|
One of the best d20 supplements ever produced, period. Easily on par with books like WotC's Book of Nine Swords or Expanded Psionics Handbook. The only complaint I have is that there isn't a proper setting to go with it, but it's designed to be added to D&D or d20M campaigns, so that isn't too much of a problem.
Still, a campaign setting where Technologists replace Wizards and Sorcerers would be interesting...<br><br>
<b>LIKED</b>: Well-researched, comprehensive treatment of the material. Easily added to any existing D&D campaign.<br><br><b>DISLIKED</b>: No campaign setting of it's own. There aren't enough illustrations and the art is a bit "meh".<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
|
Ah, Shaintar. This IS epic fantasy. You can run a game with 50+ players (including GMs), miniatures, huge battles and so on in a few hours with no problem. I'm talking about an RPG scenario, not a simple Warhammer style battle. I know because I was there at The Eternity Spire event at Origins '05.
The Player's Guide doesn't quite convey that epic feel by itself, but it does give players a lot of nifty options to choose from. Lots of Shaintar "flavor", some new Edges & powers and a few new races as well. It also comes with a bunch of maps and general descriptions of the various regions so that players can get a feel for their Heroes' home region.<br><br><b>LIKED</b>: It's Shaintar!<br><br><b>DISLIKED</b>: The concept of Fire = Evil And Therefore Not To Be Messed With while the other elements are Fine And Dandy seems a little odd.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
|
|
|
|
|
Creator Reply: |
We're glad you liked it, and just as glad that the "flavor" came through for you. There's a lot to the land of Shaintar and we wanted to make sure players got a chance to know about the whole of it.
As for Flame, the elements were used as a model for what's going on in Shaintar, but with Nature/Spirit replacing fire. (Of course, in Eastern models, there are five elements, and Nature/Spirit is one of them).
That said, Flame is "bad" for a reason that goes deep to the core of the mythology. In fact, there are some indications that it was not always "bad," but that's part of the deep mysteries to be revealed as the story of Shaintar is further told. |
|
|
|
|
Throught the Cathode Ray Tube is a neat adventure in several parts. The Heroes are "volunteer" college students from our world who enter another realm, the realm(s) of television! Each Show is like a seperate adventure, with the Heroes keeping their personalities but having to play different roles each time.
The one show I wish was expanded more was Missy the Zombie Eviscerator. But as a huge Buffy fan, I'm a little prejudiced.<br><br><b>LIKED</b>: The variety of the scenarios, called "Shows" since it's a TV-crossover adventure. Deep South Kung Fu is particularly inventive and awesome.<br><br><b>DISLIKED</b>: It could have had more "shows". It seems a little on the short side.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
|
|
|
|
|
|
This is the last d20 science fiction weapons book you'll ever need. In fact, you'll probably never use all of the gizmos in this book, but individual sections may be well-used depending on the campaign. We're talking even more guns than Perpetrated Press's Arsenal. It's not all guns, though. Everything from a living claw to the Thanatos (Destroy The Universe) Device is covered.
If it's in a sci fi movie, you'll probably find it here.
|
|
|
|
|
|
I'm a pretty big fan of Marvel and DC Cosmic Crossover style events (That is, I'm a big fan of the GOOD ones) and this sourcebook is all you need to run an original campaign of that type or convert Supreme Esoteric Cosmic Beings [pick a power you'd never allow your players to have in a normal campaign]-men and Omnipotent Weirdoes to Mutants & Masterminds.
As well as rules for phenomenal cosmic power, there are a bunch of original heroes and villains, only a few of which are homages/knock-offs, which serve as great examples of cosmic-level characters that can still be challenged with a little ingenuity, as long as you don't expect "normal" level villains to be a problem for them. After all, these guys are supposed to repair rifts in the space time continuum before breakfast and Doctor Ego and his Entropy Ray would only serve as a minor distraction. That doesn't mean repairing continuums is easy for them (until they gain a few more levels), just that they have to save the universe instead of the planet on a regular basis.
I haven't acutally used it in play yet, but the sheer number of ideas (some of which can be used in a 10-20 Power Level campaign in moderation) is worth the price.
|
|
|
|
|
|
Zombielicious!
This is a whole campaign set in a post-apocalyptic zombie infested world. It's not a long campaign, but it isn't a "mere" trilogy of adventures like the (excellent) Noble Deceit. The only downside to this particular Savage Tale is that there are no miniatures-scale maps, and there aren't any figures for the non-zombie antagonists, but there are plenty of printable zombies. That said, the story is darn fine, with plenty of "branching" options and contingency plans to let the players do pretty much what they want without feeling like they're being railroaded in a particular direction(Although they are given a "main quest" that they're expected to follow simply because it means the difference between surviving in the long term or becoming zombie chow when the food/ammo/gas runs out). If you like zombies, you'll love Zombie Run.
|
|
|
|
|
|
A few of the Talent Trees seem underpowered, especially the Brute and Heavy Load trees. Just double the bonuses given on those talents and you're fine. However, the author should have figured this out himself and that's why it gets 4 instead of 5 stars.
However, most of it is a fine product.
|
|
|
|
|
|
This is one of the most interesting "horror" RPGs there is. Although it's a lot more more "freaky weirdness" than horror, it certainly sets the standard for freaky weird horror games. The closest thing that this resembles is Palladium's Nightbane RPG (which I beleive was inspired in part by this), except the player characters and antagonists in Vault are even weirder but grow nice human looking shells when descending into "the dream" to keep people from panicking. It's also a bit like Call of Cthulhu if you "inverted" the Mythos and made investigators into Creatures From Beyond Sanity. There's time travel too. Did I mention it set the standard in weird RPGs?
I haven't got the chance to play it yet, but I expect it could be great with the right group.
|
|
|
|
|
|
While eight bucks might seem pricey for paper miniatures, this really does contain pretty much EVERY SINGLE protagonist and antagonist in the game. There's even rat swarms and Spinners, which barely appear in the book! There are a few monsters in the book that aren't in the collection of figures, but they're easily substituted(The hero figures can substitute for the various brigands). An essential purchase, unless you've already got enough miniatures to cover all the different creatures in the campaign.
|
|
|
|
|
|
An essential compendium of information for Whispering Vault GMs. The Hunt included is quite short, and the rest of it can be read once or twice and then it's not needed. However, the content is essential for GMs starting a campaign (as I will soon) and will probably be an interesting read for seasoned W.V. GMs whether you want to follow all the advice or not. Although there's no lengthy "Dungeon Master Guide" for W.V., this should and probably would form the heart of it if there was one.
|
|
|
|
|
|
PB is a very good one-shot adventure with a very "Savage" twist. The only fault I find with it is that it's quite difficult to use in a 50 Fathoms or "Age of Pirates"-style campaign, and that's the only reason I give it a 4 instead of a 5.
|
|
|
|
|
|
This PDF is exactly what it says it is: a complete reworking of the classic "wild magic" concept for use in pretty much any d20 game that uses a magic system like D&D(like d20 Modern or Everquest Tabletop RPG). There may be some minor balance issues as the basic ability to cast Wild spells is a template instead of a feat, but the "cool factor" more than outweighs it. Just get it!
|
|
|
|
|
|
A diverse grab-bag of excellent templates for various genres. Some are designed with sci fi or modern campaigns, but most can be used with nearly any setting with a little work. Tres Excellent.
|
|
|
|
|
|
I've read this several times but have not gotten the chance to play it. There are many different d20/OGL Superhero games available now and I reccomend this specifically if you want good value for money. Instead of using experience to pay for powers, like in Deeds Not Words, or completely changing certain rules like Mutants & Masterminds, all characters get a certain number of Power Points each level. This is a nice and simple way of handling things while staying in the established rules and seems to work well.
The artwork is also good, with a very comic book feel to it.
|
|
|
|
|
|
Mmmmm... Evernight. I found this very helpful to my campaign as I simply printed out the PDF(in 2 parts of course) and gave the players what they needed to know. The campaign is going well, mainly because I'm too nice of a GM, and EN is just plain fun. Even if you have the book already, this is quite useful.
|
|
|
|
|
|
|
|