This supplement gives one a developed setting which gives you the feeling of being in an Aztlán enclave without being deep within the country itself while also allowing easier access for runners to take trips outside of the base setting if this is where one sets their campaign. Conversely, if you want to give a team of runners a taste of this well known country and corporation, it's developed enough to do that too while also allowing a GM to personalize the setting for their campaign.
This book was instrumental in getting me back into cyberpunk role play - and when combined with Cities without Numbers, they form a great backdrop to run a CP2020 or Shadowrun game. I literally found something useful on every page of this document, and can't say how much I really enjoyed it. Its the best supplement for Cyberpunk for the price on DriveThru RPG - and should be in the top 20, regardless of its price.
One of the best RPGs to fast and intuitively. Great to start on the fly adventures and VERY easy and fast paced character creation. Can be the system for any type of campaign world, using intuition and common sense as a core idea of playing. VERY GOOD and fun.
One of the best RPGs I've ever played. It turns back to the old systems with some new and incredible art. Because of that, we can be transported to years ago and have fun like others did. It's an easy system to understand and very flexible, perfect for any kind of story and easy to adapt to any situation you might think of. 5 stars, definitely.
A serviceable system with some interesting design choices marred by bad editing and a completely ludicrous setting. Neon Blood falls into the same trap as so many other cyberpunk TTRPGs: it puts a great deal of thought into the technical aspects of the world, especially as they pertain to the activities of the PCs, but seemingly almost none into the political, economic, and social forces that drive the conflicts in which the PCs participate. The result is a kind of silly caricature of a near-future dystopia (in which, for example, the Amish formally declare independence from a USA crumbling in the face of Native American lawfare, the EU becomes a federal superstate despite growing Euroscepticism across the continent, the entire Muslim world sets aside ancient succession debates and ethnic rivalries to blob together in one big Caliphate, and India and China somehow gobble up their neighbors without triggering a devastating hemispheric war that kills a billion people and irradiates half ...
I cannot recommend this book enough. It exceeded my expectations. Each of the Traditions have been updated to reflect 2023 conditions, and they make them feel more accessible to a newer player such as myself. Even better, they do it without ignoring or rewriting the past. Instead the make logical descriptions of how each Tradition has been forced to take a look at itself, and decide how it wants to organize and move forward in the modern day. This works best if the Avatar Storm is considered canon at your table, but isn’t necessary. I enjoyed all of the Tradition updates, including those Traditions I generally ignore. In my opinion this is the first time the Cult of Ecstasy/Sahajiya received a decent, in depth, USABLE description. I especially loved the Virtual Adepts, as the description of the Mercurial Elites sounds like a group I would identify with and would want to be a part of if I Awakened in real life. This is an absolute must buy for M20 players and storytellers. I’d even say ...
It's a fine book for it's content but mine came damaged. The corners are squished which could be a packaging or shipping issue. It also has a sticker residue on the bottom of the cover with two deep scratches. Was this a used book or? The binding is also a bit smashed.
Date Added: 10/03/2023 08:57:39
I am a big fan of the 2d20 system (Modiphius), but I find most incarnations to be epic (Conan, Achtung Cthulhu, Dune). Sometimes you want to run something that is more everyman, but it would be nice to use the familiar 2d20 system. That is where Ahris comes in, it is a grittier and more grounded version of 2d20 fantasy.
I am also pleased to say the author has taken the lesson of some other 2d20 products and organized this game book well.
Date Added: 10/03/2023 07:37:25
Disclosure: I have an article in here, but I don't want to talk about that. I want to talk about how beautiful the layout is, and how easy to digest Penny's article about witchcraft is, and how my brain starting turning over plot ideas with the quest generator and wondering about the history of the gothic trinkets. The art pieces are gorgeous and items so full of character and seeing everything together really is something special.
Spoilers. You have been warned. I did make changes to the adventure . . . .For the past few days, I have soloed my way through TRICK OR TREAT A Fate Accelerated adventure by Michael Goldrich (28 pages, at DriveThruRPG). Fate Accelerated Edition • A Fate Core Build is free/pay what you want at the same place (50 pages). For the solo engine, I changed four lines in Candython. I did use the six PC characters that are provided in the Fate adventure.
The adventure started when the PCs (5th graders) were approached at school by Tino. He explained that bad things were happening somewhere else and needed heroes. All they needed to do was trick or treat at his house, get one purple candy for each kid with one extra for Max. They will need to bring back Max from this “other” place. The kids follow the instructions and eat the purple candy at dusk. They now appear in the land of Candython – A place in the universe with routine interplanar travel. Teams of teenagers across the multiverse partici...