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Invasion
by Jennifer C. [Verified Purchaser] Date Added: 05/21/2020 12:53:25

I’m really impressed with the Game and it will be hitting the table right after the current Game finishes a) Characters – all characters are members of the IATF (International Alien Task Force) and are usually soldiers. They are created using the normal SWADE rules. Certain Hindrances (‘Wanted’ for example) have little value and so are excluded. Everyone gets the core skills at d4 AND Fighting and Shooting. There are some new skills, but not usually available to characters at the start. All characters get a starting package of gear (Kevlar armour, combat knife, assault rifle etc. This can be customised so the team gunbunny can have a light machine gun.) It is also advised that each PC has two characters due to the potential lethality of the missions! The team will also get to define their IATF base. This has starting elements (hangar, command centre, research lab etc.) but then may be expanded by taking Edges bought with points gained by capturing alien technology. b) It is suggested that a standard campaign consists of 20 missions, starting at Novice and proceeding up to finish at Legendary. There is scope for non-standard side missions. Note: Only non-Wounded soldiers may take part in a Mission and soldiers do not fully heal automatically between Missions. One reason to have 2+ characters each! PC’s advance after each Mission, but only if they took part. A Strike Team consists of six soldiers, if there are not enough PC’s then they may ‘double-up’ or take Extras. Mission Generator: Similar to other SWADE Mission Generators, but concentrates in a lot of detail. It uses the card draw system. Okay – let’s give it a go! This is my first Mission, which makes it Novice level in terms of the opposition. Card 1: Ace. This makes it a Terror Mission, the aliens plan to spread as much terror and panic as possible; whilst killing and/ or abducting as many humans as possible. There are five humans at risk; the Strike team must save at least three of them or the mission is a failure.

Card 2: The Terror site is a suburban area of South America. The abandoned 2016 Olympic facilities of Rio de Janeiro spring to mind.

Opposition: The Terror site is the toughest Mission and there is likely to be quite a lot of Aliens. 5 card daws on the Novice Table gives: - 2 Robosnakes 5 Probes 2 Writhers 7 Grey Alien soldiers 5 Knids (insect-like creatures)

Ok, this is a tough Mission as a start; but would certainly start things off with a bang!

My first thoughts are to place the aliens in the disused indoor swimming venue where they have set up a laboratory. They are kidnapping local residents to experiment on and the Knids and Writhers are roaming wild, killing and eating anything they come across.

I would start the PC’s in media res, they have infiltrated the venue where there are five hostages that they have to rescue. Me being me, I would have the PC’s believe that they were just Special Forces going up against terrorists and only as the Game progressed would I reveal the aliens.

All of this was done as I wrote this; it hasn’t been tweaked to make it fit. In fact, I like it so much that it will probably be my opening Mission.

Here is also an example in the book of a Season Mission, generated like the one I just did.

c) All of the aliens and creatures are described and fully statted for SWADE. There is also a player’s page for each type, to be read AFTER they have met the alien. This contains some info from soldiers, scientists and civilians about the alien; it may not be 100% accurate!

d) The book finished with useful weapons charts, a character sheet, a Base sheet and an index.

There are no off-time rules or anything like that, SWADE handles these quite well anyway and as the authormentions at the start, this Game is emphasises the struggle and the battle – if you like, it is X-COM.

Highly recommended and I can’t wait to get it on the table.



Rating:
[5 of 5 Stars!]
Invasion
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The Kaladarian Response
by Alessandro V. [Verified Purchaser] Date Added: 04/20/2020 22:18:39

So far, this is the only published campaign for Stellar Adventures (and doesn't hinge on any pre-existing Fighting Fantasy gamebook: it is truly new stuff) and overall it is perfect for introducing new players and new directors to Stellar Adventures. I just wish it was longer...



Rating:
[4 of 5 Stars!]
The Kaladarian Response
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Stellar Adventures Weapons and Armour Catalogue
by Alessandro V. [Verified Purchaser] Date Added: 04/20/2020 22:14:24

Good support to Stellar Adventures, providing lots of cool gadgets and weapons with stats and description. Nothing super fancy, but practical and useful.



Rating:
[3 of 5 Stars!]
Stellar Adventures Weapons and Armour Catalogue
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Advanced Fighting Fantasy Quickstart
by Alessandro V. [Verified Purchaser] Date Added: 03/22/2020 10:25:33

I am a huge fan of quickstarts, that allow a player to try out some simplified games before buying the whole ruleset and this quickstart is a perfect introduction to Advanced Fighting Fantasy, leaving out character generation, talents and most magic, but providing the basic "engine" of the game (2d6) and some flavour. This was a very good idea and I hope a similar treatment will be soon given also to Stellar Adventures, that is the sci-fi version of the ruleset.



Rating:
[5 of 5 Stars!]
Advanced Fighting Fantasy Quickstart
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Blacksand
by Alessandro V. [Verified Purchaser] Date Added: 03/22/2020 10:15:50

Blacksand is a fantastic resource for setting up countless adventures in the formidable City of Thieves! I don't understand why they didn't add also adventure notes to run the conversion of the superclassic gamebook City of Thieves, as there is fundamentally all that you need to know or almost, so having a conversion adventure of the gamebook as a separate publication wouldn't make much sense, as it would repeat a lot of what is already here. A must have for any Fighting Fantasy lover!



Rating:
[5 of 5 Stars!]
Blacksand
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AFF Heroes Companion
by Alessandro V. [Verified Purchaser] Date Added: 03/22/2020 10:11:26

Heroes Companion is a great expansion for Advanced Fighting Fantasy (2e) core ruleset, adding more magic styles, more rules about properties and fiefs, about armies etc. Many very interesting additions, perhaps a bit unfocussed, that expand greatly the core ruleset.



Rating:
[4 of 5 Stars!]
AFF Heroes Companion
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Travels in Arion
by Alessandro V. [Verified Purchaser] Date Added: 03/22/2020 10:08:06

Travels in Arion is the atlas of the city of Arion seen with the eyes of a foreigner visiting it (and having meals in it...) It is not too in-depth, doesn't tell you too many secrets or details, but it is a nice basis for the Director to build up plenty of city adventures. A very nice resource! However, doesn't have the inspiration and the depth of Blacksand, that is the most similar production by the same editor and set in the same world.



Rating:
[4 of 5 Stars!]
Travels in Arion
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Out of the Pit
by Alessandro V. [Verified Purchaser] Date Added: 03/22/2020 10:04:01

This book is a straightforward reprint of the original book that was meant for an earlier version of the ruleset. This means that there are the most widely used mosnters, but it also means that you can't use their stats straight away, as they were written for an older version of the ruleset: you will have to consult every time a specific page of the core rulebook (page 123 and following...) and put together the information... not a minor nuisance. I understand that there were some issues about publishing rights to be respected, but... the outcome spoils a bit all the good in this super-classic monster compendium, and after several years this hasn't been rectified yet.



Rating:
[3 of 5 Stars!]
Out of the Pit
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AFF Advanced Fighting Fantasy 2nd Ed
by Alessandro V. [Verified Purchaser] Date Added: 03/22/2020 09:56:01

The second edition of Advanced Fighting Fantasy RPG is a very quickstarting ruleset, that allows literally to start playing in 5-10 minutes, under the guidance of a reasonably experienced Director. If you want it, you can find a lot of variety (for example of different spellcasting styles) and complexity (the simple and straightforward combat system can be made more complex by deploying various refined stances or fighting styles...) but you can just keep it simple and focus on the roleplaying, with simple character generation (or you can use a pre-generated characters, of course) and simple and straightforward action checks. There are also some sections about the world of Titan, its stories, its creatures and its gods, but they are dealt in more detail in other books.



Rating:
[5 of 5 Stars!]
AFF Advanced Fighting Fantasy 2nd Ed
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Return to the Pit
by Alessandro V. [Verified Purchaser] Date Added: 03/22/2020 09:49:12

This is the third (so far...) monster compendium of Advanced Fighting Fantasy, covering some less frequently encountered monster, but also the best structured, best written and with best additional information and lore.



Rating:
[5 of 5 Stars!]
Return to the Pit
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Villagers Set
by Trevor H. [Verified Purchaser] Date Added: 10/16/2019 21:09:57

Arion paper minis are my favorite of the paper minis. They are life like. they do not look like cartoons. That is what I want from a paper mini. This is a nice assortment of villagers from the medieval era. Blacksmith, lusty wench, begger... they are all here. POPULATE THAT PAPER VILLAGE!!!



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[5 of 5 Stars!]
Villagers Set
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Stellar Adventures
by Terry d. [Verified Purchaser] Date Added: 07/31/2019 01:37:32

I really love this book. Just like in the Fighting Fantasy series of gamebooks on which Advanced Fighting Fantasy is based, this addition to the ruleset begins to open up the genre-crossing beauty of the game. No longer do AFF adventures need to be confined to fantasy only - now whole worlds and everything in between are available for exploration. And the sheer breadth of possibilities is really impressive. Stellar Adventures maintains the elegant simplicity of Fighting Fantasy itself, but still manages to give you tools for a wide variety of styles of 'sci-fi' play, especially when combined with the standard AFF rulebooks. Want a post-apocalyptic, Mad Max style adventure, where you can battle bandits in high-speed armoured vehicles? Or Star Wars-like space opera, with android characters and strange mental powers? Cyberpunk technology? Star Trek style planet hopping, where you can encounter civilisations from medieval to futuristic? Stellar Adventures has got you covered on all these counts. If you are in the least bit interested in sci-fi play of any kind, DO NOT MISS THIS BOOK!



Rating:
[5 of 5 Stars!]
Stellar Adventures
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AFF Advanced Fighting Fantasy 2nd Ed
by Terry d. [Verified Purchaser] Date Added: 07/30/2019 08:50:31

Graham Bottley's update to a classic RPG from my childhood does not disappoint in the least. He has managed to retain the simple effectiveness of the system, while also making a number of significant improvements. More importantly, it still feels like the old Fighting Fantasy books, which is definitely a good thing. Fighting Fantasy used to be marketed as "The Introductory Role-playing Game", but this system now stands on its own two feet. I'm quite happy to make this my system of choice.



Rating:
[5 of 5 Stars!]
AFF Advanced Fighting Fantasy 2nd Ed
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Return to the Pit
by Terry d. [Verified Purchaser] Date Added: 07/30/2019 08:33:49

Of the three 'Pit' books of monsters published for this system, this one is far and away the best. In addition to really well-written monster entries that still retain the unique feel of Fighting Fantasy, there is a host of additional material that makes this book absolutely invaluable. There is enough detail to use the monsters well in a game, without detracting from the intrinsic simplicity of the Advanced Fighting Fantasy system. For anyone running an AFF game this book is obviously a must-have. But even for people running other games, it can be recommended for some very interesting takes on a few of the classic monsters.



Rating:
[5 of 5 Stars!]
Return to the Pit
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Maelstrom Rome
by Pierre S. [Verified Purchaser] Date Added: 07/09/2019 19:52:02

MAELSTROM ROME is derived from Maelstrom, a RPG from England which came out in the 1980s in paperback form covering nasty and brutish role-playing in tumultuous Elizabethan England. The game combined authentic historical outlooks with mysterious supernatural manifestations called the Maelstrom. The game has been re-adapted for the Ancient Roman period and set in the year 50 CE.

Characters are generated with characteristics and with skills called Abilities, by going through a series of careers or occupations called Livings, one by one from the age of 13. Total freedom of choice in your Living is not guaranteed due to limited social mobility. It matters on the Livings roll charts whether you are of the Patrician class, a common Freeman, or a Slave. Characters also roll for random incidents because of their Living, which can sometimes be debilitating. For accurate historical reasons, female characters are barred from certain Livings and all branches of the military. Surprisingly, women could be Gladiators, but were extended no special favours, nor would they fight only other women! Sometimes a change in class, or enslavement, may occur.

Each Living grants certain benefits and new Ability Ranks, marked by the Roman numerals I to VI. The game involves percentile rolls but an increase in Ability is not always a straight increase in percentage chance, but sometimes other benefits or new capabilities, so the Ranks must be carefully noted down and their benefits tracked. Combat is rolls for the character and the opposition, to determine which has the greater degree of success, and the outcome is determined on a table. If both characters have hit the same degree of success, the HIGHER percentage roll wins. A more skillful character will have a broader range of higher numbers which are successful in the same success band than a less skilled character, so this makes some sense. The better character may win most "ties", but not always.

The rules are somewhat old-school and may take some preparation for more modern RPGers. The great strength of the game is the coverage of the attitudes of Roman society and of each character type: they were very conscious of relative social status, routinely looked down on non-Romans (except for Greeks, which was a prestige culture of trade and learning), and were family-oriented. The structure and ranks in the Roman army were also extensively covered. This suggests fabulous role-playing possibilities as players encounter a wide cross-section of Roman society. Additional sections covered period weapons and armour, the geography of the Empire and short notes on the various regions and foreigners, a year-by-year history of the Roman Empire up to the present year (note that the Coliseum or Flavian Amphitheater was not begun yet!), a section on herbalism, and diseases common at the time for which the herbs may help.

The aspect of the Maelstrom seemed to me less developed, although it begins with tables of random supernatural occurrences that happen to the player-characters, to add a sort of "X-Files" overlay to the game plots. Some characters can use lesser or greater magic forces and Curses, so this ties in to the Maelstrom. Overall, the game is strong on historical detail but with a somewhat complex game mechanic and an average, career-oriented character generation. NPCs can be popped out quickly because each character occupation was given a typical set of Abilities and gear in their description.



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[5 of 5 Stars!]
Maelstrom Rome
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