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40 pages of setting. 160 pages of d20 rules. A by-the-book d20 product
A very small basic setting.
A large cast of playable species mainly drawn from tolkien (space elves! space dwarves! space orcs! space drow!) or beastmen. A few of the species were suitably 'alien' for a more serious scifi game.
A collection of action oriented classes in classic d20 fashion. Don't look for scientists or diplomats here. Just lots of fighters and rogues. Each with their own wacky class features and speciifc combat niche to fill.
Basic equipment and starship rules
A few ideas on how to run pulp space adventures
The PDF is NOT bookmarked. Mostly black and white, but a few colour pieces. Excellent art quality throughout.
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Excellent site based campaign with several locales presented in good detail. Just shy of being spectacular. If just a small amount more were included to expand the scope it would be an easy 5/5
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Amazing site-based adventure. An extensive cavern with many tribes and monsters occupying. Huge detail. Tons of plot hooks. Beautiful full colour maps.
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Don't let the map fool you these kingdoms are inspired by sub-Saharan Africa. Steaming jungles, sunbaked Savanna, Lost Cities, and more!
Excellent, but brief, sourcebook for running African campaigns or incorporating that flavour into your larger RPG.
Black and white art of inconsitent quality. Some excellent art and some atrocious. The PDF is bookmarked.
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Innovative, Rules-Light Sword and Sorcery Gaming.
An innovative class-based system which does away with skill entirely. I usually disdain class-based systems for skill-based ones. But this one works. It treats each of the dozens of classes as its own skill. Makes it very easy to build a character and know exactly what he can do.
A very strong freeform magic system featuring 3 types of magic. Alchemy is used to make items and potions. Miracles are used to manipulate luck (narrative mechanics are no longer 'meta machenics'!) and a more standard sorcery system for 'generic mages'. All 3 feel very different and all 3 work very well.
A small gazeteer of the setting.
A small bestiary.
3 Sample adventures.
Black and white art throughout. The PDF is bookmarked.
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Sword and Sorcery adventures in Ancient Greece. The golden age of Atlantis is over, the petty Olympans have overthrown the benign Titans and now humanity suffers a dark age of war and monsters. One of the most complete and evocative RPGs I've seen in any genre.
Options for playing characters from a dozen greek city states as well as barbarians, centaurs, satyrs, and minotaurs.
An extensive gazeteer of the greek world as if the myths had all been real.
An intriguing mechanic for making sacrifices to the gods and enduring labours on their behalf. Makes 'narrative mechanics' part of the setting via the 'Favour of the Gods'
Rules for mass combat, battles, sea voyages, and sea battles.
An extensive bestiary of dozens of ancient greek monsters.
3 short introductory adventures.
Excellent black and white art throughout. The PDF is bookmarked.
Requires the Barbarians of Lemuria: Legendary Edition rulebook to play
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The exact 'Martian Campaign' I've been hoping to write and run for years. Someone else beat me to it!
Edgar Rice Burroughs' Mars is invaded by HG Wells' Martians!
Tripods vs Sky Galleons! Red Men vs Grey Men!
A great romp through several intrigues, battles, and dungeons
One of the best 'Adventure Paths' I've seen published for any system.
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Really great fun, a wonderful and complete product I cannot recommend enough either to fans of Sword and Planet or rookies looking to learn what it's all about.
Includes character options for Red Men, Green Men, White Apes, Synthoids, and Grey Men in enough detail to play multiple character types from each race.
Equipment and vehicles for Mars including Sky Galleons and Martian Tripods.
Includes a Gazeteer of Mars including 4 Red-Martian City-States as well as the homes of the other races and several wilderness area. Their version of the 'Martian Underdark' is especially interesting
A small Bestiary, Introductory Adventure and Random Adventure Generator are included as well as an essay on 'How to GM Sword and Planet Stories'
Excellent black and white art throughout. The PDF is bookmarked.
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The author has decided to take the opportunity of this publishing to show off his prose writing ability. Unfortunately his writing ability is subpar, unfocused and distracting from any merits of the product. It never gets to speak for itself as a setting. It's always revealed through the lens of the author's bad writing and rambling musings.
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'Traveler through the lens of a retro-clone'.
3 Classes to choose from (Warrior, Expert, and, Psychic). Lots of Gear, Starship Rules. A fast and simple core mechanic. All the basics are covered right there.
The best part of the product is the Planet, Alien, and Faction Generators and Rules. Very similar to Traveller in that regard but tweaked enough to make the purchase worthwhile for fans of that kind of game.
Also includes a very limited setting, and an essay on 'Sandbox Play' which is interesting if potentially controversial.
The art is black and white and pretty basic. The PDF is bookmarked
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over 300 pages of content. excellent gazeteers on the cities and sites involved, worth the price of admission alone. with lots of NPCs and monsters statted out in both savage worlds and call of cthulhu rulesets
a unified adventure which takes you across the globe, into the mists of mythos history and nazi occultism. the adventure was in some places excellent (the egyptian dreamlands) and in others uninspired (the catacombs of rome) but it is modular enough to put your own spin on it if you care to add some elbow grease, and nowhere is it truly bad, just sometimes a bit generic.
it's not exactly what i was hoping for, it had more detail on the cities and era, but the adventure was less unified and dramatic than i had thought it would be. still it's a campaign very close to the one i would have written myself were i to make an 'all star achtung cthulhu' campaign. nazis, atlantis, globe trotting, dungeon crawling, secret histories. it's all there.
very strong product. I'd recomend most highly
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Only 26 pages long. 5 of setup. 5 of 'arctic perils'. 10 of walrus men. and only 5 of actual mi-go. plus 10 pages of pregens and handouts.
the walrus men are ridiculous. totally camp. not scary at all. not what i was hoping for. the mi-go section was fine but at only 5 pages it was not worth the price of admission. everything else was competently executed.
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More options than Warhammer (of which it began as a fan update), and a slightly different flavour. But less overall detail and clunkier execution. Lots of good ideas. Just not great execution.
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Everything I needed and more. The shining jewel of the book is the 30 page bestiary and NPC gallery but it also has multiple species and a species builder, multiple spaceships and a spaceship builder, multiple suits of power armor and a power armor builder, as well as rules for alien worlds, robots, cybernetics, and mecha. All are modular and easy to use.
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this product is a breakdown of elements popular to sword and planet fiction and a very brief history of the genre. if you seek only pure emulation it will be helpful.
ultimately you get what you pay for here. wikipedia can provide you with more information than this PDF.
poor formatting, little content, and an assumed attitude that the genre can only provide very simplistic and childish stories mar this product from fully exploring the potential of the genre.
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