I found Sojourn to be an intuitive, straightforward, easy-to-digest system that would make for a play sessions that hit the ground running. It's not groundbreaking, but simple with good potential for character development. Seems like it would play nicely with other systems and/or adventures -- pretty adaptable.
I love the presentation -- elegant black and white drawing that adds to the slightly old school tone.
Really good stuff.
I love how plug and play this is! It's perfectly ready to drop into any game, new or old. It is also unique in that it provides linking benefits for both the player character and the linked creature which I like because relationships work two ways. I also like that it refences both other Underground Oracle creations, like the Domidan, as well as common creatures and gives stat blocks and link benefits for all listed companions.
Publisher: Chaosium
Date Added: 05/26/2022 12:26:37
Brilliant! The chase scene was definitely thrilling and I'll rememeber it forever! The detective work done by players is also a change of pace from what I'm used to but really fullfilling and mentally stimulating! All in all a great module to create wonderful memories.
Publisher: Mythmere Games
Date Added: 05/26/2022 10:30:33
I have had the previous versions of the TOAD (Tome of Advenute Design) from Frog God Games, but this is Matt Finch's Mythmere's revised version. It is both expanded and updated. It has 514 pages all told and what makes this version really different is along the sides of the pages are a column with thematic words to get the old creative juices jump started. The first chapter is all about starting, then chapter two is about Monsters, chapter 3 is about dungeon design and chapter 4 is about non-dunegon adventure design. Each chapter covers a lot of information. Very well done and I am happy with this latest revision....
Publisher: White Wolf
Date Added: 05/26/2022 08:55:33
From a long time Sabbat player let me say that this book was exactly what I was hoping to see in a player's guide. First, the detail in the book is excellent, from text to art. Each part of life within the Sabbat is broken down in a digestable fashion. For newcomers playing Sabbat this is critical. I especially enjoyed the undersatnding the writers had when giving Storytellers multiple approaches for packs, but moreover, the concentration they place on the role of Pack Priest. Can the Sabbat feel and act as a bloody mob hungry to devour other Kindred and Kine on their way to Gehenna? Certainly. Are you forced to run them like that? Not that all. It's this nuance that is key to running the sect as the pack mentality and perspective would be far more likely for player groups. Sabbat vampires could be very calculating and smart, and willing to invest for long term gain in their struggle. That's exactly what this book reminds buyers of.
I also enjoyed the systematic differ...
After probably decades of looking for my perfect set of fantasy RPG rules, I finally found what I believe is the single most elegant system I've ever seen.
This is crafted with so much insight it blows my mind. Loved it so much, I had to leave my first ever review of a game.
I was introduced to this game towards the end of Episode Four of Season Four of The Last Drive-In. There was a letter, written by one Robin Lea of Arkansas, where she tells Joe Bob Briggs that she was inspired by the mind-melting ... err, film called Things to create a table-top role-playing game based off of Hogzilla: an attempt at a hosploitation subgenre in horror gone horrifically silly, and maddening on its own.
So, because I am a Last Drive-In fan and I watched Hogzilla -- and even rewrote the story on my Horror Doctor Blog -- I definitely had to check this out: to see what Robin Lea with this Crawlspace Event module actually did with it. I bought the PDF version of this book. So, it is an extension of a Crawlspace universe: with the conceit that those that violate the rules of the theatre are condemned to be the victims of the creatures and monsters in the films shown forever, until they die. So far, so good.
Basically, Lea and Peryton Publishing created analogue names for the...
The book feels like it should have had a once-over by an editor. The colors and boxes of the traits ("uncommon," "shaman," etc.) are rough and don't follow established convention, the wind spirit mentions elementals with the "wind" trait (air trait?), there are unicode boxes in the lower-left of every page. This feels incomplete and of low quality, regardless of how well it's balanced.
Not only does this provide me with oodles of swarms inside the book itself but for me the template/guidance for creating swarms of almost anything is delicious. As a bonus I get a handful of new creatures. I love anything that takes current content and freshens it up and making swarms out of nearly anything within reason is a delightful way to allow me to take tried and true content and make it new again! Well done!
I really love that such depth was put into animal companions. This is something that is easily dropped in to any campaign for any class and there is oodles of ways this can be tailored specifically to a particular player or character. I like the idea of the bond between the companion and pc strengthening over time and there isn't anything here that is OP. Any DM can find this in whole or in part useable in their campaign. Thank you for this!