters "interesting" artifacts - for a price. If these tools aren't dangerous enough, Blackpowder Weapons for the Rich and Foolhardy lets you upgrade further, from pistols to cannons.

Heretic is a chaotic mix of entries in the game's intense layout with gloomy images, brutal colors, and extreme typography. The gruesome world of Mörk Borg is expanded with more horrors, and the book offers many more ways to make characters die a bizarre, brutal, and, if necessary, senseless death. If you like Mörk Borg, you'll get an excellent addition to this extreme setting.

(Björn Lippold)



Rating:
[4 of 5 Stars!]
MÖRK BORG CULT: HERETIC
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THE BUNKER
by Jesper L. [Verified Purchaser] Date Added: 04/27/2022 04:10:45

And here it is - the thrilling conclusion to the 'Fairytale on the Vistula' series. and what an ending it is! Thoroughly satisfying set-up, compelling, believeable characters and just enough cinematics to make your imagination fire on all cylinders (and a few you didn't know you had..)

The author clearly knows his stuff - History is flawlessly integrated in a scenario that you just HAVE to win...otherwise...

Loving the old East German Kommissar (no, the police kind) with the soft hat and cigar, the 'nazi' twins and the female scientist with the Quest. And in the middle, us - having to save what is left.

This series has really re-stoked our interest in TW2000 (and rpg'ing in general..). A wonderful trip it is, indeed.

Five shining stars.

Please - keep "em coming, mr. Worthy.. you're doing great!



Rating:
[5 of 5 Stars!]
THE BUNKER
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Mythic Japan - Vaesen Setting Expansion
by Lucas D. [Verified Purchaser] Date Added: 04/26/2022 20:28:35

Holy moly! Truly took away a lot of the heavy lifting for the GM and transported The Society and players to Japan in a beautiful way. I can't wait to apply this vivid world to my next Vaesen game.



Rating:
[5 of 5 Stars!]
Mythic Japan - Vaesen Setting Expansion
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Death in Space Core Rules
by Jacob S. [Verified Purchaser] Date Added: 04/25/2022 01:28:01

Tested a short modul, converted from Alien rpg, i like the mechanics, but the Alien rpg has more power and stress.

If i wanted to run a longer campagin in a dark sci-fi world, this is a great choice. I like to explore this some more :D

GM Workshop by Nerdy Productions.



Rating:
[4 of 5 Stars!]
Death in Space Core Rules
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CZTERY - Mystery Scenarios for T2K4
by Daniel R. [Verified Purchaser] Date Added: 04/24/2022 15:57:42

Really interesting insight in Polish folklore. It sets the stage for some awfully mysterious, eerie and well researched atmosphere. Love the characters and mood elements. Too bad it's kind of hard bound to a polish setting though, but I understand why, since it would have been completely different for most parts with another folklore tradition. I learned a lot however, and that's always a good review.



Rating:
[5 of 5 Stars!]
CZTERY - Mystery Scenarios for T2K4
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Creator Reply:
Thanks, Daniel. Swapping out some of the elements (the Eagle, for instance) would be easy though Turon would be harder. Thanks for your kind words.
Coriolis - The Third Horizon Core Book
by Christopher L. [Verified Purchaser] Date Added: 04/24/2022 03:05:23

Coriolis is my single favorite RPG after 10 years of GMing systems spanning both the pantheon of the hobby and lesser-known gems. In addition to an incredibly stylish universe in the Third Horizon--I particularly love the detail in the game's religion, Icon worship--Coriolis has approachable ship combat rules and the best table resource mechanic I've ever employed.

What I love:

  • Two peoples, the Firstcome and Zenithians, are separated by time but not space, both longing for the paradise lost of Al Ardha--Earth.
  • Spiritual-based fantasy mixed with high tech gives the same great vibes as Deep Space Nine, but with a totally different flair. Coriolis very much delivers on "1001 Nights in Space."
  • Technology in the Third Horizon has a distinct flavor. The computer skill is called "Data Djinn," implying you have a sort of attunement to the spirit of technology.
  • Icon worship. The religion permeates everything, even extending into the calendar (one month for each icon + 3 holy days). There's a sacrament for each icon. Daily prayers are mechanically relevant.
  • Darkness points. Unlike FATE's Fate Points or Genesys' Story Points, there is no limit to this resource on the player side. Players can gain a benefit from praying to the icons at any time, but it gives the GM a resource to introduce very interesting challenges--environmental disasters, system failures, jammed weapons, reinforcements, and mystical powers of the Dark Between the Stars...
  • Gear crunch is just right. It's not Shadowrun overcomplicated, but there are prices listed for climate-controlled tents, small land vehicles, concealable weapons, data chips, implants, and all manner of ship modules.
  • The book's art is phenomenal.
  • If you pick up the Atlas Compendium, the rollable tables for adventure generation are the best random tables I've come across. Even just reading them can spark the imagination.

What I don't love:

  • In my games, I've ruled PCs can't have Mystic Powers. I wanted to keep the magical elements of the setting a bit spooky and "beyond" the PCs.
  • The book's organization is less than excellent, but not to the point that it's unusable as a mid-session reference.
  • In particular, all the information required to make a portal jump is scattered throughout a few chapters. The frequency of bulk haulers (which gives an opportunity for a discount... somehow; it's not clear), the cost of having your course plotted (or the difficulty/consequences of plotting your own), the way your ship's traits play into everything, the time it takes to enter hypersleep--most of these are in the book, they're just not together. Some are only in tables. As a result, space combat is easier to handle than noncombat travel if you need to traverse multiple systems.


Rating:
[5 of 5 Stars!]
Coriolis - The Third Horizon Core Book
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The One Ring™ Core Rules
by Gavin J. [Verified Purchaser] Date Added: 04/22/2022 18:46:27

Hasn't been updated with the errata, even though they state in the errata that for some of it to just wait for the updated PDF (in other words, there are mistakes which they won't even tell us about) It's now been 3 months and no update. Free League have burnt me as a kickstarter backer as they don't respond to requests about when it will be updated.



Rating:
[2 of 5 Stars!]
The One Ring™ Core Rules
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THE BRIDGE
by simon s. [Verified Purchaser] Date Added: 04/14/2022 03:14:01

i lived this adventure. such a great starting point for with loads if options to create future adve tures or tag into my own adventure I am currently running. my group loved playing it as the system and style is very different to what we normally place.



Rating:
[5 of 5 Stars!]
THE BRIDGE
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