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Issue #45 of Wisdom From The Wasteland presents mutant dinosaurs, let me let that soak into your post apocalyptic wasteland of Mutant Future. This issue presents the DM with all kinds of opportunities for mayhem and incredibly creative adventure ideas for Mutant Future. The issue is only meat and veggies for those ideas but its very well put together and thought out Mutant Future primeval madness.
The everything is right there for a DM to create his or her own 'lost world' of mutants adventure. The Skirmisher crew has been doing these for a long time and knows what the hell their doing with WoW and here's another fine example. There's a ton here to use if the DM angles this and other offerings of this issue then this could well be a very nicely done Mutant Future campaign corner stone for only a dollar.
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The material is with a problem from the "my libray" download section, but I could download it from the product main page.
Very good hint from any campaigns, independent from genres.
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This is my second review of a Wisdom from the Wasteland issue.
Like the others, this is a small collection of super-science technology for Labyrinth Lord / Mutant Future. If you're looking for unusual items to spring on players, this is a good buy. The accompanying artwork could be better but that's my only real complaint.
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Skirmisher Publishing has released another in a line of inexpensive little PDFs that will make a GMs game a bit better
100 Oddities for a Creepy House is a fine example of what just a few details can do for a RPG game. There isnt anything ground breaking here, just a few lists to add some detail and some flourish to any haunted house. While the feel is mostly for a modern setting, just a few tweeks and these Oddities can be used in nearly any setting.
There is also a short article about how to use the list and how to expand the items into plot hooks
I like the pay as you go style of price setting. I paid$ 1.25 and the PDF was totally worth it.
I should add that the mini book here is well laid out, easy to read and prints nicely in my laser printer.
For the cost of a cola or a candybar, this is a great little gem.....dont just stand there, buy this PDF so we can get more...
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This collection of super-science artifacts are specifically for Mutant Future (with the aid of Labyrinth Lord's Advanced Edition Companion). Each has several capabilities, alternative uses, side-effects, etc. and they correspond with a mutant power, spell, or whatnot from one of those two books. However, GMs without any Labyrinth Lord or Mutant Future tomes (such as myself) can easily deduce their purpose.
The artifacts are described at length. There are no three sentence objects or items here. So, the Oasis in a Pill, Orange Block, or Palace of Bones (my personal favorite) are a big deal. Big enough that an entire session should probably be built around them, if not a campaign. That's great for GMs who want to throw a quick adventure together in a matter of minutes - focus on an artifact! Of course, the Mother Seed could be plopped down inside a single encounter. Yet, that would be under-using it and the others, in my opinion.
The art is less than stellar. That's something I hope improves as this series continues but as complaints go, that's a minor one. For the price, this is a must-have for Mutant Future GMs, as well as, being a good value for any post-apocalyptic RPG.
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This is great little piece of work by the Skirmisher Publishing group. This piece adds a nasty haunted cherry right on top of your old school horror game or a post apocalyptic adventure. This eight page piece of horror fueled nastiness is a great system neutral piece of work that you could add right into your own campaign right now. From Call of Cthulhu to even a OD&D style of Gothic adventure campaign this is a great addition to the DM's arsenal of tricks and traps that adds a nice haunted bit The price is right, the ideas fresh, the horror perfect for an evening's horror fueled adventure.
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Wisdom The Wastelands are one of those series of publications that you don't think that you need as a DM but are a real necessity. Issue three is really a lovely stop gap of artifacts and weaponry that can offer PC's or the NPC villain that icing on the top of the post apocalyptic cake. A lot of effort goes into balancing the ideas & offerings get created by the Skirmishing folks. Issue #3 is a very well done and well thought out offering for Mutant Future. This is one of those must have issues and a good solid entry in the post apocalyptic offerings from the Skirmisher Publishing.
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Having always liked Gnolls for some odd reason, I eagerly delved into this publication! I found this most excellent and to quote another reviewer.. fun as well! Kudos to the author for this. Well done!
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As usual, the lads from Skirmisher have done another fun little gem for the Mutant Future game.
This little Wisdom zine has some cool, if not a little outlandish, Artifacts that will spice up any post-apocalyptic setting a GM could run.
This selection of items are a bit on the very high tech side of the scale, making them almost magical in effect, but that was what the author was going for, and for the most part it works pretty well
The healing bot is the best of the group, as its abilities are useful, but come at a cost and has the added bonus of being the starting or ending point of a grand adventure. The potential comedy effects of the healing device are also full of gaming goodness.
For a dollar, you just cant go wrong with most of the Wisdom line. I hope at some point, a collection of these issues under one cover comes out.
I gave it a 5 star rating, for usefulness, a very good layout and general giggles at some of the items......Remember Mutant Future is a totally over the top game and setting, subtle is not one of its strong points....so keep that in mind when reading .......
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Have been doing tabletop war games since 1976, especially Medieval . I found these rules very easy to read and follow, they are very well thought out , a new player to the game could understand the game in a few minutes and have a fun time too. I enjoyed them very much and hope other will too .
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Miniatures…. miniatures… miniatures.
We love them. The heft of a metal miniature in your hand as you place it on the tabletop playing field. The admiration of the skill and patience needed to paint them, often 3 or 4 layers of paint. Each action, painstakingly precise to make each brushstroke sing.
Me however, I am just as effective at painting a miniature with a fine tipped brush as I would be shooting it with a paintball gun.
That is why I love the Skirmisher Publishing LLC’s Cardstock Characters for the Swords of Kos Fantasy Campaign Setting; The Heroes and Monsters of the Necropolis.
The guys and girls at Skirmisher have taken their famed setting and brought it to the physical world with this publication. Amanda Kahl has surpassed herself with her artwork, breathing life into the characters from Kos. The descriptions of the main characters allow for quick gameplay as well as easy transition into your own game setting. The level of detail in the constructing the Cardstock Characters is methodical and precise to a fault. I dare say IKEA instructions would look like indecipherable hieroglyphics in comparison.
Whether printed in colour or black and white, these card miniatures are fantastic and will suit any gaming table, and would be an asset to any serious gamer’s repertoire.
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A great source for the budding game retailer out there. It provides a wealth of information ranging from startup, inventory control and managing the business in a variety of settings. Combined with personal experience and careful research, this may be an invaluable tool to the entrepreneur.
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Very nice, giving broad details and outlines along with symbols and a starting basis for traditions and such for each cult, this generator can get things going for any GM who is needing a quick antagonist group in a hurry. An excellent tool in my opinion.
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This is the kind of resource that you never knew you needed until you have it in your hands (or at least, on your computer screen)! It is the nature of things that adventurers will have, ah, certain needs and may need to associate with those of 'negotiable affection' to have those needs satisfied; sometimes an adventure may even involve a visit to such an establishment... I remember a very embarassed Paladin in a Dungeons & Dragons game who was required to interview the Madam of one of the town's houses of ill repute during a murder investigation - as the DM, it was quite entertaining to watch the player squirm!
Here then is a series of tables to enable you to generate 'instant' brothels whenever the need arises. Everything from the name of the establishment to which fetishes they cater to, what diseases incautious patrons may catch, the rules of the house (and the penalties for breaking them)... even the 'signature moves' of those who work there can be determined.
Perhaps your character's pillow partner for the night claims to be a writer doing research for a book... maybe the establishment hides behind the facade of the Friendly Local Game Store... and of course your character does know that there's to be no spellcasting on the premises - because he'll find himself getting a spanking if he does!
You may find that a visit to the house of ill repute becomes a feature of future adventures rather than an aside after a night in the tavern once you start using this resource.
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