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While this is a spartan story generator system (meaning you will have nothing but a basic plot outline in the barest sense) it is non-the-less one worth the spartan price tag. It is simplistic, and generates some odd results on occasion, but it is a great seed starter.
You will need to do a lot of fill work with this (NPCs, scene development, tie-ins) but it will get the creativity flowing if you let it.
I would have rated it higher if it had been more diverse in the lists you roll for. Using a D8 and D8 cross-referenced you arrive at 64 possible entries... I think they may have "run out" of things to put on the lists and struggled a little bit, which leaves the system feeling a little forced.
I would have rated it lower if it had cost even twenty-five cents more.
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An exceptionally helpful product. Perfect for anyone looking into starting their own RPG company. From Branding to Stock Art to Licenses, this product will give a new company a helpful baseline knowledge with which to launch their future company.
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Bought purely for the conversion to Fudge/Fate in the back of the PDF. Although the adventure felt a bit standard, the characters were really interesting and made the adventure better.
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A short but excellent systemless adventure/setting for any rpg. See also the Star System free guide to these products.
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This is the free guide to Star System products. They are systemless adventures. Although short (usually 4-12 pages), they are are very good quality.
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A good generic adventure for any system. The free systemless guide to Star System products also helps.
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This product helps you to modify monsters in small ways (such as changing its appearance so your players don't recognize it) and in big ways (such as changing its special attacks and qualities). It even has a small section for giving a critter the special ability of another monster. The tables provided make it quick and easy. Short, sweet and simple, this little ebook is definitely worth its low price.
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A mystery with a possible supernatural twist to keep the players guessing.
While written for d20, it can easily be adapted to any other mechanics as the adventure provides all the npcs, their motivations, and possible innocence or guilt.
What MAY be a challenge for the Game Master was while there was great stat-blocks for the NPCs and explanations what they have been up to, as well as twists depending on if you are running the scenario as murder mystery or supernatural mystery, there was no real hints on how to role play the character except what you could extract from their description. It would have been nice to have some roleplay notes (ex. Reginald Pierce - is he distracted all the time, absent minded, cries alot due to the death at his museum, any of these could help a Game Master know how to best play this NPC). Even a simple description outside of their occupation and gender would have been nice (tall, thin, short, pudgy, brown hair, blonde, blue eyes, brown eyes, etc.).
So while a great story with good NPCs, I cannot give it full 5 stars without further fleshing out of the characters the PCs must interact with on a some-what persistent basis.
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Waste of money, halve the material is a 1899 map and street register of London and then a rundown of all the bouroughs.
Nothing one couldn't find online.
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Another Thrilling Tale that fits the Pulp genre. While I am not a player of the d20 system that Thrill Tales uses, the story itself and plot can easily be lifted to serve in any system with only minor reworking to get it into any system. As this is my third purchase of the Thrilling Tales adventure, I look forward to see what future directions they take this line.
PRO: Good story, with excellent portability to other mechanics.
CON: none
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This is, by far, the best GM resource for pulp role playing. The information on the times and styles presented in pulp adventures is thoroughly covered. The random adventure generator is excellent. It's more than just an adventure seed generator, but helps generate each individual act. I've used the adventure generator to create adventures for our group's home brew RPG rules and also for Pulp-Fu. You can even use the adventure generator to create adventures on the fly. If this product were just the adventure generator, it would be well worth it, but with all of the material on the genres and styles covered by the pulps, plus all of the useful hints on actually GMing a pulp RPG, this one is a no-brainer: if you're a pulp GM, buy Thrilling Tales: Gamemaster's Guide to Pulp Adventure.
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Not bad. Not bad at all. It would have been nice to have rendered maps for all the encounters. It is not necessary of course but it would take the module up another notch.
The adventure itself is clicheed as most 1st level modules are. It follows the usual formula: find out what threatens a village and remove that threat via a dungeon crawl. This adventure has a gritty feel, which I like.
The weakness of the module is that the author has not taken full advantage of the 4E rules. There are no Skill Challenges at all in here. Yet there are many opportunities to add skill challenges. The DM will have to devise those himself. This is a shame because without them this is just another 3E module with updated stats.
The opposition is scary and varied yet manages to remain themed throughout. All in all a nice product but I hope forthcoming Venture 4th-modules will get fully into the spirit of the new edition.
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The included adventures are excellent. They're not suitable for a single campaign, but anyone running a pulp campaign should be able to make at least on of these adventures fit. The plans of the zeppelins aren't the best, and I would have liked to see a better job done in that department. Battle maps aren't necessary, but something to allow the players and GM to get a better feel for the layout of the zeppelins would have helped. Bottom line: I bought this product and managed to actually use it at the gaming table to the delight of my players.
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While I've not had time to fully read this adventure I just wanted to say how disappointed I was that only the first encounter (the one seen in the preview) has a proper battlemat type printout. All you get for the other areas are some blank (textured) square grids (one of which has a well in the middle)! Most disappointing. I would have given a much higher rating if not for this.
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Creator Reply: |
The other encounters take place in locations where the generic battlemats suffice: an open plaza (the one with the well), and the the corridors and rooms of a dungeon (the text advises the GM to print as many of the generics as they wish, and cut them to suit.) |
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Venture 4th: Ice River Battle is a 12 page pdf product and the first in a new series of products from Adamant Entertainment. The Venture 4th series of products provides both game tiles and adventures in support of the 4e ruleset, although it can be used for the revised d20 core rules as well. This first game tile product in the series presents a unique and exciting setting for fantasy combat - a battle on a icy river containing dangerous and slippery blocks of ice.
Ice River Battle presents a good mix between new rules for the scenario setup, and game tiles that allow you to make the setup or encounter come to life. The product is well presented and well written, with clear rules, good editing, and a useful variety of game tiles. There is some good art inside the product, and the front cover is professionally done. Overall, a well presented pdf as one would expect from Adamant Entertainment.
Many companies produce game tiles these days, and this product is Adamant Entertainment's first foray into such tiles. They've gone the extra mile by not only presenting game tiles, but by also tying them to both a specific location or terrain and providing specific mechanical game rules. This means that the game tiles themselves are more than just props that look pretty, but are also functional parts of the adventure or scenario itself. I quite like this take on presenting game tiles.
The pdf starts by giving the brief rules for using the various ice blocks on the river. These include moving across the ice, jumping from block to block, the effect of heat on the blocks, the result of falling into the water, and various rules for the scenario itself including static and flowing ice blocks in the river. The rules are fairly simple and straightforward, though I can imagine that running a flowing scenario can be quite tricky as the position of each block needs to be adjusted every game turn. The rules presented are fairly generic, but provide enough information that you can easily use it with the d20 or 4e game systems.
The game tiles provide a small selection of river and river bank tiles, and a larger selection of tiles for the ice blocks in various different sizes. Sizes vary from single square blocks to larger blocks that could easily host a small skirmish. The river and bank tiles are good, although I wasn't that pleased with the ice blocks, which appear rather jagged as if they'd been cut from paper with a scissors. Nevertheless, for the purposes of creating an exciting scenario, the props and rules are all you need to give your PCs an encounter they will never forget.
Venture 4th - Ice River Battle combines good rules with good game tiles to create an exciting scenario for an encounter setting. I was generally pleased with the product; the only negative being the look of the ice block tiles. Adamant Entertainment have made a good start to this Game Tile line in the Venture 4th series, and I'm looking forward to seeing some quality products in this line in the future.
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