DriveThruRPG.com
Browse Categories













Back
Other comments left by this customer:
You must be logged in to rate this
Wolves of God: Adventures in Dark Ages England
Publisher: Sine Nomine Publishing
by Olivier R. [Verified Purchaser]
Date Added: 05/09/2020 10:16:12

When I first saw this, I was not attracted to the theme (Dark Ages England is not my cup of tea and, as a Frenchman, I was quite ignorant of this part of English history). I bought this out of curiosity and because I know the quality of the author's work. It was a discovery. The writing is not dry (as is often the case with historical material). A great job was done to make the rules reflect the setting . Also there is a lot more interesting adventuring in this setting to be done, as it is written, than I would ever have thought possible. Lots of useful ideas in there. This can also be used for your low magic, dark fantasy setting, quite easily. But I'd like to emphasize how the writing made the setting interesting to someone like me who was not attracted to it in the first place. A warning though: as (I think) a homage to Chronica Feudalis, this book is written as if it were a RPG manuscript written by a Saxon monk of the period. I found it great for immersion into the setting, but it might not be to every reader's taste (and it also reflects the prejudices of the time from a Saxon perspective). It might be nice to add supplements covering the Saxon invasion from the Wealh's perspective (and maybe also introduce somehow Arthurian elements) as well as further advancing the timeline as to cover the Danish invasions (this book made me interested by the Last Kingdom TV show, which I love and provides quite a few ideas for a band of adventuring young Saxon PCs). All in all, it's been a blast to read and I hope to play this game one day. 5 stars for me (the pdf is gorgeous). Sorry for my bad English as I am not a native speaker.



Rating:
[5 of 5 Stars!]
Wolves of God: Adventures in Dark Ages England
Click to show product description

Add to DriveThruRPG.com Order

Iron Pax
Publisher: Douglas Underhill
by Olivier R. [Verified Purchaser]
Date Added: 11/25/2018 05:22:43

great game. I was looking for a game that allowed me to play in the MIDNIGHT setting without having to use the 3.5 ruleset. For that purpose, it's quite good. I think I'll also borrow a few things from Beyond the Wall and its Further Afield supplement, but this definitely captures the spirit of what I had in mind. Love the Heat rules and how they connect to magic, also the way armor is treated.



Rating:
[5 of 5 Stars!]
Iron Pax
Click to show product description

Add to DriveThruRPG.com Order

Creator Reply:
Thank you! An OSR hack of Midnight is exactly how this project started :) Also a fan of Beyond the Wall, though I haven't gotten the chance to run it yet.
Escape from Castle Island
Publisher: Basic Action Games
by Olivier R. [Verified Purchaser]
Date Added: 06/17/2012 12:17:13

It's a nice, short adventure, ideal to launch a swahsbuckling pirate campaign. It should be considered as a "pilote episode" of a TV show.

All the themes are fairly classic, but it works fairly well.

Alas, it's not very original either, so DMs won't find anything new or surprising in there.

The "schools" contained are interesting examples of what it is possible to create with the rules provided in the main rulebook.

A nice one, can't wait to see what BASHMAN has in stores for other supplements!

The price is right for the quality of this work.



Rating:
[4 of 5 Stars!]
Escape from Castle Island
Click to show product description

Add to DriveThruRPG.com Order

Honor + Intrigue
Publisher: Basic Action Games
by Olivier R. [Verified Purchaser]
Date Added: 06/17/2012 12:08:49

It's a labor of love and it shows. It contains plenty of very good ideas to implement the swahsbuckling genre at your table.

The only thing that does not work for me (YMMV) are the dueling rules, which IMHO slow down combats and are thus not "in the mood". The good side is that you can get rid of them pretty easily. My personal approach is the following, depending on the players' mood:

  • if my players feel inventive, I tend to play the duels "wushu-style": the better they describe their actions (and the more flamboyantly the better), then I simply give them an according bonus to their "bladework". If the roll is successful, they get to describe their action;
  • if my players are not "in shape" (it is late at night, etc), then I made a set of cards that reproduce the listed actions. Each player draws a single card, activation costs 1 Fortune point, or it is free if they have that action already mastered. The cards represent an opportunity in combat to play this action. If the player feels at ease, (s)he can describe how it came to happen (and then rolls accordingly). If the player gives the DM room to make his combat more exciting, then he does not pay anything at all. Each round, each player draws a new card and gives the DM any used or unused cards they had the previous round. This keeps things flowing and exciting, while a more "tactical" set of rules tends to slow things down (at my table, YMMV).

I did not like the "detailed combat" rules, separated between main actions and "small actions" which can be used as reactions, etc. It reminded me too much of my old D&D days.

I also houseruled things to simplify a bit more social combat during "actual combat". I suppressed Composure and instead decided that successful social actions could remove lifeblood (difference between the player's roll ad the target's Flair) OR 1 advantage in combat (player's choice). This houserule gives one less thing for DM and player to keep track of, and tends to accelerate combats, while keeping flavour).

I kept the "classical" social combat, as I loved the example provided in the rulebook.

I am also in love with the stunts rule (which should be encouraged, actually it can by itself alone replace any dueling rules) and the firearms rules.

I also kept the whole Fortune Point system,which I'm really fond of. My houserules also encourgae players to act "in tone" in order to gain Fortunes Points, which they will likely badly need when combat happens.

I don't use the more "simulationist" rules found in the ships section (especially the ones about costs, and all that sort of things which I prefer to solve without rules).

I really liked the parts about secret societies, magic, monsters, etc, that provide a fresh "pulp angle" to a highly a-historic kind of game. And it's a good idea to keep it in a "real world basis" as digesting (as in 7th Sea) real-world analogues that feel at best clumsy is not my cup of tea.

All in all, it's a great game because if you find that a rule is too "detailed" for you, then it's easy to remove it in favour of a simpler one. The setting (although highly a-historical) is good too.

I can't stress enough that this book is a love letter to the swashbuckling genre, that gave me only one obsession after reading it: find some players and have a blast of daring actions!



Rating:
[5 of 5 Stars!]
Honor + Intrigue
Click to show product description

Add to DriveThruRPG.com Order

Displaying 1 to 4 (of 4 reviews) Result Pages:  1 
Back
0 items
 Gift Certificates