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Battlemaps: Floorplans, Inn Vol I
by Michael T. [Featured Reviewer] Date Added: 09/01/2013 07:22:30

I bought this product because I was looking for battle tiles of an inn. Battlemaps: Floorplans, Inn Vol I outlines an inn called "The Fang." It's broken out into a kitchen, brewery, warehouse, common room, bedroom with toilet, master bedroom, and "genius room." There are also black-and-white versions of all of these rooms.

0one Games' products tend to have a bit of a CGI-look to them, in that they're cleanly rendered but semi-realistically shadowed. It's a slightly isometric rather than a direct top-down view, so some detail is visible -- barrels aren't just circles, you can see the shelves on a bookcase, etc. This gives a little bit of a fisheye lens to the map, which works well in providing enough detail for the players to distinguish between a large plate, a bowl, and a barrel (all of which look like different colored circles from above).

It's called "The Fang" because of how it protrudes from the mountains, but although there is a front and side elevation map as well as how all the rooms hang together, there is no visual of this fang-like architecture. That's a shame, because by simply looking at the maps it doesn't make any sense as to why the place is called "The Fang." "The Axe" or "The Edge" might be more appropriate.

The brewery features a steampunk-looking distillery and a table with a tapped barrel and several mugs. The floor features 1 inch-square (or 5-foot square) tile that consists of two sets of different-colored triangles meeting in the center. These tiles are the unifying theme throughout the set.

The common room (two pages) has lots of detail, with weapons hanging from the walls and an active fireplace. There's a theme of axes on the carpets, which biases the set a bit. Maybe it's owned by dwarves, maybe by Vikings, but if you weren't planning on having axes be central to the inn you're out of luck. The kitchen is straightforward, but the warehouse is really the basement, also two pages.

The second floor has an axe-head design built right into the tiles. The single bedroom with toilet features two beds per room and a very fancy washroom. The master bedroom steps going up (not sure to where) and a double axe laying across a chair. This isn't really a master bedroom so much as it's a dwarf's bedroom, probably the owner, which means it's not particularly useful for scenarios.

Finally, there's the "genius' room," which features some kind of mechanical contraption, lots of papers, and little else.

If you're looking for an inn run by a dwarf, you can't beat this map collection. Because this set makes some very specific commitments to a style of play, game masters looking for a generic inn should look elsewhere.



Rating:
[3 of 5 Stars!]
Battlemaps: Floorplans, Inn Vol I
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0one's Black & White: Medusa Hideout
by L. C. [Verified Purchaser] Date Added: 08/24/2013 21:08:14

I plan on using the printout as a hideout/base of operations for the next encounter that needs one. So convienient !



Rating:
[5 of 5 Stars!]
0one's Black & White: Medusa Hideout
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0one's Blueprints: The Galley
by Trevor D. [Verified Purchaser] Date Added: 08/18/2013 15:50:11

I was hoping for a layout of the galley that I could use with standard miniatures. This product does not provide that at all. I could always draw it based on the diagrams, but that isn't what I was looking for.



Rating:
[2 of 5 Stars!]
0one's Blueprints: The Galley
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0one's Black & White: Medusa Hideout
by James M. [Verified Purchaser] Date Added: 08/02/2013 15:03:41

This is a good "off the rack" mission for mid-high level characters and could be plugged into a larger adventure or played stand alone over 1 session. A moderate amount of conversion is necessary for use in the AD&D game system. Overall, very useful.



Rating:
[4 of 5 Stars!]
0one's Black & White: Medusa Hideout
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The Sinking: The Tribunal Edicts
by Megan R. [Featured Reviewer] Date Added: 05/15/2013 05:27:12

In a delightful romp through political intrigue, this adventure proves that politics, Great City style, are not in the least bit boring! An ancient but lapsed custom of calling an open meeting called a tribunal to solve major issues facing the City has been revived to discuss the Sink - as 'experts' the characters (assuming that they have played through at least some of the earlier adventures in the series) are called as witnesses.

Of course, there's much more to it than that, and a heady mix of celebration, assassination and a good chase will keep the characters occupied in ways more fitting to an adventurer that participating in a political talking shop... yet for those who relish a good intrigue or debate, there is plenty of that too, clearly set out with the appropriate mechanics to abstract the process yet enable the characters to have an influence on the outcome if they so wish.

Old acquaintences and new are woven deftly into events, which will increase the feeling of being at the centre of affairs and beginning to wield some real influence over the course of events. Everything is laid out clearly for the GM, with information, maps, stat blocks and other game mechanics provided just where they are needed. It's quite amazing how much is packed into a few pages, and yet the adventure can - and indeed for best effect should - be played out in a single session. A fine addition to the saga of the Great City, and an excellent demonstration of how to weave politics into your plot whilst keeping it exciting.



Rating:
[5 of 5 Stars!]
The Sinking: The Tribunal Edicts
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Deep Blues: Nautilus
by Megan R. [Featured Reviewer] Date Added: 05/14/2013 10:56:21

In this 'Blueprint' 0one Games's interpretation of the Nautilus, first described by Jules Verne and immortalised in several movies, is presented. Suitable for any steampunk or industrial fantasy game, it's a fine vessel with two main decks and a 'cockpit' deck and a delightful shape - as shown in the side elevation - that is subtly fish-like but complete with a nautilus shell of steel plates clapped on the side!

The cockpit is roomy, with a control room and cabins for senior officers. The main deck is where most of the crew live and work, the captain's quarters and guest rooms are here as well as workshops, a chart room and the like. The lower deck is where the engines and fuel stores are to be found. The Chief Engineer lives here too, there's also a dining room and the torpedoes... There is plenty of scope for some underwater adventure here, whether you choose to give the submarine to the party or to the bad guys they are trying to defeat.

The normal technological artistry is shown, 0one's command of PDF technology allowing various options to be accessed via the 'Control the Dungeon' button... although one might question the need for a compass direction in a vessel that moves around underwater!

As a bonus, you also get a poster map of the Nautilus which you can print out on several A4 sheets and stick together or take the single-page version to a printshop to have a proper poster made. This comes on a parchment-style background, like an old nautical chart, but you can turn that off to have the poster printed in brown/sepia on white instead. You also can choose if you want text displayed or have it plain.



Rating:
[5 of 5 Stars!]
Deep Blues: Nautilus
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Deep Blues: Airship
by Megan R. [Featured Reviewer] Date Added: 05/14/2013 09:44:42

If you have ever thought that an airship would be a neat place to stage part of an adventure, now's your chance.

This product contains a selection of plans based around a 800ft monster airship, the sort that boded fair to become the transportation of the future in the 1920s... then the Hindenburg burned to a cinder and people switched to aircraft instead. This one, however, can fly on in your imagination and your games.

The plans start with an overview of the entire airship: side view, section, front and rear views. There are struts to enable access to the main body of the airship, primarily intended for inspections of the giant gasbags that provide the airship's lift. These can be seen in the side section view. Passengers never see these in the normal course of events but they can make for exciting chases and combats where it is vital to avoid even a single spark! Then there is more detail on the gondola, where passengers and crew travel. Equipped for 20 people - presumably both crew and passengers as I cannot see any crew quarters separate from the main sleeping chambers and common lounge area - there are limited bathroom facilities and space for pilot and navigator and a kitchen as well as the lounge already mentioned. There are side elevations, and logitudinal and transverse sections of the gondola as well as the more familiar plan view. Particularly wealthy adventurers might even own the airship, others may travel as passengers.

The options available include 'blueprint' or black and white line art, along with gids (hex or square, in feet or metric scale), whether or not you want to see the furniture, a settable north pointer (not much use, airships move!) and so on, controlled via 0one's standard 'Rule the Dungeon' feature. Everything is drawn in vector graphics so can be scaled up or down without image degradation.

An airship may be quite a specialised thing to have a plan for, but when your game calls for one - well, this is a nice one... although budding Indiana Joneses will have to supply their own aircraft, there isn't one here!



Rating:
[5 of 5 Stars!]
Deep Blues: Airship
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Deep Blues: Victorian House
by Megan R. [Featured Reviewer] Date Added: 05/13/2013 11:55:50

Here is a magnificent Victorian-style house, standing in its own grounds, and presented in exquisite detail. It's up to you whether it is as creepy as the Addams Family home or warm and welcoming...

In this product, 0one Games have taken their customary mastery of PDF technology and used it to present a mapset that is easy to customise to your needs. Working at individual page level or via the 'Rule the Dungeon' feature to customise the entire mapset at one go, there are a lot of things that you can change. There is a choice of hex grid, square grid, metric grid or none at all. You can decide which way is North, and whether or not you want it to be shown. You can have furnished or bare rooms... and of course you can decide whether you want 'blueprints' (white lines on a blue background like a classic technical drawing) or black lines on white.

The house itself is three stories high, and has a driveway leading up to it as well as a quite extensive garden. As well as a view of each level, including extensive cellars and the rooftop, there is a plan view that shows the house in its grounds including an outbuilding (probably, in the terminology of the day, a 'motor-house') and a 'front view' (or 'elevation' in architect's parlance). There are also several pages you can use to make notes about the various locations within the house and grounds. US players will note the European nomenclature: we have a ground floor, first floor and second floor. It's not difficult to see what is what, though.

Overall, it's a delightful house and I'd be happy to live there... until, that is, you populate it with ghosts and other unspeakable things appropriate to a horror game!



Rating:
[5 of 5 Stars!]
Deep Blues: Victorian House
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Basic Paths: Wrath of the Orc God (Pathfinder)
by Megan R. [Featured Reviewer] Date Added: 05/11/2013 12:29:12

Whilst like the preceding adventures in the Basic Paths series this one is aimed particularly at beginning players and GMs, this is both aimed at slightly more experienced (4th Level) characters and is set in the same township, with the intention that the characters are beginning to get to know, and hopefully care about, the locals.

The adventure opens with a scream, as a lone orc attacks the settlement of Gafolweed. A single orc is no trouble to a whole party of adventurers, but it soon becomes apparently that there are hordes of orcs out there all on the warpath, and the characters' help will soon be enlisted to deal with the problem. And we're off...

Background is vivid and engaging, be it the backstory to the adventure provided for the GM, the overview of Gafolweed, or the details of locations and individuals encountered along the way. Particularly of note are sidebars designed to highlight and explain features of the rules for novice GMs - even the most experienced will find snippets of mechanics that will enhance their game knowledge - for example, a clear description of the art of 'reskinning' a familiar monster to give it a wholly-new aspect without having to go to the trouble of designing one from the bottom up.

The adventure doesn't shy away from things that novices might find hard, like mass combat, but settles down to explain what needs to be done clearly and concisely. Worth studying in advance, but even a new GM should find it possible to run hordes of orcs and equally-numerous defending cavalry confidently.

As the adventure unfolds, there is plenty to do and a quite surprising route to discovering and combatting the evil that has come to roost in the neighbourhood. Everything is presented clearly, with discussion of the options available and catering for many of the things that players might do that could so easily catch an unprepared or new GM on the hop!

In classic style, this adventure moves smoothly from the initial set-up and a good brawl, through a journey along which information, resources and even allies can be gathered to wind up with a dungeon-delve and climactic showdown. There's a lot to see and do throughout, with interaction and investigation balanced well with combat. The dungeon is no mere backdrop to the climatic fight, either, just getting there provides a good challenge with plenty of the things all good dungeons have (traps, monsters, tricky bits...) even before you get to the final showdown.

Everything is laid out clearly and where you're going to need it, with some flavourful illustrations, delightful maps and battlemaps for the main brawls. There are even paper 'standee' miniatures for the main opposition. Overall a well-presented adventure that is a delight to run... and ought to be fun from the other side of the screen.



Rating:
[5 of 5 Stars!]
Basic Paths: Wrath of the Orc God (Pathfinder)
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0one's Blueprints: Orc Fortress
by Tim G. [Verified Purchaser] Date Added: 04/05/2013 04:52:28

Excellent map, I am very pleased. All you need to add as DM is where there are guards and other creatures. This saved me much time, instead of having to make a castle map myself. And so the function that allows you to remove furniture and such, awsome. Priceworthy indeed.



Rating:
[5 of 5 Stars!]
0one's Blueprints: Orc Fortress
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0one's Blueprints: The Ruined Town, Temple, Farms and Dungeon
by Tim G. [Verified Purchaser] Date Added: 04/05/2013 04:47:34

I had great use of the temple map. The farm maps could maybe be useful for beginner DMs. Very high quality work. Priceworthy.



Rating:
[4 of 5 Stars!]
0one's Blueprints: The Ruined Town, Temple, Farms and Dungeon
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Dark Ladies: Villainesses in RPGs
by Julian J. [Verified Purchaser] Date Added: 03/22/2013 20:46:25

I was under the impression that there would be descriptions on creating villainesses that would fit each archetype.

Essentially, the product gets stat blocks on several (17) dark ladies. So it delivers what was promised.

I personally wouldn't have bought it, had I been able to browse the book in a store. But if you're looking for ready made female NPCs to use as villains, then you'll find a good selection.



Rating:
[4 of 5 Stars!]
Dark Ladies: Villainesses in RPGs
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Harker Asylum - Virtual Boxed Set©
by Steven C. [Verified Purchaser] Date Added: 02/06/2013 16:08:20

I think the artwork in this set is 5/5, but the 3 different PDF readers I used(including acrobat) all had a hard time chugging through the various layers and options. It could be an issue with my machine, but it's a quad core/4 gig of ram/decent vid card. I exported the parts I intended to use with photoshop and went from there with no problem. That's the only issue I could find with the product though. The small amount of story included with it is a nice touch, and the individual tiles let you customize to your hearts content. The inclusion of notes section with a picture of each tile is also very handy.



Rating:
[4 of 5 Stars!]
Harker Asylum - Virtual Boxed Set©
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0one's Blueprints: Meteora
by Stephane G. [Verified Purchaser] Date Added: 01/04/2013 13:00:52

Finally, a map to a building on a cliff top or plateau. We see these kinds of structures in artwork and movies but rarely do we find something like this for our campaigns. Oone does a great job giving us detailed plans that look like they could really exist.



Rating:
[5 of 5 Stars!]
0one's Blueprints: Meteora
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Deep Blues: Airship
by Douglas B. [Verified Purchaser] Date Added: 01/02/2013 18:44:31

Fantastic for what it does! Granted, that is very limited, but I am not going to complain heavily against one of the very few airship (aka zeppelin,.dirigible, rigid airship) maps out there for the Pulp gamer. Actually, only two airship maps come to mind after careful thought - this one of 0one's and the one by Fabled Environments here on RPGNow. I bought both as soon as they were released due to the rarity of such items for Pulp gamers.

This blueprint is close to real airship, the LZ-127 Graf Zeppelin. This plan is for a somewhat larger airship though. Therefore, it is good for a small-to-medium passenger airship in most any pulp game out there including Crimson Skies.

Unfortunately, this plan is too small for a large, multi-deck, passenger airship, like the real airship LZ-129 Hindenburg. Moreover, it does not have the necessary compartments or decks for a military airship like the larger real U.S.S. Akron/Macon or the smaller real airships used by both sides in WWI.

It would fabulous if 0one would expand their offerings within the "Deep Blues" series to include both of these type of airships, including both types of military airships. No one else out there really does anything in the air for us Pulp gamers!

PLEASE - no blimps! Limit your efforts to airships that can be called "zeps" in gaming circles please.



Rating:
[5 of 5 Stars!]
Deep Blues: Airship
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