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There aren't a lot of fantasygames that aren't the standard European, China or Japan inspired. This game is one based on SE Asia and very Phillippine centric as well. It is worth having as this is clearly a labor of love for the people writing it, and the detail and inspiration from it is first rate.
Absolutely worth picking up!
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This is an absolute classic adventure - one of the very best ones in the original version of Paranoia, and remade for the newer stuff! Do yourself a favor and get this because it's AWESOME.
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System Neutral. Dimensional travel, Minotaur Maze reimagined as Ikea, Meatballs! Karens! This is one awesome adventure that's a good palate cleanser between campaigns.
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It is perfect to start here for Call of Cthulhu. THis is the real game and eases people into a large a complicated system. I have 40 years of experience and DM, and relied on this to bring people in to the game, and to bring myself back in after along hiatus!
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This is a fantastic RPG. If you have ever read the Icelandic sagas, this is a fantastic way to simulate and adventure in their world with a healthy dollop of the magic their worldview would support. This is more gritty and realistic than many, but it is rewarding and fun. And how much fun would it be to read a saga written a thousand years ago, and the RP it? MUST HAVE!
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There isn't enough biotech in Traveller, and this is a step in the right direction. I absolutely love introducing this alternate technology into games, and this offers a lot of vehicles that might be used !
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Great resource for walkers in Traveller !! A number of imaginitive well thought out walkers from a variety of polities and regions. Easily adaptable into any Traveller game, and even to other games if one would be so inclined !!
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Tibet during the early day of the invasion and occupation, with all the forces at play is a really good rich idea for adventures. The mechanics are fine, and it is refreshing to see a setting that's not based in Europe or Japan. Worth it !
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I don't think there is another game out there like this. You assemble a team to figure out how to establish first contact with aliens. And not just one that's a human with a funny forehead. This is really alien, with modes of thoughts and motives that are really different.
It also has one of the best treatments of the neurally divergent (i.e. on the Autism Spectrum) I have ever seen.
This is worth far more than the price they are currently charging. Anyone who is playing science fiction games, shoul dhave this copy. Even if you don't play it directly it is a gold mine to enrich other games.
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THis is the House system for Chaosium, and versions of this power all of their games past and present for the most part. It also is used in part by other games like Mythras RPG series.
There are a number of settings you can get that plays along with this, like "Mythic Iceland" or "Magic World" -- there are a lot of setting in the book as well.
I have played this system for decades, and it has a number of strengths - combat is swift and decisive, it is skill not level based. and characters have basically the same number of hit points, so have to role play more and pick battles carefully.
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THIS is a great treatment of a subsector wide polity, and a very unique alien species that lives in it. Off the Rimward edge of the Solomani COnfederation, too. The majoer planets, the species, how they see the world, how to play them, and lots and lots of story hooks. I felt this was a steal at the price.
If you want a subsector outside of the major powers in Traveller, and want some of the "amazed at the unknown" as well as opportunities for trade, or righting wrongs, this is a very good setting and species.
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A huge encyclopedic expanded mechanics edition for the traveller universe. This is basically the mechanics, tables and rules for building a universe, but itself doesn't have enough to run a campaign without other information.
It has the best treatment of tech levels from any traveller edition, rules for early prototypes and when you make something at a higher TL that was earlier. Like an internal combustion type of automobile, possible at TL5, but made at TL9 might be a much better more solid thing.
The tables for creation of an alient Sophont is amazing.
Word of warning, this is a level of "crunch" that I have not seen this side of Adanced Squad Leader. I love it, but it won't be for everyone. I suspect the best use of this would be as a good reference for Referees to help with TL, settings, worlds, etc. There seems to be a mechanic ro table for everything.
(Heck it even has rules for making the old Annic Nova!)
If you want these books, suggest you get the newest rules and these to supplement. They will be compatible.
4/5 since it isn't really a standalone game, it needs a campaign setting if you are going to run T5. It possibly could be the best possible Referee reference in campaign building.
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This is a fun imaginitive game. Player are taking the part of the various monsters that are left when an evil overlord is defeated. They are there to pick up the pieces, explore the dungeon they have been living in, clean it out to make it their home. Good for several short sessions, a perfect "warmup" game when waiting for the main game to come together.
It is both interesting and humorous, a very light rules system, and at the end? You have a dungeon with all of the PC's living in it. Incorporate it into a new game? Maybe! The game is complete enough to play, and there are clear and simple rules.
I cannot recommend this highly enough as a fun change of pace!
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I had bought this with the hope of having something a little more structured, maybe some layouts. What someone does get is a bunch of story hooks, a description in words of the setting and the premise, a number of characters, and the overall mission of the place. Some pictures appear to be taken from Midjourney (didn't find the required attribution to Midjourney so I don't know for sure)
I had purchased this with the idea to integrate it into an ongoing game of 2300AD and Traveller. I couldn't ude the premise in either due to the laws in place for the main export of the station, and the tech levels for the covert research is well in excess of the TL in 2300AD or Imperial. Without the premise, it would take a lot more work to develop into something useable, and without any kind of rough layout, even with the stock premise a lot more work would need to be done.
I gave it 2/5 -- it is interesting and an entertaining read, I think what would have pushed it to a 4 or 5 would be changing the premise ot a number of possibilities to make them fit a variety of campaigns, and to have some layout and plans for the base to give a GM a little more to go on.
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