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Cool art, cool story. If you are into Jason X, Re-Animator, Cabin in The Woods, this is a fun scenario dealing with weird space station mishaps, rock and roll, undead alien life, conspiracies, and AI.
Some interesting sci-fi occupations that can be ported into other sci-fi campaigns, but Id like to see a sequel or a line of games set in this future.
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Great use of historical photos, investigators, a compelling hunt and good use of my fav Mythos monster, but a strong obstacle against the party. Writer anticipates some choices by your players, gives you an area map, and floor plans for a high class manor, make for an easy to run scenario.
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What a trippy scenario, could be played as a suspicious members of the counter culture or as straight-edged detectives, a little Once Upon a Time in Hollywood, a Little Dragnet, Inherent Vice. Riding a line between real life events and a Cthulhu Purple pastiche of the past. Great use of public domain photos to really get you in the head space of the time period. Clever drug rules appendix for those who imbibe, but stay away from that blotter, my man, just sayin'
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What good lookin' characters. Great wolf variations, and wereworf forms, especially the red haired wolfen
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What cool art, a clever scenario and simple enough to follow for Travel-size players, each encounter gives examples of the numbers to hit and motivations for the NPCs and how they operate.
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Quick and clever mechanic. Very much a GM based system but with a lot of player agency to do anything. The printable, foldable booklet included is one of the more innovative ways to take this system with you anywhere.
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These 100 lists are great seeds for adventures and can lead to some great character choices and NPC flavor. Buy them all!
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Vault of the Sea Goddess is a great adventure, taking some cues from the real world and transforming the act of salvage for the world of Kos.
I grew fond of the crew of the Kolios, especially Neeko and Zopee, and invested in their adventure so much I sped through their encounters, devouring the details and the action with fear and hope that they'd survive. Great descriptions of the sea and the life of a sailor, mixed with gnomish mechanics and magic, this is a great read. Yamas, ya'bas!
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Being caught and locked up is one of the worst things to happen in a game. 100 Oddities for a Dungeon totally changes that.
Now you can give your players a reason to go to jail and not feel like they are missing the action. Infiltrate and set everyone free, find the secret map tattooed on a prisoner, discover what the prison was before they started to lock up unlucky souls down here. So many cool hooks and items to use in your campaign when your PCs aren't the most lawful or when your party makes the wrong political enemies.
For a GM these 100 oddities series is a must own, some real fun artwork and extra charts for extra flavor
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A Travelogue with adventure hooks, terrific detail and narration. I had never thought of a pilgrimage as a campaign, but this book puts it all there for you, as well as open ended to add your own, including, but nor limited to olympic level competition, mysteries, votive acts, and like any vacation, souvenirs. Reading this would make anyone want to travel the real life journey in present day Greece, but for the moment I'll just roll up my own demi-god.
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Very clever, well defined. I like the Antipathy as Horses are the opposing or rival of the rat. Really want to use these as a red herring in a game, especially the swarm, coupled with the unexpected weight of metal rats. Great write up and stat blocks.
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Didn't know I needed Goats in my game this bad, but a great addition to my cardstock library
Great art and posing, Im a fan of this artist
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At first glance, many of these things seem useless, flavorful bits and bobs. But there are hidden depths to this collection, with obscured meaning but seeds of something more. Im also a sucker for this art style and love the weird entries in this table, great job.
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Great for the price, a nice addition to my post apoc world, especially the formulae. These are the things you never think off as needed in your pack for exploring the erradiated wastes but you'd miss when the right circumstance arises.
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I was not expecting to get as much as I did from this book, buying it just for the novelty. But there is so much material in this book, each room giving detail and source for new items to be brought into my Gamma game, and room by room an easy way to organize the info. Imagine a structure growing from the ground, encroaching on a location, but with such wonders for your post apoc group, except something is wrong, it keeps growing and there are dangers the original builders never thought would be a worry to the original owners, but as a post apoc group, the things inside are strange and deadly. Good tables too, new mutations, and interesting monsters.
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