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SHOTGLASS ADVENTURES 1
Publisher: Laidback DM
by Daniel G. [Verified Purchaser]
Date Added: 11/13/2022 09:30:25

These are great, low-prep adventures, easily able to fit into a single session (some can even be run in just a couple of hours if you really trim them back). I've started to run them as an alternative to our main campaign when we've got people missing, and the regulars are loving them (to the extent that I'm not entirely sure they want to go back to the main campaign!).



Rating:
[5 of 5 Stars!]
SHOTGLASS ADVENTURES 1
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Five Torches Deep
Publisher: Sigil Stone Publishing
by Daniel G. [Verified Purchaser]
Date Added: 11/30/2019 05:35:55

I love this game. It's still recognisably 5E in its mechanics but it's been vastly streamlined; you can make up a character in minutes and get playing with a ruleset that's very simple (and will be very reocgnisable to a lot of people).

It's also very similar in tone to an OSR retroclone. It's balanced halfway between the two, and you can easily adapt either 5E or OSR material (and it has advice on doing both).

It's probably my new go-to for one-shots, planned or unplanned.



Rating:
[5 of 5 Stars!]
Five Torches Deep
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Sleeper: Orphans of the Cold War - RPG Core Book
Publisher: Death Spiral
by Daniel G. [Verified Purchaser]
Date Added: 06/12/2016 15:54:51

I've fallen a bit in love with this game. It may not be perfect, but it does what it sets out to do very, very well.

The game is basically Metal Gear Solid meets XCom, and is as awesome as that sounds. You play revived sleeper agents with super powers, but this isn't really a supers game; your power won't level up with your character, nor does it really define them. Instead, the focus of the game is on retrieving other sleeper agents, finding lost technology from long-disbanded government programmes, and fighting other clandestine organisations trying to do the same.

Your characters are created to be good at what they do, so they don't level up much over the course of the campaign (note that Sleeper is designed for a finite number of sessions; 18 is recommended). Instead, at character creation the PCs will construct a base and this base will level up as resources and technology are found. The world also 'levels up' around it, gaining technology and an awareness of the PCs. I love this base-building aspect, which is creeping into more and more new games. There's something very satisfying about technology trees and alien weapons...

Where the game really shines is the combat system. I have never in my life played something that allows for tactical combat while at the same time being easy to run. The test is that my friend (who is a wargamer at heart) and I (a storyteller type) both came away raving about it. He enjoyed having a wealth of options open to him, while I enjoyed being able to get through a significant combatscene without having to spend all night on it.

The game does cry out for minitures and a grid. You could definitely run it theatre-of-the-mind, but I feel like it'd make it much less tactical. The beauty of the system, though, is that it doesn't rely on tactics (it's not like, say Dark Heresy, where if you don't fight tactically you'll probably lose). You could just run through it at a fairly abstract level, if that's what your group likes, which is quite an achievement.



Rating:
[5 of 5 Stars!]
Sleeper: Orphans of the Cold War - RPG Core Book
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