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ZEITGEIST Adventure Path Player's Guide (PATHFINDER)
by Thilo G. [Verified Purchaser] Date Added: 08/17/2012 12:05:25

This pdf is 37 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD and 1 page back cover, leaving a total of 32 pages of content, so let's check this out!

In the Zeitgeist AP by Enworld Publishing, the PCs are not only living in an age of industrialization of clashing ideologies between traditionalism and progress, they also serve as agents in their homeland, working for the Risur Homeland Constabulary, essentially a kind of secret service devoted to the nation of Risur. Race-wise, it should be noted that a nation of tieflings and even of monstrous humanoids exists, as well as that the elven goddess has died in war with mankind and thus, there almost are no female elves left. Dwarves believe that armageddon draws near, but stoically toil on. Planar travel does not work and any kind of magical flight only work for a maximum of 5 rounds. The Zeitgeist AP uses no traits and instead provides a free theme-feat for each character at first level:

Beyond providing a central theme for each character, these feats add roleplaying potential galore, coming not only with the usual crunch, but also with a rather extensive fluff-section - If you need a general overview of the quality you can expect, take the Eschatologist's feat "Icy End of the World": It not only enables you to generate a zone of icy cold that deals character level damage to all inside (including you) and makes healing impossible, it can also be used to stabilize and even resurrect PCs that have fallen in the last round. Or take the feat "The Man with two Guns is God" for Gunsmiths, that enables the user of the feat to attack with firearms as if you had two-weapon fighting and quick draw and even better, not provoke an AoO when drawing and attacking in the same round. Spirit Mediums can talk to the dead as a spell-like ability and even conjure up a spirit to perform a standard action at you behest. The theme feats are brilliant, smart and iconic and add some rather cool additional angles for the players to explore.

The player's guide also provides guidelines regarding firearms and treasure, vehicles, organization prestige and the options to secure minor help by NPCs in your endeavors. The second chapter details the setting overview, including a section on the planes, wild and dead magic zones and the basic details of all the countries as well as sections on the dominant religions and philosophies.

The third section of the book details the metropolis of Flint, where the AP kicks off - capital of Risur, home to the PCs and beautifully cartographed, this section is awesome indeed - have I mentioned the fully-stated mage-shackles? Since the Zeitgeist AP will juggle a lot of NPCs, the final page is devoted to NPC-mugshots and short run-downs of the respective characters.

Conclusion: Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a 2-column, full-color standard with fitting borders and the artworks, oh boy, the artworks are AWESOME and should fulfill the needs of even the most critical person, being on par with Paizo, WotC etc., perhaps even beyond that in a couple of them. The pdf comes with no bookmarks and unfortunately, without a printer-friendly version - the pdf will extol a brutal drain on your printer. This is a player's guide after my tastes - with stellar crunch, great background stories, no spoilers and a plethora of great hooks (via e.g. the theme-feats) to deeply entrench your characters in the world of Zeitgeist. Am I stoked? Hell yeah! While the lack of a printer-friendly version is a major blemish in my book, this player's guide is free and of a higher quality than most commercial publications. Furthermore, the concepts and rules of e.g. the theme-feats can easily be scavenged, providing goodness even if you don't plan on running the AP. Hence, my final verdict will be 5 stars endzeitgeist seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
ZEITGEIST Adventure Path Player's Guide (PATHFINDER)
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Creator Reply:
We're really glad you liked it! Just as a quick note which will hopefully make you even happier - there is a printer friendly version. We create the PDF in layers, so you can easily switch off whichever aspects you wish (backgrounds, borders, what-have-you). Thanks so much for the great comments! :)
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ZEITGEIST Adventure Path Campaign Guide (PATHFINDER)
by Thilo G. [Verified Purchaser] Date Added: 08/17/2012 12:04:09

This pdf is 19 pages long, 1 page front cover, 1 page editorial, 1 page map/ToC, 1 page SRD and 1 page back cover, leaving 15 pages of content, so let's check this out!

This pdf contains GM-information and is chock-full of SPOILERS and intended for DMs only- this review, though, will refrain from mentioning any details. Since the basic concept of the AP is rather complex, the pdf comes with a concise run-down of the player's antagonists and better yet, the methods of the conspiracy the players will have to contend with. Better yet, since the AP presumes a mystery spanning multiple adventures, keeping the central plot-secrets as well as how to spoon-feed the handling of information and clues are covered - with a nice guideline by adventure for the PCs.

The first five adventures also get a plot synopsis including scenes to whet our tastes for the modules including an option to abridge the campaign if need be. The pdf also features a full-page, beautiful map of the campaign world.

Conclusion: Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a beautiful 2-column standard and the full color pieces of artwork can stand up to the highest standards, though the lack of a printer-friendly version will mean that this pdf will put a brutal strain on your printer. The pdf comes fully bookmarked. This pdf is a great overview of the Zeitgeist-AP and the content makes one really run the AP, while providing first hints and advice on how to properly convey the leitmotifs and peculiarities of the saga. Seeing that this is a free pdf, I don't have much to complain about apart from the fact that I would have enjoyed a full campaign synopsis and perhaps a flow-chart diagram for the antagonists, but that's just me being nitpicky. This is a great free pdf and thus, I'll settle for a final verdict of 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
ZEITGEIST Adventure Path Campaign Guide (PATHFINDER)
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Starscape Hex Maps
by John D. [Verified Purchaser] Date Added: 07/30/2012 13:16:20

The maps on this are nice computer generated backgrounds with a hex-based map. Note that the hex map is a fixed size, so it's only useful if you need ~1" hexes. Note also that the hexes are 1 inch point-to-point, not flat-side to flat-side. This makes them slightly smaller than most 1" miniature hex bases.

Even with those caveats, buying and printing these is dramatically cheaper than any other mapping solution I've found.



Rating:
[4 of 5 Stars!]
Starscape Hex Maps
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ZEITGEIST #4: Always on Time (PATHFINDER RPG)
by Nathan C. [Featured Reviewer] Date Added: 06/28/2012 10:33:29

The Zeitgeist campaign is a brave adventure in adventure writing.

With every entry, Zeitgeist tends to give the middle finger to traditional adventure design. Always on Time feels like the biggest screw you I have read so far. And it is a true feat in adventure writing.

Many editions of Dungeons and Dragons does the straight forward exploration and monster bashing better than any RPG. But things like mysteries, or espionage are difficult to pull off. After you have read hundreds of adventures, such as this reviewer, many start running into each other and become overtly predictable. Always on Times is very unpredictable. The 73-page PDF, with Enworld Publishing’s typical vivid and useful layout, is a spy mission for your PCs as they try to uncover the mysteries of a secret organization. This basic premise allows you to utilize this adventure in any situation where the PCs need to find out something secret. And this is an adventure you will want to figure out how to include in your campaign. Of course, if you are doing Zeitgeist this adventure is like the end of sweeps episode from a tv show.

Always on Times shuns combat glut adventures and instead provides of creative skill challenges and PC influencing Role playing encounters. When Combat happens it feels organic, as opposed to :: Robotic Voice:: only being included because the adventure needs to hit a certain amount of XP in order to be called an adventure.

Instead of who to defeat and what, Always on Time has the PCs fending off a creative group of train robbers, hiding their identity from dangerous men, tracking and finding mysterious meetings and escaping a dangerous, hostile content with few resources. If the PCs are fighting too much, it’s because they have horribly prepared, did a poor job role playing, or the dice hate them.

For the Players This is an adventure, like most Zeitgeist adventures, built for players who like to roleplay and not roll dice endlessly. Plus, this is the first adventure where magic items start to play a bigger part. What player doesn’t like magic items.

For the Dungeon Master It’s been said enough how easy Ryan, Nocks, the campaign manager, makes these adventures to run. Easy to follow layouts, tons of guides and crisp editing all make this adventure a breeze to use and plug in to any campaign. Always on Time is a true spy adventure. Its as close as you’ll get to Dungeons and Dragons in James Bond mode.

The Iron Word Always on Time is a very different adventure. It does not hold any punches nor try to appease everyone. It is designed for players and dungeon masters who put roleplaying ahead of a meaningless series of fights. I highly suggest this to any group tired of the same old same old.



Rating:
[5 of 5 Stars!]
ZEITGEIST #4: Always on Time (PATHFINDER RPG)
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ZEITGEIST #4: Always on Time (4E)
by Nathan C. [Featured Reviewer] Date Added: 06/28/2012 10:32:30

The Zeitgeist campaign is a brave adventure in adventure writing.

With every entry, Zeitgeist tends to give the middle finger to traditional adventure design. Always on Time feels like the biggest screw you I have read so far. And it is a true feat in adventure writing.

Many editions of Dungeons and Dragons does the straight forward exploration and monster bashing better than any RPG. But things like mysteries, or espionage are difficult to pull off. After you have read hundreds of adventures, such as this reviewer, many start running into each other and become overtly predictable. Always on Times is very unpredictable. The 73-page PDF, with Enworld Publishing’s typical vivid and useful layout, is a spy mission for your PCs as they try to uncover the mysteries of a secret organization. This basic premise allows you to utilize this adventure in any situation where the PCs need to find out something secret. And this is an adventure you will want to figure out how to include in your campaign. Of course, if you are doing Zeitgeist this adventure is like the end of sweeps episode from a tv show.

Always on Times shuns combat glut adventures and instead provides of creative skill challenges and PC influencing Role playing encounters. When Combat happens it feels organic, as opposed to :: Robotic Voice:: only being included because the adventure needs to hit a certain amount of XP in order to be called an adventure.

Instead of who to defeat and what, Always on Time has the PCs fending off a creative group of train robbers, hiding their identity from dangerous men, tracking and finding mysterious meetings and escaping a dangerous, hostile content with few resources. If the PCs are fighting too much, it’s because they have horribly prepared, did a poor job role playing, or the dice hate them.

For the Players This is an adventure, like most Zeitgeist adventures, built for players who like to roleplay and not roll dice endlessly. Plus, this is the first adventure where magic items start to play a bigger part. What player doesn’t like magic items.

For the Dungeon Master It’s been said enough how easy Ryan, Nocks, the campaign manager, makes these adventures to run. Easy to follow layouts, tons of guides and crisp editing all make this adventure a breeze to use and plug in to any campaign. Always on Time is a true spy adventure. Its as close as you’ll get to Dungeons and Dragons in James Bond mode.

The Iron Word Always on Time is a very different adventure. It does not hold any punches nor try to appease everyone. It is designed for players and dungeon masters who put roleplaying ahead of a meaningless series of fights. I highly suggest this to any group tired of the same old same old.



Rating:
[5 of 5 Stars!]
ZEITGEIST #4: Always on Time (4E)
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Dicing With Weather
by David T. [Verified Purchaser] Date Added: 03/29/2012 11:03:15

Unless I am missing something there was nothing useful in this product. I was expecting weather tables. There are no such tables. This product is useless.



Rating:
[1 of 5 Stars!]
Dicing With Weather
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Creator Reply:
You are correct; this is not a random weather generator. It is a collection of mechanical rules effects caused by extreme weather conditions.
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Dicing With Weather
by William W. [Featured Reviewer] Date Added: 03/23/2012 23:29:53

A nice little collection of rules for adjucating weather conditions in 4e. This could even be easily converted to other editions of D&D, or even other RPGs.



Rating:
[4 of 5 Stars!]
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Heroes of the Far East: Ninja
by William W. [Featured Reviewer] Date Added: 03/13/2012 09:11:04

A pretty good ninja class for 4e. Includes several new powers and a ninja profession - Air Step Master.



Rating:
[4 of 5 Stars!]
Heroes of the Far East: Ninja
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Artifacts of Lore #2: Mjolnir
by William W. [Featured Reviewer] Date Added: 03/13/2012 09:04:46

A nice little treatment of Thor's hammer for 4E. Now you can let your players get their hands on it, and determine if they really will see every problem as a nail.



Rating:
[4 of 5 Stars!]
Artifacts of Lore #2: Mjolnir
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Firearms of the High Seas
by William W. [Featured Reviewer] Date Added: 03/11/2012 08:23:59

An excellent treatment of early firearms for 4E. Includes four new feats, nine firearm types, four powers, and three new items.



Rating:
[4 of 5 Stars!]
Firearms of the High Seas
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Artifacts of Lore #1: Excalibur
by William W. [Featured Reviewer] Date Added: 03/11/2012 08:19:10

A fairly accurate treatment of Excalibur for the 4E system - perfect if you're planning an Arthurian campaign, or relatively easy enough to file the serial number off of for use in a high fantasy setting.



Rating:
[4 of 5 Stars!]
Artifacts of Lore #1: Excalibur
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The Judicial Legion of Adventurers #1: The Dark Avenger
by William W. [Featured Reviewer] Date Added: 03/11/2012 08:13:09

This "Dark Avenger" treatment for 4E may remind you of someone, but I'll let you figure it out on your own. A pretty good treatment of an iconic superhero character for 4E - but I can't figure out how JLA is supposed to stand for Judicial Society of Adventurers...



Rating:
[4 of 5 Stars!]
The Judicial Legion of Adventurers #1: The Dark Avenger
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Scoundrels of the Old West: Cowboy
by William W. [Featured Reviewer] Date Added: 03/11/2012 08:05:18

A fun set of rules for cowboys in 4E. The powers are particularly fun to read, and include names like "Spook the Horses," "Something Up My Sleeve," and "Dance, You Varmint!"



Rating:
[4 of 5 Stars!]
Scoundrels of the Old West: Cowboy
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Tournaments, Fairs, & Taverns #1: Archery Contests
by William W. [Featured Reviewer] Date Added: 03/10/2012 08:56:35

A great little doc on managing archery competitions in your 4e game. The material here is mostly system neutral, and could be used with any RPG.



Rating:
[4 of 5 Stars!]
Tournaments, Fairs, & Taverns #1: Archery Contests
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17 New Conditions
by William W. [Featured Reviewer] Date Added: 03/07/2012 15:29:14

A set of new conditions for 4E, to add a bit of variety to combat. There are 17 in all, plus rules for Acute Conditions. This is pretty plain and straightforward, with no fluff, and the price is reasonable. Pick it up if you want to add some spice to your game.



Rating:
[4 of 5 Stars!]
17 New Conditions
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