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Fantasia: Devil's Mountain--Module M10
by Oliver R. [Verified Purchaser] Date Added: 11/28/2021 14:39:11

A good little module.

Pros

  • good arthurian legend feel. Creepy mountain - ruined castle - spirits of lost maidens - holy spirits seeking answers to test worthy knights.

  • Good mystery ambience. Perfect for a side quest for paladins and lawful clerics.

  • Cheap as chips

Cons

  • no maps-  I could just follow but it was hard. Suggest author at least put in a simple map.
  • generic so no stats for use with dungeoons and dragons. Suggest putting in the basics - hps, ac, spells etc.
  • somewhat railroad - seems to be only one real way to go, one answer to questions, comments like no matter what PCs say spirit girls get angry and attack.

Worth picking up given how cheap it is for a creepy mountain context piece.

Oliver



Rating:
[3 of 5 Stars!]
Fantasia: Devil's Mountain--Module M10
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Pirates: Ye Olde Core Rules
by Ben C. [Verified Purchaser] Date Added: 04/25/2018 15:07:19

Wow. This entire product line appears to be the work of a single designer who deserves A LOT of credit for his labor of love to the pirate genre. A long time GM, I prefer my RPG genres to each feature a distinct ruleset. I hate playing RPGs that share rules, it just feels cheesy to me. I've been looking for a pirate RPG for years, but because of wanting a distinct ruleset and a mostly-historical approach (no spells, undead crew, or made-up islands) it's been a long, fruitless search. Historically based pirating is such an amazingly rich RPG playground, it's mystifying there hasn't been more entries in the genre.

And then I found this. Bravo, Mr. DeMille! While the design is, as it states right up front, deliberately simple (there's a d12 roll for anything) the product line covers THE ENTIRETY of what you need. The scope is really impressive - I did not expect to find the entire world of pirating presented, from Asia to the Caribbean to the Barbary Coast. Nice! The designer clearly dug deep into pirating history, and general period history, and it shows.

That said, the ruleset is a little TOO simple and abstract in areas, to my taste. Mostly regarding ship-to-ship combat. I feel it's essential for the players, as officers of the ship, to each have a meaningful role in ship operations (the helmsman, the boatswain, the cannoneer, the doctor, the carpenter, etc) and for it to be a shared survival effort with alot of tension. It also needs to have some level of tactical specificity, due to the all important effect of the winds which can make or break an engagement. As the rules stand, there is no stated adjustment for winds, for range to target, for which side of the ship is facing the target, for a ship's combat speed unless fleeing, there are no different cannon sizes, etc. So while I fully agree with the overall design direction of being story-focused more than dice-focused, and allowing the GM the freedom and responsibility to weave that story - I think the game would benefit from more detail in the ship combat section in particular. So my home brew version does just that. I mean, ultimately, what RPG doesn't require the GM to tweak it to his taste?

I also love the style of these books, from using classic period artwork to the rambling prose of the writing. It's like listening to an old salt sitting on a barrel telling you all about "'tis here piratin' game". Admittedly it can be annoying when you just want to get to the meat of it, but it's appropriate flavor that's fully appreciated. Finally I'll add that the books could greatly benefit by more examples of rules in action - there's precious few.

Overall, a wonderfully conceived and presented pirate game, from someone who clearly loves the material as I do. The game will live on with flying colors at my house. And for that, I give a hearty "Yarr!"



Rating:
[4 of 5 Stars!]
Pirates: Ye Olde Core Rules
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Starquest: Celendrian system—campaign setting
by David D. [Verified Purchaser] Date Added: 12/07/2017 12:31:05

The author has decided to take the opportunity of this publishing to show off his prose writing ability. Unfortunately his writing ability is subpar, unfocused and distracting from any merits of the product. It never gets to speak for itself as a setting. It's always revealed through the lens of the author's bad writing and rambling musings.



Rating:
[1 of 5 Stars!]
Starquest: Celendrian system—campaign setting
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Pirates: Ye Olde Core Rules
by Alexander M. [Verified Purchaser] Date Added: 05/20/2016 12:54:19

Given that I am a d20 System and Pathfinder player, I didn't buy this book for the rules, but for the flavor. I wanted to put a Pirate movie style campaign ahead using d20 rules and Pirates! as inspiration. In seeking that goal, this book serves admirably. The Good Very solid basis for quasi-historical fantasy. Roleplaying is stressed, with simple advice on how to play several different archetypes. Even from the perspective of playing this as Pathfinder, offering bonus XP or Hero Points rewards instead of Adventure Points makes perfect sense when following this game's advice on how to reward players who understand their archetypes and play well. There is a system in place for adjudicating ships, crewmen, and goods that makes sense in the context of the game world. Unlike in Pirates! or the later game Uncharted Waters, you can't store goods in the hold for as long as you need to get them sold. One really does need to be mindful of what one is storing, and like in Pirates!, one must be mindful of the morale of his men, or the officers will be forced to lead a mutiny. Several Infamous pirate flags are listed in the book, allowing players the inspiration to create their own infamous flag. There is a nice Gazetteer of Ships available too, and of course, unlike in the Pirates! video game, nothing stops the PCs from purchasing ships from ports for their voyages. There is also a system of ship-to-ship combat, complete with strategies before and after boarding. The Character Generation rules in this game are nicely done, giving a good selection of archetypes without encumbering the system with endless character classes. Character combat in the game assumes injuries, not points, so combat feels more realistic and deadly. The Bad The realism of the system is the only thing I have trouble with. I understand that it keeps things moving, but some players might not like the idea of winning a fight only to die later of one's injuries. The life of a pirate is rough indeed. Still, overall, I like this game, even as a system unto itself.



Rating:
[5 of 5 Stars!]
Pirates: Ye Olde Core Rules
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Pirates: Downloads Pack One--free mini-adventures
by A customer [Verified Purchaser] Date Added: 02/19/2016 15:49:57

Ok, it's a free download, but it was worth it.

The presentation is marred by excerable grammar and sentence construction that seems to be an attempt to sound archaic or poetic but actually comes across as juvenile.

There are some interesting adventure seeds here, but the scenarios either don't make sense, or are so poorly explained that they seem to be missing key elements of story or background. In terms of game mechanics, the descriptions are very similar to 1E D&D, with lots of "there is no way to pick this lock" or "this monster cannot be killed".

In short, don't expect turn-key adventures here - you'll have to work to get those seeds to bear useful fruit.



Rating:
[2 of 5 Stars!]
Pirates: Downloads Pack One--free mini-adventures
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Pirates: Downloads Pack One--free mini-adventures
by Donald R. [Verified Purchaser] Date Added: 03/17/2013 08:36:40

Read thru these seems very easy to adapt these into any D&D game. Just add a few rooms to each encounter and you got an easy two sessions of game play. Gonna end up using 3 of these 6 free adventures. But great if you want to run a pirate game.



Rating:
[4 of 5 Stars!]
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Pirates: Ye Olde Core Rules
by john b. [Verified Purchaser] Date Added: 11/09/2012 12:30:50

it's worth the money, got ahead and get it. fun game



Rating:
[5 of 5 Stars!]
Pirates: Ye Olde Core Rules
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Fantasia: The Silver Tower--Module M19
by John M. [Verified Purchaser] Date Added: 06/21/2012 02:45:35

No maps and handouts aren't anything great. Avoid.



Rating:
[1 of 5 Stars!]
Fantasia: The Silver Tower--Module M19
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Fantasia: Oracle's Tower--Module M7
by John M. [Verified Purchaser] Date Added: 06/21/2012 02:44:38

No maps and handouts aren't anything great. Avoid.



Rating:
[1 of 5 Stars!]
Fantasia: Oracle's Tower--Module M7
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Pirates: The Fountain Of Youth -- Adventure C7
by Dave M. [Verified Purchaser] Date Added: 06/20/2012 10:43:47

Absolutely the worst scenario I have ever bought. Completely unusable in it's current form unless your players love being led by the nose through (almost every since "part" has a variation on the following sentence: "Run them one and all and and in the order they are present."). No free will allowed at all.

Additionally, there are things included but never explained - the PCs are all suffering from a curse that gets worse throughout the adventure but there is no indication as to why they are cursed (although it is intimated that it is purely because they are undertaking the adventure!) or how to remove it (presumably stop the adventure).

Likewise, there is a handout that can be found reasonably early that is in some sort of code. It is never referred to again and the GM isn't told what it means (and, even, if it has any bearing on the adventure).

On the plus side, there are a couple of good ideas (and good one illustration) but for a product of this size that's too much missing and nowhere near enough hitting and nothing I couldn't have come up with myself.

Sorry, but the worst £1.88 I have ever spent.



Rating:
[1 of 5 Stars!]
Pirates: The Fountain Of Youth -- Adventure C7
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Pirates: The Curse Of Montezuma -- Adventure C8
by William W. [Featured Reviewer] Date Added: 02/07/2012 19:33:51

A mysterious stranger and a golden skull lead the PCs to the fabled Temple of Montezuma. This adventure is packed with piratey goodness - treachery, greed, mystery, and action, and is written clearly enough to be used with most any pirate/swashbuckling RPG.



Rating:
[4 of 5 Stars!]
Pirates: The Curse Of Montezuma -- Adventure C8
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Pirates: Ye Olde Core Rules--Errata
by John B. [Verified Purchaser] Date Added: 08/14/2009 12:41:25

Love the genre, but why does this pdf. only have from page 33 onwards - pointless!!!!!!!



Rating:
[1 of 5 Stars!]
Pirates: Ye Olde Core Rules--Errata
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Starquest: Universal Rules—core rules
by Ronald W. [Verified Purchaser] Date Added: 05/30/2009 08:55:13

Starquest combines many sci fi elements inot one huge rule book. If you know d20 then you will pick up on the game's concepts with no problem.



Rating:
[4 of 5 Stars!]
Starquest: Universal Rules—core rules
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Fantasia: Oracle's Tower--Module M7
by mark p. [Verified Purchaser] Date Added: 02/23/2009 09:44:12

I found this while using the 4E filter, and was surprised to find that it wasn't 4E at all. I'm not sure what game it applies to, since it mentions spell point-perhaps the series uses its own gaming system. I didn't find anything else useful in it, though I didn't examine it thoroughly. I don't see how it could be modified to 4E (or even 3E).



Rating:
[1 of 5 Stars!]
Fantasia: Oracle's Tower--Module M7
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Starquest: The Last Flight Of MS-TK3000--Adventure C4
by Andrew K. [Verified Purchaser] Date Added: 02/10/2009 00:37:17

Quite possiblly the worst adventure I have ever paid money for. I was expecting a sort of dungeon crawl in space, simple right explore this old wreck and uncover it's secrets and dangers. WRONG. There is no cohesion to any of the encouters and no overarching plot, basically it can be summed up as "you find a derlict spaceship and a bunch of weird stuff happens". Oh and as a final annoyance no map or diagram of the ship. Lastley in a vain attempt at humor there is a Mystery Science Theatre 3000 reference joke (a lame one at that) in the post adventure epilouge. PLEASE save your money and buy something else!! This adventure is so bad that being hit in the head and shot into space would be preferable.



Rating:
[1 of 5 Stars!]
Starquest: The Last Flight Of MS-TK3000--Adventure C4
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