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Oivaltavin ja kenties hyödyllisin peliapuväline niin kertapelien kuin kampanjan tueksi.
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There is awesome variety in all the critters in this book. I love the folklore and local flavor just oozing from the descriptions and illustrations. I am impressed by the adventure hooks presented in examples of conflicts. Top notch gaming supplement if any.
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This setting is classic and easily worth five stars, POD quality is no match for actual print book but is okay for the price.
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Hirviöt ovat ihastuttavan yksilöllisiä ja erikoisia, en ole törmännyt suomenkielisenä vastaavaan opukseen sitten 80-luvun. Se että eriskummalliset olennot on sijoitettu hyvin tutunomaiseen ilmastoon ja maantieteeseen helpotti niiden kuvittelemista. Täysin uusien ja erikoisten olentojen ohessa pidän tutunomaisten hirviöiden uudelleentarjoilusta kuten mörököllistä, jättiläisistä ja epäkuolleista jotka hengittävät vanhoihin arkkityyppeihin uutta eloa.
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This is nice maps for one evening dungeon crawl. There is nice to have color, plain and black and white versions of it.
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When I think of the good old neighbor to west of Finland I can't say action, excitement and adventure would the first to cross my mind but The Lion in Fimbulwinter manages to sell me consept of Sweden as setting for pulp adventures.
Hite has crafted this mini-setting with great depth, or at least feeling of such. There is atmosphere of impending doom, uncertainty and back to wall desperation in the post-serpentfall Sweden that main setting of devasted America I think lacks. This does not look like a post-apocalyptic western setting for plucky pioneer types that will repuild a nation and kick snakemonsters and KKK-klowns in the behind. It is still fun over the top setting like main The Day After Ragnarok and there is even a silly Pippi Longstocking joke in the mix.
I would really want to read more of material that Hite has published in Fenix magazine.
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Olen aikanaan ostanut ja lukenut Aloittelevan pelinjohtajan oppaan paperiversion Ropeconissa, teki hyvää verestää muistoja PDF:n parissa. Tässä on kyllä hyvää settiä ja sellaista käytännön neuvoa minkälaiseen olisi 80-luvun lopulla pelinjohtamista aloitellessa toivonut. Kirja on lyhyt ja ytimekäs ja ei luonnollisesti hirveän laaja-alaisesti voikaan kaikkea käsitellä. Kyseessä on kuitenkin opas aloittelijalle, ei pelinjohtajan opas kaikesta mahdollisesti - silloin voisi sivuja ja hintaakin olla enemmän. On tärkeää että tälläisiä hyviä neuvoja kootaan johdonmukaisiksi oppaiksi, että kaikkea ei tarvitse oppia yrityksen ja erehdyksen kautta, tai yrittämällä imitoimalla ammattimaisten ääninäyttelijöiden huolella suunniteltuja striimejä tai kyselemällä keskusteluryhmissä joissa yksinkertaiseen kysymykseen saa 12 eri vastausta. Hyvää työtä.
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Content of this classic setting is excellent but scan quality is horrible and the print book looks really, really bad.
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So far only game in nordic noir genre. I like the attitude of the game that does not wallow in grim darkness and hopelessness. It also feels like written by grown ups for grown ups. Things are bad because of indifference not because of every authority is aligned gleefully with malignant forces.
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Hulks and Horrors is an adequate answer to question what would B/X era Dungeons & Dragons look like if it were a scifi game.
Rules give support my own creations and worlds, but I like the default setting assumptions about galactic plague that has left ruined worlds and abandoned space ships and stations to be explored andreclaimed. It is enough worldbuilding and justification for dungeoneering, but in space.
H&H is really a hidden gem of game.
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Curse of Xanathon is really bad apple for a published module you are expected to pay for. If these would be someones campaign notes offered for free my tone would be different.. Illogical and railroaded adventure that does not even have anything special, weird or gonzo to redeem it from utter mediocrity. DM really has to shine and take extra effort to make this work, I have been lucky enough to play this module with one and after getting the PDF to satisfy my curiosity my it is my respect for the DM that rose.
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Castle Falkenstein was far ahead of its time when it was released in the 90's and I can't say I would have stumbled on anything remotely like it. Sure, there are dozens of steampunk roleplaying games with orcs and elves but none have the same dedication to atmosphere and making it all work as whole. System and design choces make sense in what the game tries to establish, it's not D&D with guns. Propably the first and still the best best game in steampunk fantasy.
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13th age is culmination of D20-system era D&D or the next logical step on the games evolution, at least to me. Different branch of evolutionary tree might be more fitting way to describe it. Rules are not as cluttered as D&D 3.5 or Pathfinder but this does not give you feeling your options would have been limited in any meaningful way. Default setting that comes with book is pure D&D-kitch in style of Forgotten Realms or Golarion, I kind of like it. Thing I like the most in the game is how the rulebook is written, it explains in straightforward and honest manner with lots of examples it's rules. It is written for people who are sitting around the kitchen table and having fun.
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Epic scope of this adventure is a bit daunting and it is hard to believe everything has been succesfully crammed to one adventure module. These days similar adventure would take hundreds of pages. Science fantasy elements in it makes me think of the adventure like Doctor Who plot crossed with D&D. It's a bit plot heavy but that can be forgiven all the fun that can be had with it.
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This is truly a bit crazy adventure. Unconventional, strange and funny but the age really shows. There are tons of better dungeon crawls out there.
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