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I joined this Kickstarter after taking a look at the early rules document. I was thinking about purchasing the new Call of Cthulhu at the time, but I instantly fell in love with these rules. They are the best horror RPG rules I've used, and I've been playing since the 70's. Super streamlined, with a great reworking of Sanity, and fantastic additions for downtime and family life. Another nice addition is Lethality, making combat realistic and frightening. I really like conspiracy and "monster of the week" campaigns, and this game does both very well, with the bonus of existing within HPL's Mythos. Character creation is fast, but you still end up with a deep character. The information on government organizations is top notch. The Handler's Guide oozes adventure ideas and horror from every page. The layout is fantastic and very atmospheric. You can easily run any previous Delta Green material or CoC scenario with these rules. This is really the only horror game I'm ever going to need. It's perfect. Can't wait for more of the books.
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Most RPG books are a bit of a chore to read, but this book reads like a riveting horror novel. I get started on a section and I can't put it down. It's also jam packed with useful information and story hooks. Literally every page will give you story ideas. The Agent's Handbook and now the Handler's Guide are the best written RPG rulebooks I have ever read. I own a lot of Lovecraft RPG's, and in my opinion the Delta Green RPG is the best Lovecraft RPG you can buy. The rules are super streamlined, the setting is perfect, and horror oozes from every page. Every adventure I have run with these rules has worked flawlessly at the table.
Also, a note about the layout. I wish every RPG was put together with this sort of atmosphere. This book is a treat to look at. Great art, great layout, pure atmosphere.
I really can't give the game enough praise, it's just that good.
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This is the best iteration of retro gaming I've seen yet. Complete old school vibe with changes and tweaks to firmly place it in a niche of it's own. As the foreward says, it could easily be titled "Weird Tales, the RPG." It really evokes the feel of Robert E Howard, HP Lovecraft, & Clark Ashton Smith.
This book is also a great bargain. It's 622 pages filled with loads of character classes, weapons & gear, spells, monsters, optional combat rules, treasure, mass combat, sea combat, strongholds, a complete setting, pregens, a complete town, and a complete (and awesome) adventure! The editing and layout are great, and the rules are clear and easy to read.
Grab a copy and enter a weird world of high adventure and dark horror.
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I joined this Kickstarter after taking a look at the early rules document. I was thinking about purchasing the new Call of Cthulhu at the time, but I instantly fell in love with these rules. They are the best horror RPG rules I've used. Super streamlined, with a great reworking of Sanity, and fantastic additions for downtime and family life. Another nice addition is Lethality, making combat realistic and frightening.
I really like conspiracy and "monster of the week" campaigns, and this game does both very well, with the bonus of existing within HPL's Mythos.
Character creation is fast, but you still end up with a deep character.
The information on government organizations is top notch.
You can easily run any previous Delta Green material or CoC scenario with these rules.
This is really the only horror game I'm ever going to need. It's perfect. Can't wait for more of the books.
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I have been running Conan role playing games since the 80's when the Dungeons & Dragons Conan adventure modules (Unchained & Against Darkness ) came out. I've run countless campaigns with many game systems and I can say with certainty that this game is the best Conan role playing game to date.
I'm new to the 2d20 system, but unlike at least one reviewer here I did more than glance at a couple pages and then write a “review”. I've played through the Quick Start twice so far and never had a better time running a Conan game. The system is just pure fun at the table.
Players can spend Doom Points when they're desperate or reckless and really want to succeed, empowering the GM with Doom Points of his own. Players can also build up Momentum which allows ever increasing pulp adventure and exciting heroic action. Players also have Fortune Points they can spend to pull off amazing success, succeeding by strength of arm and will. I think any true fan will feel these combined mechanics really bring the world of Conan to life.
Combat is quick, ferocious, and bloody. Action is gritty and heroic, a great mix of realism and pulp. The game conveys a real feeling for the source material. It's a perfect blend of streamlined crunch and narrative gameplay. So much action can happen in a single die roll. This is Robert E Howard role playing at its best!
Don't take my word for it, it's free by Crom! What are you waiting for? Download it and give it a try yourself!
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This is a great, long adventure in true sword & sorcery style. There is a lot of variety to the encounters (Fights, Chases, interactions, etc) and nice details like nearby scenery which can be interacted with during a fight or chase.
Even if you are not going to run the adventure as is, this product is still a great purchase. You get 7 pages of "Book of Lore" information about the Red Desert, and some details of a city to adventure in. There are several new NPC's, including some generic desert types. Overall well worth the price! Highly recommended for B&B fans.
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Upon first look:
+The interior art is great! (Not too hot on the cover)
+The world seems really well developed and LOADED with adventure possibilities and really cool PC possibilities & options.
+The way Illiteracy is handled is well done.
+Damsel in Distress Hindrance looks really fun.
-The Loincloth Edges seem overpowered, but we shall see in play. It would be easy enough to drop if needed.
+Loads of awesome Edges. Many of the Background and Profession ones really add character.
+Wow! Binding Ritual is cool!
+Temptress is nicely done too! Really some great tweaks to the SW rules.
+Only gave the Arcane Backgrounds/Magic a brief look, but it seems cool, and definitely has a real Sword and Sorcery flavor!
+The Item, Armor, and Weapon lists look good. I'm glad to see quality of Items included, and I like the Half-Armor options. The magic of Steel is both weird and cool. If a GM were uncomfortable with it, Steel could always become "Star Metal" or whatever the GM desired really.
- I wish Henchmen were dealt with like in Slipstream, or at least both the Henchmen options were given.
+The After Adventure events are really cool! Probably will see use in my other SW games as well.
+I like the Heroic Healing rules and will be adding them to my Pulp games.
- I wish that there was an "Heroic" Incapacitation table to go with the Heroic Healing, for a more pulpy, less Incapacitation = Dead game.
+The "starter" Relic and Monster sections contain enough to get any GM started, and will get your imagination flowing.
Overall I think this setting is very well done and will completely work for the Savage Conan type setting I have been looking for. I was skeptical before purchase, but I am really glad I bought it. I am really impressed how it molds the Savage Worlds system to the setting. Not only can this setting be used as is "out of the box", but it would also work well for a more Saturday morning cartoon setting (with a few tweaks). In fact, I will probably use the ideas contained in the product for several homebrew games. Thanks for adding a great Sword and Sorcery setting to my collection of SW Pulp genres! Can't wait to see whats next!
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