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The Blackest Space - An Interstellar Sci-Fi Survival Roleplaying Game
by Dustin M. [Verified Purchaser] Date Added: 05/24/2023 17:23:19

Another knock out of the park by Bloat Games. My group had a blast with this OSR take on Star Wars. If you like the idea of a ragtag bunch get up to interstellar shenanigans a la Firefly you will enjoy thisone



Rating:
[5 of 5 Stars!]
The Blackest Space - An Interstellar Sci-Fi Survival Roleplaying Game
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Valor Knights - The Electrocube War
by Dustin M. [Verified Purchaser] Date Added: 05/24/2023 17:13:29

Totally Not Transformers brought to you by Bloat Games. A fun game based in the OSR about interstellar beings fighting a war against their oppressors. Following HackThisRPG, some rules are intentionally unfinished and GM rulings are the name of the game. If the licensed game by Renegade Games isn't the fit for your table, give this a try



Rating:
[5 of 5 Stars!]
Valor Knights - The Electrocube War
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ADVENTURE PERILOUS The Role-Playing Game
by Fernando C. [Verified Purchaser] Date Added: 03/09/2023 08:28:35

I keep picturing playing this like the old Final Fantasy games



Rating:
[4 of 5 Stars!]
ADVENTURE PERILOUS The Role-Playing Game
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SURVIVE THIS!! Vigilante City - Into The Sewers!
by Timothy B. [Featured Reviewer] Date Added: 09/19/2022 08:30:17

Originally posted here: https://theotherside.timsbrannan.com/2022/09/review-vigilante-city-4-into-sewers.html

Vigilante City - Into The Sewers!

PDF and softcover book. 224 pages. Color cover, black & white interior art. For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up from Bloat Games' own store.

Here we see Bloat Games' TMNT love on full display. And it works well here. I am sure other supers RPGs have tried this before, but I can't think of any that do this so explicitly.

If Book #2 gave us an overview of Victory City above ground then this book covers the sewers and underground. Sadly the sewers are full of radiation, mutants and eve worse dangers.

We go through the sections and neighborhoods of Victory City and discuss what is going on underneath. General features as well special ones such as Shayana's Bazaar. Great for all your underground (literal and figurative) needs.

It would not be a SURVIVE THIS!! game without plenty of random tables and this one does not disappoint. 100 things you can encounter in the sewers. There are plenty of new creatures too and they are detailed in this book. Yes. There are alligators and vampires in these sewers.

There are two new introductory adventures, "Into the Sewers, We Go!" and "We're In a Pickle Here" to get the PCs out of the relative comfort of the above world down to where the action is.

Given all of the new focus on mutants, there is also an updated Mutant Class with more abilities to replace or augment the one in the Core Book. Just reading through them I can't see any reason why you could not use both if you wanted. Different strains of mutants. Likewise, there is an updated Anthropomorph class.

We end with some new skill packages which include assassin and sewer rat. In this game, you can have a sewer rat skill pack applied to an actual sewer rat Anthropomorph.



Rating:
[5 of 5 Stars!]
SURVIVE THIS!! Vigilante City - Into The Sewers!
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SURVIVE THIS!! Vigilante City - Superhero Team-Up!
by Timothy B. [Featured Reviewer] Date Added: 09/15/2022 09:39:45

Originally posted here: https://theotherside.timsbrannan.com/2022/09/review-vigilante-city-3-superhero-team.html

We continue our tour of Vigilante city with the next book in the series and the first expansion. If this one makes you think of the Teen Titans, then I think that might be the point.

Vigilante City #3 Superhero Team-Up!

PDF and softcover book. 176 pages. Color cover, black & white interior art. For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up from Bloat Games' own store.

Classes

This book presents some new classes for us to try out. They are the Alchemist, Getaway Driver, Mutant Hunter, Occultist, Revenant Hero, Sewer Guardian, Tunnel Shadow, and the Weapon Master.

So bits of TMNT poking through again, but that is perfectly fine really. The classes are good and few I really like. The Occultist was the obvious choice and yes I am a fan, but also the Alchemist and the Revenant Hero for running a game like The Crow.

We get some new skills too. The nice thing about VC is the skill system is very flexible. You could even run it without skills if you like. I try not to get too bogged down in the skills myself, but the system here makes it rather easy to use.

Teams

This section is where I am getting the Teen Titan vibe, though it can cover all sorts of teams. The first is team combo actions which give you some ideas on how teams can work together. There is some detail on your base of operations as well. Covers everything from living in the sewers to a giant tower shaped like a T if that is your fancy.

Gear

Alchemists and Occultists can make potions so there is new gear associated with that. There are new items of equipment and vehicles. If you ever needed to know how much it would cost to build your own superhero lair then this book has you covered.

Dr. Azmournus and More

We get into a section of rogues next. Up first is the evil Dr. Azmournus and his crew. This guy does tests on mutants and Anthropomorphs to create even more mutated creatures. He is not a pleasant guy. We also get his mutated crew.

There is a vigilante group that doesn't quite operate within the law, the "Wretch Slayers," and a group of sewer-dwelling crime fighters that face off against Dr. Azmournus and his crew ("Insecto's Sewer Guard").

There are more, but you get the idea. Use them all or none, but they add a bit more color to the streets, and under the streets, of Victory City.

Adventures

What might be the best part of a book full of great parts are the adventures. Included here are "Backup" by David Okum and homage to the "Buddy Cop" movies of the 70s and 80s. "The SynGen Situation" by Melanie R. Meadors, an open-end, even "sandbox" style adventure to get players and characters acquainted with Victory City. You get to meet other heroes and even have a run-in with a noisy reporter! There is even a tavern where you can meet up. Michele Lee gives us "The Demonic Cabal" here you get to meet a mentor in the form of Roadkill an ex-cop and former vigilante. Of course, Roadkill soon lives up to his name and is dead. It is up to the player characters to find out how and why. Friend of the Other Side James M. Spahn is up with "Quiver of Serpents" which is more of an introduction to the criminal organization, the titular Quiver of Serpents as the PC's version of the Legion of Doom.

All in all the book works really well and is a worthy addition to the Vigilante City line.



Rating:
[5 of 5 Stars!]
SURVIVE THIS!! Vigilante City - Superhero Team-Up!
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SURVIVE THIS!! Vigilante City - Villain's Guide
by Timothy B. [Featured Reviewer] Date Added: 09/14/2022 08:07:25

Originally posted here: https://theotherside.timsbrannan.com/2022/09/review-vigilante-city-2-villains-guide.html

Book 2 of the SURVIVE THIS!! Vigilante City core rules is the Villain's Guide and it was shipped out with Core Rules #1. It's Vigilante City week, so let us get to it.

Vigilante City #2 Villain's Guide

PDF and softcover book. 300 pages. Color cover, black & white interior art. For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up either via Kickstarter or from Bloat Games' own store.

This book builds off of the Vigilante City #1 Core Rules. While it says "Villain's Guide" on the cover it is really much more than that.

Victory City

We start out with the titular Vigilante City, "Victory City." We get the layout of the city and its districts. We get a great map of the city (and it is reprinted on the back).

Since this is street-level supers we get a lot of gangs. The gangs do feel like what you might get if you took the gangs from the movie The Warriors and let them populate Gotham City from Batman the Animated Series for a while. Yeah, it is every bit as fun as it sounds. I bet the creative team had a blast working on this.

There is a great section following about building your own city or adding to Victory City. Personally, I would rather add to the existing VC. I mean nearly every superhero story is defined by the city they live in. So for a Vigilante City game, I am going to want to play in Vigilante City.

Anthropomorph Island is our next big section and it is an island of anthropomorphic animals. Not all of them are teenage. It's a neat little addition to the superhero mythos.

There are a couple of sample adventures, which is nice.

Rogues Gallery

At about 75 pages in we finally get the Rogue Gallery. Ok, "finally" is too strong. Everything up to this point has been great. But let's be honest it is the bad guys that are the most fun.

Nearly 90s pages of all sorts of bad guys (and girls and animals) here and they are all fun.

There are a couple of local heroes, some sample characters, and a bunch NPCs.

Bestiary

There is a bestiary that covers normal animals to were-beasts and other threats. Bigfoot is even here! Note: The Dark Places & Demogorgons Cryptid Manual would work great with this.

Community Content

I think this material was part of the Kickstarter where backers could submit heroes and villains of their own. This is that section and it is a lot of fun really. I mean really, we are getting an official version of the Acrobatic Flea? Worth the price of the book alone!

This book could have been also called the GM's Guide, with all the material here. It is great stuff. Can you play VC without it? Sure. And you can also have Batman without the Joker and Gotham City but it would not be as much fun.

I can see this game taking the place of Icons or Villains & Vigilantes in my life. It is at the intersection of them both for me.



Rating:
[5 of 5 Stars!]
SURVIVE THIS!! Vigilante City - Villain's Guide
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SURVIVE THIS!! Vigilante City - Core Rules
by Timothy B. [Featured Reviewer] Date Added: 09/13/2022 11:51:25

Originally posted here: https://theotherside.timsbrannan.com/2022/09/review-vigilante-city-1-core-rules.html

Vigilante City has been sitting on top of the computer I use as a home server forever. I figure now is a great time to let everyone know about this great street-level supers game.

Vigilante City #1 Core Rules

PDF and softcover book. 292 pages. Color cover, black & white interior art. For the purposes of this review, I am considering the PDF from DriveThruRPG and the soft-cover books I picked up either via Kickstarter or from Bloat Games' own store.

Vigilante City, or more accurately, SURVIVE THIS!! Vigilante City #1 Core Rules, is a street-level supers game for the SURVIVE THIS family of games from Bloat Games. The same folks that gave us the awesome Dark Places & Demogorgons and the amazing We Die Young RPGs. So right away these rules feel familiar. But this game is more about teenage angst in the 80s and 90s. There are mean streets out there.

The game really is a great starter for anyone that has played D&D/OSR-like games and wants to get into a supers game. Like all SURVIVE THIS!! games this one in class and level with levels topping off at 10.

Right from the start, this game lets us know what it is all about. These are street-level supers. While there might the occasional mutant, anthropomorphic otter, Super Soldier, or power suit we will not be seeing the likes of Superman or Wonder Woman. This is Batman, Captain America, and Tony Stark down all the way to the Teenage Mutant Ninja Turtles and some guy with a baseball bat. If this sounds like your kind of game (and really who wouldn't want to play this?) then buckle in, because this is going to be fun.

The Core Rule book covers the basic hero classes (this is a class/level system derived from the SRD) and basic rules. I am going to point out here that the rules are very much the same as other Survive This!! games with notable areas to aid heroic play. While in the past I have pointed out that teens of the 80s in Dark Places & Demogorgons can grow up to become the young adults of the 90s We Die Young, there is no logical progression here from those games. To be fair that is also not the designer's intent. I can see a world that involves all these games (that and their newer What Shadows Hide line) but let's first appreciate this game for what it is right now and not what inhuman creation I'll make with it later.

The Basics

We start off with the basic rules, or maybe I should say "Basic" rules since these rules are designed from the d20 SRD to feel like old-school D&D, D&D Basic in particular. As mentioned before it shares this design with all the other Survive This!! games. You generate attributes, the usual six plus a seventh "Survival," you generate your saving throws, pick your alignments, calculate your Vigilante Points, work out your Origin/Background (every good hero has a backstory!) and then comes the time to choose your class.

Human Classes

Basic D&D's DNA is peaking through here. You have your normal human classes and then a section on "Mega Humans." But let us talk about humans first. Essentially these are the roles that an everyday, but not really average, human could pick up and say "I am going to fight crime as a ..." Yes a lot of these require training and/or to be born with the right genetic lottery (smart, rich, or both).

These classes are: Athlete, Crime Fighter, Dark Avenger, Gadgeteer, Genius, Hardboiled Detective, Knight Nurse, Martial Artist, Mentor, Mercenary, Protégé, Sharp Shooter, Street Preacher, and True Vigilante. Most, if not all are fairly self-explanatory. Each gets 10 levels of advancement where they gain certain advantages. Like the comics that inspired them the character classes are fairly 2-Dimensional. THIS IS APPROPRIATE. You fill in the blanks with your backgrounds and skills. You can choose "Street Preacher" but you have to figure out if you are Jacob Fuller (Harvey Keitel's character in "From Dusk til Dawn) or Jesse Custer from Preacher.

Mega-Humans

Much like the split between Demi-humans and humans in D&D, and Meta-humans/Mutants and humans in comics, we get our section on Mega-Humans. Mega humans are both a "species" and a "class" they can pick up skill packages to differentiate themselves, but largely this is what they are. Again, this fits the tone of the X-man comics.

Our Mega-Human classes are: Anthropomorphs, Borg, Mutant, Mystic, Powered Armor, Psion, Super Soldier, and Super Speedster. Lots of choices here.

These classes and their powers (spells for the mystic, psionics for the psion) cover the first 210 pages of or 2/3rds of this book. That is expected really.

The classes are followed with Skils & Skill Packs, XP/Leveling, Gear, Vehicles, Game Terms and Critical tables.

There is a solid index and the PDF is bookmarked.

The game has a feel of Villians & Vigilantes mixed with Mutants & Masterminds with the difficulty of Icons. Any veteran of either of those games will pick this one up fast. Anyone that has played D&D or other Survive This!! games will pick it up even faster. That is already given the fact that this is a quick and easy game to learn and play. There are groups out there that are searching for the perfect Supers game and this could very well be it for them. I find it very, very appealing.

Like all games from Bloat Games, there is a lot of support online and in other books for this line.



Rating:
[5 of 5 Stars!]
SURVIVE THIS!! Vigilante City - Core Rules
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DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG
by Jonathan M. [Verified Purchaser] Date Added: 08/10/2022 21:37:34

I've had a wonderful time running this system for my friends. The flavor of '80s sci-fi and horror is worth the price of admission alone and my players love running into something strange around every corner in J'Town. A word of caution: the rules system is better fleshed out in later SURVIVE THIS! games like We Die Young and What Shadows Hide. This isn't really a significant problem if you stick to the core book; however, most of the sourcebooks and rules editions (like Martial Arts Mayhem and the Class Compendium respectively) will assume you are familiar with mechanics like Morale and Seize the Day. I recommend that if you really find yourself enjoying this D&D rules hack, pick up the Players Options and GM Guide, the Class Compendium, the Jeffersontown Setting book, the Cryptid Manual, and one of the core rulebooks for the newer SURVIVE THIS! products.



Rating:
[5 of 5 Stars!]
DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG
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War For The Wasteland - Playtest Edition
by James S. [Verified Purchaser] Date Added: 06/26/2022 19:39:11

This is a great game with light rules crunch and a full setting feel. For me it falls somewhere between RIFTS Chi Town and the movie Blood of Heroes.



Rating:
[5 of 5 Stars!]
War For The Wasteland - Playtest Edition
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Hack The RPG - Create your own Roleplaying Game!
by Lee S. [Verified Purchaser] Date Added: 03/08/2022 20:33:29

Thank you for making this available. It gives a simple framework for someone to make an rpg and get their ideas onto paper. Currently finishing up my own rpg using Hack the RPG, called ' Crime Friction'. I could've probably used the D20 Modern SRD, or any of the other OGL sources out there for what I wanted to do, but Hack the RPG distills everything down to a less complex set of rules that can be more easily remolded and reshaped into what you want your game to be. You can't beat the price, either. I would also recommend getting Destination: Uncharted or The Monsters are our Heroes for great examples of what can be done with this book.



Rating:
[5 of 5 Stars!]
Hack The RPG - Create your own Roleplaying Game!
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SURVIVE THIS!! Zombies! 2nd Edition - Core Rule Book
by MATTHEW M. [Verified Purchaser] Date Added: 01/15/2022 22:39:03

> This is an incredibly fun game that I run constantly at conventions! A great old school way to knock out some Zombie apocalypse one shot or a Campaign! The various types of Zombies run the gambit!



Rating:
[5 of 5 Stars!]
SURVIVE THIS!! Zombies! 2nd Edition - Core Rule Book
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The Blackest of Deaths - Dire Old School Fantasy RPG (Ashcan Version)
by Austin A. [Verified Purchaser] Date Added: 11/09/2021 13:38:15

Tired of fifth edition's over the top power level or need a great system for a horror one shot, then this is your game.



Rating:
[5 of 5 Stars!]
The Blackest of Deaths - Dire Old School Fantasy RPG (Ashcan Version)
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SURVIVE THIS!! We Die Young RPG Core Rules
by Timothy B. [Featured Reviewer] Date Added: 10/05/2021 12:20:39

Originally Posted here: https://theotherside.timsbrannan.com/2021/10/review-survive-this-we-die-young-rpg.html

"Son, she said, have I got a little story for you

What you thought was your daddy was nothin' but a...

While you were sittin' home alone at age thirteen

Your real daddy was dyin', sorry you didn't see him,

but I'm glad we talked...

Oh I, oh, I'm still alive

Hey, I, I, oh, I'm still alive

Hey I, oh, I'm still alive."

Pearl Jam, "Alive" (1991)

It's October. There's a chill in the air and there is a feeling in the air. Something that makes me reflective, chilly, and maybe a little melancholy. Sounds like the 90s to me. There is also a game that captures this feeling perfectly. Bloat Games' newest offering in the SURVIVE THIS!! series; We Die Young RPG.

I have been waiting to share this with you all and today is that day!

We Die Young RPG Core Rules

"Tell me do you think it would be alright If I could just crash here tonight?"

We Die Young RPG Core Rules is 372 pages with color covers and black and white interior art. The book is digest-sized, so the same size as Bloat Games other games. The game was Eric Bloat & Josh Palmer with art by Phil Stone and additional art by RUNEHAMMER & Diogo Nogueira.

For this review, I am considering the just-released PDF on DriveThruRPG that I got as a Kickstarter backer. The print book is due out soon.

Comparisons between this game and their first game, Dark Places & Demogorgons are natural and I think needed. I spent a lot of time with DP&D so I am looking forward to seeing how I can use this game with that as well. But first, let's get into the game proper.

The book begins with two dedications from the authors. I want to repeat them here since they set the tone not just for the game but also for my review.

Growing up in the 1980s was fun. Being in my late teens and 20s in the 1990s however, was AMAZING. January 1990 I was a university undergrad, living in the dorms with a girlfriend that driving me crazy (not in a good way), but a best friend I hung out with all the time. December 1999 I was married to that best friend, I had a brand new baby son, living in my new house, and was working on my first Ph.D. That's no small amount of change. But I never forgot that kid in 1990 with the flannel, goatee, Doc Martins, and long hair. This is the game for that kid.
BTW "Layne" is Layne Staley, the former lead singer of Alice in Chains who died of a heroin overdose in 2002. If you can't remember EXACTLY where you were when you heard Layne, Kurt, Shannon, or Chris was dead, then this game is, to turn a quote "not for you."

Introduction

"With the lights out, it's less dangerous. Here we are now, entertain us."

Here we are introduced to the newest SURVIVE THIS!! game. The authors are upfront about their inspirations here; grunge music from the 90s and the games that were popular at the time. Having already gone through the book a few times it is a thread that weaved in overt and subtle ways, but it never feels overused, hackneyed, or clichéd. We are given some in-game background for why the Pacific Northwest is so full of supernatural strangeness and it is a fun explanation. But to quote the late, great Bard of Seatle I prefer it "always been and always be until the end." But it works well.

The basics of RPGs are covered and what you need to play. Next we get into character creation.

Character Creation

"I'll be whatever you want. The bong in this Reggae song."

Character creation follows the same process as other SURVIVE THIS!! games and by extension most Old-School games. We are told from the word go that we can add material we want from the other SURVIVE THIS!! games.

Attributes are covered which include the standard six, plus the "Survive" attribute common to all SURVIVE THIS!! games. My first thought? My Dark Places and Demogons characters have grown up and moved to Seatle.

Like the other games in this family, Hit Points start with a 2d6 and increase by 1d6 per level regardless of class or race. Combat can be quite deadly in these games for people used to the hardiness of even Old-School D&D characters.

Saving Throws are different from D&D but the same as DP&D with the edition of the Magic save. This does make porting over characters and ideas from the other games pretty easy.

Alignment covers Righteous, Law, Neutral, Anarchist, and Evil.

Races

"All I can say is that my life is pretty plain, You don't like my point of view and I'm insane."

Here we get into the really new material. We have a bunch of new races for this setting. These include shapeshifting Doppelgangers, undead Ghouls, garden variety Humans, the immortal Imperishables, the ancient undead Jari-Ka, the various Realm-Twisted Fey (my new favorite, and I am sure I dated a Twitter Fey back then), Vampires (sparkles are optional), and Were-beasts of all stripes. If you played ANY RPG in the 1990s you know what you are getting here, but still, they manage to make it feel both new and old at the same time. New, because there is new potential here and old because they feel comfortably familiar; like that old flannel in the back of your closet or those beat-up old Doc Martens.

The races are well covered and you could easily drop them into any other SURVIVE THIS!! game or even any other Old-School game. They are really quite fun and I could not help but think of what characters I wanted to make with each one. This covers about 40 pages.

This is followed by a list of occupations with their bonuses.

Classes

"This place is always such a mess. Sometimes I think I'd like to watch it burn."

We Die Young is a class/level system. There 16 classes for this game. Some look like repeats from DP&D but are not really. They are updated to this setting and older characters. We are told that classes from the other SURVIVE THIS!! games are welcome here.

Our classes include the Mystic (tattoos mages), Naturalists (potheads, I mean druids), Papal Pursuant (soldiers of God), Psions (Carrie), Revenant (Eric Draven the Crow), Riot Grrl (what it says on the tin), Rock Star, Serial Killer, Shaman (oh here are the potheads), Sickmen (homeless, as seen by Sound Garden), Street Bard, Street Fighters, Thralls (Vampire servants), Tremor Christs (psionically powered religious prophets), Warlock (steal power for otherworlds), and what I can only assume is an attempt to get a good review from me (just kidding!) the Witch.

The witch here is slightly different than the ones we find in DP&D. So there can be no end to the witchy goodness you can have by combining games.

That covers a healthy 50 pages.

Skills

"And so I wake in the morning and I step outside, And I take a deep breath and I get real high. And I scream from the top of my lungs. 'What's going on?'"

The skill system for We Die Young is the same as DP&D. Though without checking it feels a bit expanded. You get points to put into skills and there are DCs to check. Very 3e. Or more like 3e IF it had been written in 1995. So, yeah, another solid point for this game.

Magic (& Psionics)

"Show me the power child, I'd like to say. That I'm down on my knees today."

Here is one of my favorite things in a game. There is a mythos added to the system here that is rather fun (see Spellcasters & Salt) as well as rules for Rune-Tattoos. Yeah, this is the 90s alright!

Now I have to say this. If adding a witch class is trying to get me to do a good review, then these spell names are outright flirting with me. Spells called "All Apologies", "Heaven Beside You", "Black Days", "Wargasm", "Super Unknown", and "Far Behind"? Yeah. That is hitting me where I live. And that is only the very tip of the iceberg.

Magic, Spells and Psionics cover a little over 60 pages and I feel they could have kept going.

Equipment

"What did you expect to find? Was there something you left behind?"

No old-school flavored game is complete without a list of equipment. This includes common items, weapons, and even magical items. Don't fret, it's not like there is a Magic Shop there. A "Health Locker" costs $50k and that is if you can find one.

The list of drugs is really interesting and fun. Look. It was the 90s. Everybody was taking drugs.

New to this setting are the Zapatral Stones. These are the remains of a meteorite that fell to Earth and hit the Pacific Northwest and Mount Rainer in particular. They have strange power and effects depending on the size of the stone and the color.

Playing the Game

"Whatsoever I've feared has come to life. Whatsoever I've fought off became my life."

Here we get our rules for playing the We Die Young game. We get an overview of game terms, which is nice really. New rules for Curses, Exorcisms, and Madness are covered. It looks like to me they could be backported to DP&D rather easily.

There is a fair number of combat rules. Likely this has come about from the authors' experiences with their other game Vigilante City.

We also get rules for XP & Leveling Up and Critical tables.

The World of We Die Young

"I'm the Man in the Box. Buried in my shit."

This is great stuff. This is the built-in campaign setting for We Die Young set place in a mythical and magical Pacific Northwest. the TL;DR? Grunge woke supernatural creatures. Ok, I can do that. I mean it is not all that different than ShadowRun right?

The setting of the PNW/Seatle on the 90s is covered well. I had many college friends that made the trek out to Seatle after our graduations (91 to 93 mostly), so I have some idea of what was happening on the ground level. Twenty-somethings like me seemed drawn to the place by some mystic siren song. A siren song with a Boss DS-2 distortion pedal.

Various associations/groups are covered, like Jari-Ka circles, Ghoul Legacies, Vampire Lineages, were-kin groups. Like I said, if you played RPGs in the 90s you know the drill. But again they are still both "new" and "old" at the same time. Kudos to the authors for giving me something new AND invoking nostalgia at the same time.

We also get some great locations of note and some adventure seeds which include some creatures.

Bestiary

"She eyes me like a Pisces when I am weak. I've been locked inside your heart-shaped box for weeks."

This covers all the creatures you can run into. The stat blocks are similar enough to Basic-era D&D to be roughly compatible. They are 100% compatible with other SURVIVE THIS!! games, so the excellent DARK PLACES & DEMOGORGONS - The Cryptid Manual will work well with this. In fact, I highly recommend it for this.

There is a good variety of creatures. Angels, Demons, BIGFOOT! and more.

We get about 47 pages or so of monsters with stat blocks and an additional 10 pages of templates to add to monsters such as "Vampire" and "Radioactive."

Radioactive Bigfoot. I don't need a plot. I have that!

We get Adventure Hooks next. Roll a d100 and go!

The Appendix includes some Grung songs to get you into the mood. Some Seattle Grunge bands, some not-Seatle Grunge Bands, and some late 80's and 90's Alternative bands.

There is a list of movies about the era. A list of books. And finally the index and OGL.

Thoughts

"I don't mind the sun sometimes, the images it shows. I can taste you on my lips and smell you in my clothes."

Wow. What a really damn fun game!

If Dark Places & Demogorgons gave a "Stranger Things" 80s, this gives me a strange supernatural 90s.

It is exactly what I would have expected from the fine folks at Bloat Games.

My ONLY question about this setting is "Where are the UFOs and Aliens?" I mean NOTHING was bigger in the 90s than "The X-Files." I get that it is hard to cleave 90s Aliens to 90s supernatural (ask anyone that has tried to play WitchCraft AND Conspiracy X), but maybe a supplement is due out later? I would suggest grabbing DARK PLACES & DEMOGORGONS - The UFO Investigator's Handbook to add some X-Files flavored goodness to We Die Young.

Back in the early 2000s I had a game I was running, Vacation in Vancouver. It took place in the 90s and in Vancouver (naturally). These rules make me want to revive that game and see where I could take it now.

The bottom line for me is that SURVIVE THIS!! We Die Young RPG is a great game. The pdf is fantastic and I can't wait for my Kickstarter books.



Rating:
[5 of 5 Stars!]
SURVIVE THIS!! We Die Young RPG Core Rules
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SURVIVE THIS!! Fantasy - Core Rules
by Bob V. G. [Verified Purchaser] Date Added: 10/24/2020 23:58:00

For the past few days I have soloed my way through Snow-globe Island (for 5E/free/pay what you want). This adventure is six pages, no map, and it is for third level characters. It is very easy to change this for characters who have lower levels. The game system I used to play it was Survive This! Fantasy (RPG/197 pages). Both items are available at DriveThruRPG. These two items are for a Game Master and several players. I used four characters and I used a solo engine I have been testing out. One of the characters was a grave robber and the other three were beastmasters. All four were two feet tall minatauns. (They get along well with animals). The RPG system has an option for experience where the characters can do whatever they want for the four hour session and gain a set amount of XP. Nice. Once the characters received their quest, they were given access to the pocket dimension: a tropical island. Cool. They were able to kill pirate skeletons, make friends with an owlbear, and dig up a treasure. Things got more dangerous when they entered the cave system. The grave robber triggered a trap and he slid down to the bottom level and was trapped there for the rest of the adventure. Oh dear. Basa the Brave took up the lead position and took massive damage from the encounters that followed. The others tried to use their medical skills, but that did not work out at all. Esta made friends with a parrot and it is now her companion. So, the three of them were able to find the quest item and all four were united soon after that. They turned in the item to the quest giver hoping for a reward. Instead, they were offered a discount at the magic shop. Sigh. Give it a try!



Rating:
[5 of 5 Stars!]
SURVIVE THIS!! Fantasy - Core Rules
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The Monsters are our Heroes
by Brian C. [Verified Purchaser] Date Added: 09/29/2020 14:21:10

A simple, fast, fun OSR rpg where you get to play the classic monsters of cinema: vampire; invisible person; lagoon monster; Frankenstein's creation; werewolf; mummy. The old-school rules will be instantly recognizable to any tabletop players, so you won't spend hours learning a new system or wondering 'am I playing this right?' The rules are spelled out nicely, character creation is swift and fun. Some brief flavor text says that the world is our modern world, somehow overlaid with gothic trappings. It's brief enough that you can essentially go with the setting blurb as written or decide to run the monsters through your own homebrew game world.

Each monster gets its own set of powers based on its 'monster type' as well as couple of weaknesses. While the monsters are quite capable out of the gate, they're not unstoppable engines of might and destruction at Level 1. A SWAT team called out to defeat a bunch of level 1 spooky weirdos in the park would probably make short work of them. But the monsters do go up in level, getting to add to their attribute scores, luck points, hit dice and so on, becoming more formidable at each level. There are no tracking of expeirence point numbers; instead a simple metric and dice roll mechanic determines if your monster goes up a level. Again, it's very simple and modular, and GMs with their own preferred XP and level system can swap it in here with zero problems.

Along with simple, well-defined rules on how to play the game, then well-defined monster creation rules, the book goes into a brief bestiary of creatures that your player-monsters may encounter and possibly battle. If the included critters are too few for your tastes, just about any old-school creature catalog or manual can serve up all manner of new threats for your heroic monsters to confront.

This is not a deep, philosophical game on the psychological and sociological impacts of being a monster in our urban world. This is about rolling up classic Hollywood monsters as characters and letting them loose on a world that's been given the Tim Burton touch. It's a 'Saturday Morning' monster show that you'd watch in your living room with your bowl of kids cereal on the t.v. tray in front of you. Play it dead serious. Play it for laughs. Play it somewhere in between. The Monsters Are Our Heroes is eminently playable and very fun stuff. Just in time for Halloween!



Rating:
[5 of 5 Stars!]
The Monsters are our Heroes
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