|
A good semi-sandbox location, with some plot suggestion. And as a bonus, you get some "historical spells", which are both weirder and more evocative than the usual fantasy fare!
|
|
|
|
|
|
It is a small setting, but it's also a good example of creating a small sandbox and turning it into a starting point for a bigger adventure!
|
|
|
|
|
|
"Give a GM a sandbox, you've set him for a campaign in that setting. Teach him to make his own sandboxes, you've set him up for life!"
That's more or less the logic behind this product. Unlike big publishers who can offer you scores of adventure paths, a small OSR publisher can't offer you such choice... in fact, even big OSR publishers might not be able to!
OTOH, he can teach you to make your own sandbox settings to fit in the setting of your choosing - and with a system of your choice!
As a matter of fact, I don't plan to use Robert Conley's advice with his system of choice, or even with any of the related OSR systems!
But his advice is going to fit just fine with my d100 games...
And yes, the advice is valuable, despite the fact that I've been running sandbox games for a while. Even just using it as a list of "don't forget to do this" steps would save me lots of disappointment!
So, what are you waiting for?
|
|
|
|
|
|
A rather good adventure, even if a bit linear. The idea of propitiating powerful spirits is underused in gaming, I find!
|
|
|
|
|
|
Fight! 2e does one thing, but does it just great. The amount of special attacks and combos possible is insane. .as befits thd fighting game genre.
And you can run the "adjacent" genres like arcade games sith it, too, dud to the rules for minions.
Thus 5/5 it is!
|
|
|
|
|
|
This is a product that definitely deserves more popularity! I intend to run it more in the future and we'll see how it goes...
The good parts: I like the system, it's simple but fully serviceable. The differentiation between strike and grab is nice as well, as well as the way that it makes initiative important.
The excellent parts that make me give it 5 stars:
-The set-up is actually great! An ET space station in a Galaxy where Martial Arts are The Big Entertainment (akin to different ball games all over the world on Earth)? Which, of course, turns the PCs in the Great Stars?
-The PCs aren't "pro MMA fighters" or the like. They start with just one style...they might be the talented students of the local dojo, but they aren't "trained killers" or any other thing like this. And I say: Good! There's enough games already with ultra-competent PCs. But those are, to me, just Normal Guys Who Get A Moment To Shine.
And that is, IMO, just great. There's room for games that emulate Karate Kid, and for others that emulate Bloodsport.
-The addition of honor rules and the fact that vary by style. Seriously, no modern martial arts game is complete without, at least to me. At the same time, they shouldn't take over the gameplay...and they don't in this game.
-The way the station is described is rather concise, and yet manages to inspire ideas.
-As a personal preference - I really appreciate having Vovinam and Kalaripayattu (sp?) on the list of styles. Both are rather fun to watch (I've never trained either). And people who want an MMA-like style can just focus on Muay Thai and Judo.
For reference, I am totally unaffiliated with this publisher - I just like the game!
|
|
|
|
|
|
A solid take on one of the best game systems out there. The manouevres are a thing of beauty and fit well with my HEMA experience.
Overall, it's an RPG that deserves much wider recognition.
|
|
|
|
|
|
That's a really great cyberpunk setting! And it uses one of my favourite systems: Cepheus Engine - with simultaneous initiative, which I find a nice touch.
But the best part of the game are the hacking rules, IMO. Cutting "ice" can now be fun!
|
|
|
|
|
|
That's a really good treatment of wuxia that manages to make corruption both tempting and with enough drawbacks that it's not "the mechanically sound option". It also manages to follow the example of the games named as inspiration, without using the exact same mechanics and while avoiding their main drawback: the hard-to-improvise NPC creation!
Also, I like the treatment of the setting. Thus, five stars!
My only note: this game really needs a print option. You're probably going to want to print the cards anyway, so might as well go for print!
|
|
|
|
|
|
I ran this adventure. It's a good way to introduce the players to the system...though as I ran it after he start of the campaign, they might have been a bit more powerful than expected.
Still, it provided us an evening of fun on short notice when I wasn't feeling inspired, and what more can one ask from an adventure?
|
|
|
|
|
|
That's a great wuxia game! And I do not say that lightly...I have more than a few of those.
Due to being light, it's almost infinitely customizable. And the system is light enough that the players and the Referee can focus on what's actually going on in the game instead of on managing their own characters/NPCs. And creating NPCs on the fly is a breeze!
As an aside: that, I believe, is the greatest failing of some other games aiming at the same genre, even games that I otherwise like a lot...
In the last month, I think my group is averaging over 2 sessions of Age of Wuxia per week. That should be enough of a recommendation, I believe!
|
|
|
|
|
|
Nice game about superpowered beings! I like how it's not trying to force the morality of the Silver Age/Bronze Age/whatever on the reader. Instead, it gives you options to create your own setting.
And, as I said in the review about Fractured Kingdom, it's nice that the system is that versatile. It's also nice that you can actually stat up an unpowered human (Batman, anyone?) and have him/her compete with the powered beings as an equal.
Batman, for example, would simply have a powerful fighting style and maybe some additional points for his Batarangs.
|
|
|
|
|
|
A cyberpunk system with a setting I actually like. And the characters have been empowered by their contact with Outer Realms.
In short, this is what happens when you cross cyberpunk with urban fantasy. Which, IMO, fits much better than crossing it with D&D-style fantasy like...some other cyberpunk games.
And it definitely helps that the system is actually pretty good. I mean, few games can allow you to play both a brutal, quick street fight and a long, gruelling boxing/MMA match!
Well, this one can.
And best part of it, it does it without the dicepools ever getting over 6d6!
|
|
|
|
|
|
That's a great modern-day setting!
That's what I wanted Scion to be. I like this game (in this edition) better, though!
|
|
|
|
|
|
Finally a SF game that aims to do Hard SF! And I like d6 dicepools.
|
|
|
|
|
|
|
|