DriveThruRPG.com
Umschauen
$ bis $















Zurück
pixel_trans.gif
Andere Kommentare über diesen Verlag:
Du musst angemeldet sein um zu Bewerten
pixel_trans.gif
Impulse Drive
von Marcus M. [Verifizierter Käufer] Hinzugefügt am: 02/15/2023 03:52:34

In many ways this is the ideal sci-fi game for a "people on a ship getting into scrapes" type seting as it provides exactly as much content as you need without providing any more.

One of the banes of any setting is the amount of background info a player doesn't know that their character does know - and by keeping the game lean the author really encourages the group at the table to make the decisions for themselves. If no-one plays the character with psionics, does there need to be any of the background elements or factions that they would prompt?

Impulse Drive firmly puts narrative control into a collective framework, far better than other more recent PbtA games. I highly recommend it.



Wertung:
[5 von 5 Sternen!]
Impulse Drive
Klicke bitte hier, um die Produktbeschreibungen anzuzeigen

Zur DriveThruRPG.com Bestellung hinzufügen

pixel_trans.gif
Impulse Drive
von Michael E. [Verifizierter Käufer] Hinzugefügt am: 04/01/2020 07:41:30

This is a great game for new and veterans alike. It draws on more than enough touchstones to be able to make a drama, and it teaches dramaturgy (in RPGs) and good player behaviours, as well as inspire creativity and also keeps the Space Master on their toes!



Wertung:
[5 von 5 Sternen!]
pixel_trans.gif
The Outpost - A Ship playbook for Impulse Drive
von Cora N. [Verifizierter Käufer] Hinzugefügt am: 11/11/2019 19:19:24

This playbook was absolutely perfect for the kind of campaign setting I wanted - a terrestrial "TownShip" that terraforms the area around it. Looking forward to what my players do with the setting. :)

Also, $5 for a well-thought-out playbook that required some custom tweaking of ship rules and mechanics really is a good price.



Wertung:
[5 von 5 Sternen!]
The Outpost - A Ship playbook for Impulse Drive
Klicke bitte hier, um die Produktbeschreibungen anzuzeigen

Zur DriveThruRPG.com Bestellung hinzufügen

pixel_trans.gif
Impulse Drive
von Tyler H. [Verifizierter Käufer] Hinzugefügt am: 06/18/2019 13:02:24

I run three regular games, and within the last half year I've converted all of them to Impulse Drive as the core system. This game is excellent. There are so many good ideas here, and most of them are presented well.

The Harm, Stress, and Calamity system takes the cake and gives players control over their negative consequences; the Approaches fit perfectly in the sci-fi pulp genre as ability scores; the Hooks system comes with tons of variety for PC flags that bond PCs to the world; the Advantage/Disadvantage system helps with bounded accuracy; and the Archetypes work really well.

The PbtA Moves are kind of hit and miss. Some are great, and some have fallen flat for my groups, but as with other PbtA games, the Moves are super easy to modify into whatever your group needs. The Gear mechanics work well with various firearms and tools being useful, but there's nothing standout there.

My players and I don't like the currency system, though, and after trying several sessions using it, I have modded in a more conventional method. Also, while the Hooks system is a great start, I had to modify the structure in order to incentivise my players to use them more frequently.

There are multiple Ships to choose from, and while they inspire great story hooks, none of them ended up working for my groups. All of my groups have ended up using the story hooks from all of the Ship playbooks to create a larger scope of adventure. However, I do think the idea is sound, and for some groups this narrow focus will likely work well.

One thing that surprises me about the most recent rulebook is the inclusion of some aniquated Move references. Acquire Target is now Alpha Strike, but it's still listed on the handouts and referenced in side-notes throughout the rulebook. Same with Interrupt and Assist. This is especially noticeable on the handouts, as the players inevitably look over the move choices and see ones they don't have rules for. I use the handouts from version 3.8, but I don't know if those can still be downloaded.

With all that said, I highly recommend this game.



Wertung:
[5 von 5 Sternen!]
Impulse Drive
Klicke bitte hier, um die Produktbeschreibungen anzuzeigen

Zur DriveThruRPG.com Bestellung hinzufügen

pixel_trans.gif
Impulse Drive PWYW
von Maciej S. [Verifizierter Käufer] Hinzugefügt am: 07/05/2017 04:55:38

I think it's simpy the best Space Opera PBTA game out there - despite not yet being out of preview. Writer is clearly putting a lot of effort into it, and it shows. It may seem inconspicious, but its really great game.

If you wonder how that works in actual play, take a look here: http://zefir.hell.pl/en/consider-impulse-drive-session-report/



Wertung:
[5 von 5 Sternen!]
Impulse Drive PWYW
Klicke bitte hier, um die Produktbeschreibungen anzuzeigen

Zur DriveThruRPG.com Bestellung hinzufügen

pixel_trans.gif
The Fae - A Dungeon World Playbook
von ash d. [Verifizierter Käufer] Hinzugefügt am: 05/20/2014 19:57:03

Been using this playbook as my main DW character for a few months now, and it's really fun, does a great job of getting the whole 'twisty words that are technically true' feel of classic fey.

Some of the higher-level moves feel a touch lacking, but in general I'd really recommend this.



Wertung:
[4 von 5 Sternen!]
The Fae - A Dungeon World Playbook
Klicke bitte hier, um die Produktbeschreibungen anzuzeigen

Zur DriveThruRPG.com Bestellung hinzufügen

pixel_trans.gif
The Fool - A Dungeon World Playbook
von Alexander L. [Häufiger Rezensent] Hinzugefügt am: 07/12/2013 06:48:46

Originally posted at: http://diehardgamefan.com/2013/07/12/tabletop-review-the-fool-a-dungeon-world-playbook-2/

The Fool is a playbook for the fantasy reskin of Apocalypse World known as Dungeon World. The game system is notable for the departure from standard character creation found in most role-playing games where you sit down and crack open the book(s) to make characters from scratch whether they be based on classes or not. In this game, you just choose a playbook. This is great for casual role-playing because you can just pick an archetype and go with it, making a few basic choices like name, appearance, stat placement, and a few other things. This is a playbook for a haphazard, luckless (or incredibly lucky?) chap who may prove disastrous or helpful to the party.

Oh The Calamity

One of the key attributes of the Fool is Calamity. Over time, when the Fool tries to do something that is more than he can handle (which is probably a lot), he can choose to gain a Calamity point that he can later use to benefit himself or the party. Other ways to gain Calamity are simply by being gullible or getting lost, how hard could that be? Advanced moves will give you chances to get even more Calamity by being helpfully unhelpful and mishandling magic items. Other advanced moves will add to your Fool’s Fortune move (the one that uses the Calamity points) so that you have more choices on what to use your ill-gotten misadventure currency on. Your boffs can even add damage to other characters’ attacks, or possibly get some important information from the GM (although the GM will also throw in incorrect information, so it may all be a wash).

What do I think about the playbook? I think it’s pretty darn funny. The author does a good job of fleshing out the stereotypical fool you might find in fables and comedic media, someone who just can’t help but make a mess of things, with the occasional flash of brilliance. Besides that, the author has created this Calamity mechanism that the player can work with and not just act like an idiot the entire time (at least, not a completely useless idiot), and that really raises this product up from a novelty to something useful and interesting. I can see this playbook being great for light-hearted campaigns, or just for dropping in the lap of the new guy or the guy who can only make one session in a longer game (feel free to exchange “guy” for “gal” as needed) as a sort of hazing. Everything is nicely laid out and looks professional, just like the standard playbooks. For just two bucks, I think it’s a great deal if you play Dungeon World at all.



Wertung:
[5 von 5 Sternen!]
The Fool - A Dungeon World Playbook
Klicke bitte hier, um die Produktbeschreibungen anzuzeigen

Zur DriveThruRPG.com Bestellung hinzufügen

pixel_trans.gif
The Fool - A Dungeon World Playbook
von Miguel G. [Verifizierter Käufer] Hinzugefügt am: 05/31/2013 17:49:29

Another awesome playbook. I have purchased Adrian's other Dungeon World playbooks, and find The Fool to be my favorite. All of us can relate to the guy who has rotten luck and is hated by everyone. The Fool gives you the chance to role play as the Dungeon World equivalent of Charlie Brown. I love this character and look forward to more items from its creator.



Wertung:
[5 von 5 Sternen!]
pixel_trans.gif
The Giant - A Dungeon World Playbook
von Alexander L. [Häufiger Rezensent] Hinzugefügt am: 05/17/2013 05:51:43

Originally posted at: http://diehardgamefan.com/2013/05/17/tabletop-review-the-giant-a-dungeon-world-playbook/

DHGF: I recently played Dungeon World, a fantasy re-skin of Apocalypse World by Vincent Baker. There are some things I like about it, but I have to say it does feel a bit like 4th ed. Dungeons & Dragons. Maybe it was the scenario we played. The idea of “playbooks” is cool, as it makes character generation a breeze, and playing the game with a playbook in front of you makes it easy for you to access your moves and see what’s possible. In this review, I’m looking at a playbook for a giant. Not an “official” one, but a fan-made one.

Physical Characteristics

In general, the Giant is just like other characters – no big bonuses to strength or anything you might expect (there’s an explanation for this: the strength stat represents the Giant’s control over his might). However, there is a side effect to Giant strength: your “Larger Than Life” move gives you two successes AND two consequences when you succeed in it. So what can end up happening is you smash something and send something else across the room, but at the same time you can hurt somebody you didn’t mean to, and maybe even hurt yourself.

You can choose how big of a giant you are, and you can also choose your natural heritage. Essentially you can be at home among the forest, the hills, the snowy mountains, or you can be a bridge troll. Yep, somehow one of the Giant heritages can be of a bridge troll. With your heritage you get some special abilities that are magical in nature. For instance, as a “Jotun” you can freeze water and cool fire; as a “Treekin” you can make plants grow immediately to a huge size.

When You Grow Up

Your main move is the aforementioned “Larger Than Life”, but you’ve also got starting moves with magic, camouflage, eating, and throwing stuff. Advanced moves include “Gentle”, which can take consequences off of your “Larger Than Life” move; moves related to controlling your pet (there are pets?); “Mixed Heritage” allows you to choose another of the four heritages; you can even get “Colossus” that allows you to possibly smash a building when you succeed in your “Larger Than Life” roll. A lot of these advanced moves are really cool and powerful!

So, would I want to play the Giant? Absolutely. I don’t know about a dungeon crawl, but if there is going to be a lot of outdoor activity I would definitely like to use this playbook. This would be a great one to keep around for a cameo appearance every so often by the token Giant character. I mean, if one player is always a Giant the party might get a little overpowered, so I think pulling it out every so often makes more sense.

This is a good playbook, it’s thoughtful and has lots of influence from myths, legend, and standard fantasy. The Giant has the chance to be overpowered, but his or her main move is counterbalanced by the addition of consequences for everything the Giant does. I worry a bit about the “Gentle” advanced move which can completely remove the consequences from “Larger Than Life”, which in my view possibly makes the Giant lose its gameplay balance. I can see a player angling for that move and then just going nuts. Still, I think this playbook is well done and can provide a lot of fun at your table. The $2.50 price point seems a bit high, but if you’re not worried about cash then check it out!



Wertung:
[4 von 5 Sternen!]
The Giant - A Dungeon World Playbook
Klicke bitte hier, um die Produktbeschreibungen anzuzeigen

Zur DriveThruRPG.com Bestellung hinzufügen

pixel_trans.gif
Rezension 1 bis 9 (von 9 Rezensionen) werden angezeigt Suchergebnisse:  1 
pixel_trans.gif
0 Einträge
 Die heißesten Produkte
 Geschenkgutscheine