|
I absolutely love this book! It's one of the most evocative, beautiful, interesting to read RPG books that I've ever owned. Every page is jammed with so many interesting ideas, it's difficult to pick where to start using it. You can nearly pick any page, and nearly any paragraph and have something unique to center an entire game session.
It's worth noting that there tends to be a macabre cartoonish flavor to many of the pages/monsters/traps/diseases/locations, so this won't be a fit for every campaign. But what it does well is provide ton's of flavor, an amazing sense of danger and great exotic locales.
If you feel like your game needs something unique, fun and dangerous this is definitely worth a read.
|
|
|
|
 |
|
Setting: A darker version of World War I with monsters and magic. Some background information is given in the form of soldier’s letters. Rules: Very simple character creation. Combat is fast and deadly. An interesting use of standard playing cards along with dice. Art style: Nice, but the artist may not like to draw people’s faces, so literally everyone here wears gas masks. Verdict: Nice simple game, grim and deadly, where you can create a character in 5 minute and then die in 10.
|
|
|
|
 |
|
The variety of monster designs was fun to read through. The artwork also fit very well and was fun to look at. Even if you don't plan on running this system, I still think this book is worth it for the various monsters within.
|
|
|
|
 |
|
I love this game. It's a wonderfully straightforward system that works well to capture the desperate feel of a war of attrition, let alone the horror elements that add a novel twist on the idea of WW1. It's also great because the lightweight nature makes it easy to run in just about any context, while also giving you as the GM a fair bit of room for potential homebrewing. For instance, I've made tweaks to add tactical map combat, cover, additional weapons, and a house rule for 6s to give two successes instead of one, to change the game up to fit a slightly different style of play. It's a wonderful game that's definitely worth the very reasonable pricetag.
|
|
|
|
 |
|
This is one of the single best RPG products I have ever seen in my life, and I have been gaming for over 20 years.
Obviously having a single artist do almost all of the artwork lends the work a fantastic feel of consistency, and this is a very visually-striking product, but the quality of the written content is the real source of value here. Into the Wyrd and Wild gives you everything you need to run hostile woods. And I do mean everything. Monster, sure, but survival rules, interesting plants, factions, magic items, pre-made location descriptions for a hex crawl, diseases, hazards — everything.
This isn't to say that it can't be combines with other resources. It absolutely can be, and you will need a full-fledged system of some sort, though basically any d20-based fantasy system will do. Any edition of D&D, and OSR game, Pathfinder, Level Up, probably even 13th age would work. The material in here is system-neutral and presented in such a manner that it's relatively easy to adjust for other systems. It's also extremely readable, and just opening this up and reading chunks of it will give you tons of campaign ideas.
Cannot recommend it enough.
|
|
|
|
 |
|
I haven't yet used much of this book, so take all I say with a grain of salt...That being said this book is full of great idea's and evocotive illustrations. If you need to give a feeling of "Spooky woods" to your players, it is extremely easy to flip through this book and land on an Idea that will fill your head with idea's for a great adventure. All in all, Definitely worth adding to your collection.
|
|
|
 |
|
I think this sets the standard for creating hexploration maps with specific steps for how to develop a map for hexploration. The monsters are creepy and the encounters are interesting. I tried to use some of the optional rules for surviving in the forest but I think my players were too high level (Tier 2) to make it worthwhile.
|
|
|
 |
|
This is really good stuff. It is often difficult to make wilderness adventures interesting and this helps immensely - regardless of what system you use. Its title sums it up. Worth every penny. Thank you.
|
|
|
 |
|
These cards came as a great disappointment.
I have purchased all of the books, and enjoy the art style and direction of the game manuals.
Upon opening the package, the first two cards I am greeted with were the jokers (which had a couple of the larger scenes from the books on them), and I was hopeful for the rest of the deck. However the remainder of the cards were disappointing. The face cards and the aces are the only cards (besides the jokers) with any art on them. The art is in the style of the game, but very minimal, and lackluster.
The number cards are all of the standard suits, and have slightly stylized pips.
Nothing about these cards is interesting enough to make me want to use them as a stylized set of themed cards, let alone want to include them in a game of Never Going Home. I believe this is a missed opportunity to really drive home the ambiance of a campaign.
If you want a thematic deck to add to the atmosphere of your game, look elsewhere, or just use a standard deck of cards, you won't miss anything.
|
|
|
|
 |
|
This is a fantastic resource for strange wilderness settings and adventuring. Even if you don't use it all, there are lots of really good bits that can be transplanted into any game world. Well worth the cost of the Kickstarter.
|
|
|
|
 |
|
Interesting mechanics and monsters a plenty. Layout yoinked from Veins of the Earth, but that's kind of a good thing. Gotta knock one star for not including any bookmarks to the PDF, since it's one of the format's winning features over print.
|
|
|
 |
|
I absolutly adore this book. The art draws me in and the dark nature of the subject mater just makes it better. If you want to take your game out of the dungeon and into the deep wyrd woods this is one of my favorite all time books on the topic. If you take this and "They Cried Monster" you have a ready made witcher style campaign.
|
|
|
 |
|
What if World War I had monsters and miracles? That's the basic rub of this RPG which uses dice and card mechanics with very deadly combat.
<b> MY GRADE: B plus. </b>
|
|
|
|
 |
|
So, just Narrated my first game tonight, and I have to say, I was excited going into the game, but it ended up being a SMASH HIT with my group, and now they want me to run another game.
I ran the two of them (with myself playing a supporting rifleman) through the "Corpse Factory" and they managed to avoid almost every encounter possible (through a high level of dumb luck).
They spent the entire session at the edges of their seats wondering what would happen next, and were walking on eggshells in fear of encountering a sudden, gory demise.
The system is easy to pick up and play, with the journey cards giving a fun little roleplay start to the mission,setting the tone and giving the characters hard choices to make (such as upgrading now, or saving your cards that may save your life later).
Strongly recommend.
|
|
|
 |
|
Un jeu sympa et très complet, avec un background vraiment fun, mais dont le système de jeu semble un peu lourd à mettre en place.
(A nice and rich game, with very funny background, but with not easy to use rules)
|
|
|
|
 |
|
 |