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I have ran this adventure when it first came out and it is a very well designed adventure. It is easy to run for those not familar with the Dune Universe or for those who have read the book. The adventure is written that you would be apart of house atredies and takes place as the atredies take control of Arrakis. The adventure could be played in a single session and helps if you have played the 2d20 system before. I gave it a 4 and not a 5 star because I felt the errata changes were not needed and added nothing to the game that people could not have done on their own.
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Adventure is written for any house and takes place on Arrakis before the movie Dune. Plot deals with helping another house bring back a scion of that house who thinks he is a messaih. The best part of the adventure are the plot hooks and major npcs and hoiuse to use them. the adventure has multiple ways that it can conclude depending on players choices. Well worth the price.
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This campaign is 108 pages covering several adventures. The campaign covers several cities and explores new islands. Each island has a map and information for you to use . Information about Pirates and some pirate groups is included. Author gives advice on how to motivate a group to play each adventure. includes a variety of encounter types from combat/stealth/investigate/dipolmacyexplore/and leadership. Has information on several ships and ideas for further adventures. Depending on how well the group does, by the end of the campaign they can be pretty wealthy so a gm should carefully read through the adventures and decide how to handle that issue. The basic idea is to save themsleves, get revenge, save the world, save the girl. It is a well written campaign that could be finished n about 5 to 6 game sessions depending on the size of your group. At 15 bucks it is worth every penny.
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This product is 28 pages long and is set in Illinois, USA July 4, 1943. The adventure can be placed at another time but is intended to be in the USA. Can be used for a new or existing group and played in one game session. Includes a map of the stadium. Also has some handouts for players. One nice thing in this adventure is some historical info on baseball during the war with womens baseball leagues. The adventure events are done by each inn of the game.
A new pc group might have trouble with this adventure since it happens not in a war zone. It is a nice change of pace adventure, being out of a war zone and back on the homefront. Due to the page count I think this should have been a five dollar adventure.
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This product is 51 pages and covers what would need to play in this gameworld. It is a game with heavy nordic influences but still original.
Areas covered are:
pc creation-species-class archtypes
ships-weapons-armor-drinks
Rules for glory mechanic
history of world and key groups and factions
includes 2 page world map and several location maps.
The artwork helps to give you a feel for the world. With the information included you can easliy play a campaign without needing anything but the guide. You can also used this as an add on to your existing 5e gameworld as a far off land or demi realm.
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This product is 43 pages long. The adventure will take one or two game sessions to complete. Adventure takes place in Tizrah in Shem. Adventure includes iinformation on Tizrah nd some npcs. Author does give advice if you want to place the adventure elsewhere. The adventure includes a siege, dungeon exploration. encounters include non combat/combat/stealth/magic. Includes ideas for running adventures after this one and ideas on how to use Tizrah. A classic stop the cult from bringing in a crazy god to rule the world adventure.
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This product is 17 pages.
This adventure can be played in one night with a two to six size group. It inludes amap and information on thecity of Zamora and the Maul. Includes information on House Sattari. The adventure is pretty straight forward in design. Has a nice mix of combat/stealth and some non combat encounters. Adventure starts with group working for house Sattari, otherwise the gm will need to do some work to start the adventure. Author provides advice on how to handle the several different ways the adventure could end with ideas on how to go from there. A nice adveture that can be ran in a single night.
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This product is 26 pages covering the events from the year 5 comic series produced by IDW. The time frame is classic trek in the main timeline.
included is a new faction for the federation -the originalists. the product gives some details on the political views and movements in the federation at this time. The second faction is Aegis-a overmind being tied in to the charcter Gary 7 from a classic trek episode. To help understand and use Aegis I would recommend watching the episode with Gary 7.
Several new lifepaths are availaible:
I'qosa-Aqautic species
Iotians-from classic trek episode where everything was based on the gnags of 20th century Chicago and what happened after that episode.
Tholians-also from a classic trek episode.
New NPCS:
Gary 7 and Isis
Henry Mudd and celia
Starfleet admiral Konaxi
Surak of Vulcan
Several different Tholians
Ships:
USS Thessus-not sure what class
I'qosa ships
couple of Tholian ships.
Overall I liked this supplement. I liked the updates on the Iotians and Tholians. I disliked Aegis. The idea of galactic overmind seems overused with star trek discovery. The Tholian info and ships are an excellent addition to the game. For these reasons I think this is worth five bucks for the Tholian, and Iotian information.
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A book that weighs in at 438 pages. The art in the book is great and shows off the world of fallout well. The rules section is short but easy to use and understand. pc creation section is straight forword and has examples covering each part. The book contains chapters on the major companies and vualt tech. Campaign area is the commonwealth area. If you have played the video game you can tell how detailed Modiphius covered in this book. An extensive equipment section is included as are rules for scavenging and crafting. The book does a good job of covring the enemies in the game.
One thing this book has is a lot of charts. It seems like there is a chart covering everything. If you have played any other 2d20 game you will pick up the rules quick. For new players they can pick up the rules with little difficulty. If you like fallout or post nuclear war settings then this book has you covered.
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If you like Dune or were on the fence about playing Dune the rpg game, this product will help you decide if you should jump in.
Whats included:
several types of premade pcs covering mentats, bene gesserists, ginaz swordmaster, to common types
The artwork is similar to the up coming movie.
Intro to the game universe
the basic rules so you do not need the corebook for this adventure but it can be useful
discusses how conflict works and has a conflict chart for easy reference
The adventure takes place on Dune before/during the movie and is 5 scenes long.
You can play this in one session if you wanted to as a stand alone adventure or as part of a campaign easily.
At the end of the adventure are plot hooks for more adventures.
I would suggest if you are interested in trying Dune rpg or even the 2d20 system give this adventure a try. Its pretty straight forward in design and does not need a lot of game prep to run. Also if you like to show and tell your players a quick google image search and you can find images to use.
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This adventure can be played in one session. Easy to use as an intro adventure but it is set in mid 1940 so depending on where your campaign is set you might need to do a little reworking. The adventure layout is similar to the other adventure for this game. The maps are helpful and well done. I like how the npc stat info is layed out and easy to use for a game master. One thing that I like that you do not much is a dedicated handout section is included for a game master to use for player handouts. Another thing I liked was the further adventure/campaign ideas given at the end of the adventure. If you know some british folklore or do a litlte research those ideas can be developed with little effort. The only negative comment I have is that the adventure seemed short compared to the last one. I felt like the adventure needed another part or needed to add more to another part.
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This product is a collection of short adventure ideas that cover star trek from TOS-STNG-DS9 eras. Each adventure has a focus player class like the doctor, engineer, or captain for example. The adventures can be used in any era, though some might need a little reworking. These can easily be used in a regular sized group or in a small group which I thought was a useful as sometimes you do not always have the entire group availiable to play.
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The layout and quality of the maps are very helpful. If you are not familar with this system the layout and notes are very useful in heping you understand the rule system and in running the adventure. If you are not very knowledgeable about world war 2 thats ok as the gm notes tell you exactly what you need to know historically up to that point. If you like chulhu or world war 2 adventures you find this adventure useful.
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A good intro into cthulu themed genre and teh 2d20 system. It is the same system that star trek and conan currently use. I liked the magic system. It is easy to use and understand. The adventure is a good for weird wars or cthulu world war 2 themed adventure. The 2d20 quickstart section is easy to use and explained.
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This is a very helpful gm screen if you are going to run any star trek rpg game but will very helpful with running a Klingon focused game. The kit comes with several game hand outs focused on different ship positions and what a pc can do in each ship position game mechanic wise. These can be used in any time period. The cover art is up to the normal standards of other star trek products. The gm screen is well organized and easy to read. The font style and page layout is easy to read and easy on the printer if you print any pages out. There is alot of yellow and gold usage which for some in my group was a little difficult for them to read. Page backgrounds were white so its easy on the print cartiage.
The kit comes with two maps of the empire. both are full color. The first is a map of the full empire as of 2371. All of the lettering is in Klingon only with no other governemnts on it but the second map as reference you which areas the UFP ad Romulans are. The second map is from a old star trek book called star charts I think. This map covers only the part of the empire bording the UPF and Romulans. The star systems are all labeld in english an well detailed. The maps are both very good and helpful. A few things would have made the maps more useful. First, if the first map of the empire also included the systems names not only in Klingon but also in english though emerson might have been lost. Second, if the second map also included the chart pages for the rest of the empire away from the UFP border. Third, if the area for the living campaign had been on the map. If it is I missed it.
Is this product worth getting?
The ship position pages and the gm screen are very easy to use and are well done. The maps are excellent despite what I said. The new corebook might address the issues I have mentioned but my copy is not here yet. The adventure is good and not a klingons shoot first and shoot again mission. Yes I think this kit is worth buying and would recommend it .
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