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Cool, clear character sheet. I would suggest changing the Name, Player, etc. entries to the same font as everything else.
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I've written separate reviews for the components of this bundle. As an overall evaluation of Dusk, I would say it is a great first-start. The artwork is really evocative and grabbed me as soon as I saw it. I like the rules-light nature of the game. I've never played a dice-stacking game, but it looks like an interesting mechanic, although I'm not sure d8s are the way to go since most people have plenty of d6s and it seems the game would work with them too. I don't think the game is fully fleshed-out, however. The biggest gap is having nothing detailed regarding equipment. I strongly encourage the designer to develop a version 2 that fills in the gaps.
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Very cool art on the cover, but this document is merely a bunch of guiding questions for creating different Tribes or Factions in the Dusk Post-Apocalyptic RPG. I would recommend giving examples for each of the questions to help flesh this out.
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Interesting scenario, but like the basic rules of Dusk, I think it is too much a brief sketch and needs more specificity. For example, the addition of a map would be really useful and help to envision the scenario. Also, the formatting of the document does not lend itself to printing. I would encourage a revision that is printer-friendly. Very cool art and aesthetic.
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ICRPG is a unique RPG rules system that is a mixture of a rules-light version of D&D 5E mixed with additional sources of inspiration (Dungeon World and Dungeon Crawl Classics among others) that reflects Brandish Gilhelm's (AKA Hankerin Ferinale) house-rules when he was playing his 5E campaign along with additional evolution as he continues to survey the tabletop RPG field in book form and in dialogue with players, game masters, and game designers. I suspect GURPS also had a long-lasting impact on Hankerin's vision for tabletop RPGs since ICRPG is not solely a fantasy setting. In the core book you get fantasy (Alfheim), sci-fi (Warpshell), and weird western (Ghost Mountain) versions of classes and races as well as adventure hooks for all three. The core book is filled with Hankerin's evocative art and the basic layout of the book reflects the same artistic vision. I think I see other influences at play (for example, the adventure hooks follow the same style as Mike Evans's Hubris).
I've never played ICRPG, though I hope to soon. There are some things I would quibble with--I like the advantage mechanic from 5E. I feel it's similar to DCC's gameplay and philosophy that rolling more dice is just plain fun. I'm not convinced that a single DC for a room/encounter is a great idea. I don't like the meta-gaming aspect of a constantly displayed DC.
Even if you don't have any interest in a new or different rules system, ICRPG is worthwhile for the extensive discussion of game mastering tips regarding encounters. I've used a number of these tips (many of which are featured in videos on the Runehammer Youtube Channel) in my 5E campaign. I would recommend buying the pdf version as it contains all of the updates since version 1 was released.
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Awesome alternative to the bland character sheets from WOTC. Don't overlook the importance of a nice looking character sheet since you spend a good deal of time referring to your sheet during a session. These hand-drawn sheets help to spark the imagination for your 5E games.
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I wrote reviews of Micro-Maze Adventures separately, but I strongly recommend this bundle. Solo gaming is fun when you need to scratch that gaming itch and you don't have anyone to play with or you're in between gaming sessions. These are very well conceived!
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Interesting rules-light post-apocalyptic RPG. I loved the concept but think the designer should flesh this out more like a starting equipment guide (as well as equipment tables and functions). The artwork is very evocative. The basic setting is too briefly sketched but very intriguing. The formatting of the pages is too sparse--I'd never print it out on paper because it wastes so much space (if a revised version were made, I would suggest changing the formatting or at least offering a print-friendly version that condenses the material on fewer pages). I really hope the designer returns to this RPG and expands on its weaknesses. Also, I'm not certain that d8s offer a meaningful difference mechanics-wise than d6s for dice stacking.
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Creator Reply: |
Thank you very much for the review. A deluxe and greatly expanded 2nd edition is on the cards for later this year. :) |
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Kevin makes my all-time favorite paper miniatures figures. This is a great set for various villians. In my 5E campaign, I've used the drow included here in one encounter. And while I like Kevin's basing system, these days I've switched to using Litko clear plastic bases because that way my base always fits my terrain.
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These parchment sheets are great for writing letters/notes to use as props in your RPG campaigns!
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Cool, well-conceived adventure for 5E that introduces some new monsters and makes for a substantial side adventure to a campaign. The underlying plot of the Glitterdoom could be expanded into a greater storyline in a campaign if desired.
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Awesome set of dungeon scatter for your terrain! I've used the cookpot and the braziers in my 5E campaign.
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Awesome RPG! I originally thought DCC was merely a retro-clone of original D&D, but after reading the core book I learned that DCC is the best realization of the 1E AD&D Appendix N in RPG form. I currently play and run a campaign in 5E, but I'm trying to get my players to at least try a one-shot of DCC. The things I love about DCC: the artwork is the best, bar-none for any fantasy RPG book; the writing is concise, easy to understand, and engaging (as much as I love 5E there have been sections of the core books that put me to sleep); magic is mysterious, somewhat uncertain, and potentially corrupting; the 0-level funnel looks very fun and filled with action; player characters have humble beginnings and are unlikely to be superpowered in ability scores; character classes are simple; luck as an ability score adds an interesting element to rolls; the critical fumble and critical success tables are fun; the dice chain is an interesting mechanic; and finally, player characters are vulnerable (in 5E it's really hard for a player character to die).
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Another nice set of card art. These can be used in a number of ways from representing encounters like a game board to creating story ideas by shuffling the deck and pulling 4-5 cards at random and then imagining the connections between the cards. If you are playing mostly theater of the mind in your fantasy RPG you can use these to help visualize the game or even initiative markers. Great addition to Vol. 1.
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Nice set of card art. There are different ways you can use the cards, from encounter spaces like a game board to adventure ideas by shuffling the set and drawing around 4-5 cards randomly and creating a story around those. I use terrain in my own D&D 5E campaign, but I have used some of these cards, like the wagons, in my friend's games instead of drawing out the wagons on a battlemat.
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