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American Artifacts
by JEREMY M. [Verified Purchaser] Date Added: 03/19/2023 18:07:26

I'm not familiar with QAGS so I can't speak to the mechanics of these items but thematically this is a real gem. Artifacts for modern/urban fantasy games tough to come by and this is good stuff. The items are almost all very cool and interesting (there's always going to be a couple that the reader doesn't jive with) with the appropiate level of arifact style weirdness. Any reference ot Stagger Lee is going to get at least a one star bump up from me. The only thing that would have made it better to me is some plot hooks and story seeds to go along with each item.



Rating:
[5 of 5 Stars!]
American Artifacts
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American Artifacts
by A customer [Verified Purchaser] Date Added: 08/15/2022 08:32:35

I enjoyed this book and found the artifacts to be ecclectic and interesting. The book is an interesting and fun read. However, the book is not based in D&D or another system close to it, (I guess it is QAGS), so someone is going to have to either download QAGS or guess at many of the effects in order to translate them into another system. In addition, many of the artifacts are unique, technological, and have extremely specific effects. I think there are two cars and two trains in the book. The artifacts are definitely cool. but they are impractical to the point of uselessness. Elvis's gun needs golden bullets melted from golden records to function. Hank's car you have to sit in and get intoxicated for over an hour, etc. You'd definitely have to be running a semi-modern game set in America to use many of these, and even so, I think it would difficult, maybe impossible, to casually work them into a typical campaign (unless the game was built around collecting artifacts, like a Warehouse 54 type game). Definitely a fun read but very difficult to actually use of the material in a game.



Rating:
[3 of 5 Stars!]
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Akashic Titan
by Kenneth S. [Verified Purchaser] Date Added: 10/06/2021 03:49:19

I LOVE this little book! It's zine-sized, it's a setting, it's got creatures, spells and a new class (Akashic Pilot). It's an eruption of gonzo creativity that has had my mind reeling with ideas since I first read it... and seeking out further inspiration amid the eclectic list of authors the listed in the appreciations.

The gist of it is that there is this bizarro universe that divides into different bands. These bands, each harboring its own dangers, are travelled by the enormous titans and their crews. These Akashic Titans are not warmachines so much as they are vessels of commerce. They travel the bands of space looking to make profit for their owners. There isn't a lot of detailed specifications about how big the titans are (this is not a 'mecha' combat game), but the sample one has an optimal crew of 20 and room for 10,000 tons of cargo. These things are HUGE!

There's no specific adventure presented... but the book covers a handful of unique places and their denizens, including a space station/palace that seems to have its own relation to time/space.

Since it's DCC there are a number of random encounter tables, effects tables and a table to determine how likely a crew member is to have suffered mutations from the dangerous energies titans emit.

It's hard to think of another setting as a direct comparison... maybe Spelljammer crossed with Rogue Trader? But without the D&Disms or Grimdark those offer. I'm hoping the author sees fit to write more about the titans and their weirdspace adventures. I'm eager to learn more.



Rating:
[5 of 5 Stars!]
Akashic Titan
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Hobomancer
by Steven K. [Verified Purchaser] Date Added: 04/03/2021 15:48:38

This is an awesome book, brimming full of fresh roleplaying ideas to sink your nasty wooden hobo teeth into as you roll around in a filthy 1930s railyard. The rich setting is fleshed out pretty well for jumping in without anything feeling tedious or over-explained. The idea of "the songlines" sets up an appropriately fantastical trip by train through a magically corrupted dustbowl, populated by a healthy smattering of cool and unique monsters. I haven't gotten a chance to start playing yet but I'm impressed with how inspiring and fresh the setting is. Hobomancers do everything normal hobos do, plus they practice a special kind of hobo magic, and each PC also gets to choose from a nice list of special gimmicks and powers, as well as character weaknesses. The QAGS ruleset itself feels a little backwards at first but I imagine with time it gels nicely. A little bit more info on how the actual mechanics of the rolls would have been helpful, but Hex made the quickstart and the full QAGS2e rules free, so no compaints there. If you're itching for a break from classic fantasy or other common rpg tropes, take a swig on some bad hooch, throw on some Blind Willie Johnson, and enjoy Hobomancer.



Rating:
[5 of 5 Stars!]
Hobomancer
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Tell Me About Your Character
by Brad F. [Verified Purchaser] Date Added: 11/30/2020 21:59:45

The most important think to grab me (I wanted to shout a recommendation to all my gaming groups) was that I was inspired at first read to reflect upon myself (the player) what responses I would note if someone were playing me-as-a-character. Just exactly, what is important/essential to me?



Rating:
[5 of 5 Stars!]
Tell Me About Your Character
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Deep Space Rescue
by Jim C. [Verified Purchaser] Date Added: 07/14/2018 20:56:17

Moderately hard-SF mini-setting and an adventure for this system looks like a solid start for a short campaign.



Rating:
[4 of 5 Stars!]
Deep Space Rescue
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QAGS Second Edition Qik-Start Rules
by Michael J. [Verified Purchaser] Date Added: 05/07/2016 19:01:59

A first rate rules lite game usable in most, if not all genres. Uses the actual attibute number, for all rolls. You just roll under the attribute plus or minus modifiers on a d20 to succeed. And thank goodness they got rid of the gratuitous curse words and foul language of the first edition.



Rating:
[5 of 5 Stars!]
QAGS Second Edition Qik-Start Rules
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Hobomancer
by Guy D. [Verified Purchaser] Date Added: 02/18/2016 21:16:35

Without question or doubt, this is the best RP suppliment ever written. It does what no other suppliment does: I inspires the imagination with a whole new realm to role play in. The idea of 1930s hobos secretly being magical defenders of the realm is innovative but the idea that players would want to have a hobo for a character is totally unique. What I see in reading this, is that the author knows role players and understands them well enough to craft a world that you wouldn't even think is worth playing it. I actually took the world ideas and played them using D20 modern, but there is nothing wrong with the system the game comes with. When I urchase a product, I am usually looking for idea, in this book, I found them and the game that followed was fun for everyone.



Rating:
[5 of 5 Stars!]
Hobomancer
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Self-Made Space Marine
by Larry F. [Verified Purchaser] Date Added: 04/20/2015 10:11:03

The setting and information is amazing, the game is a very fun and comical. The layout of the game was not the best but it was not completely unusable.

I am not the biggest fan of the QAGS system though, that would be one of my main complaint of the game. Though that is something that is my personal opinion some of my group love the system.

I was easily able to convert this to other systems.



Rating:
[4 of 5 Stars!]
Self-Made Space Marine
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GILGAMESH!: The Lost Tablets
by Jerry L. [Verified Purchaser] Date Added: 08/30/2014 22:29:18

If you purchased GILGAMESH! but have not bought this supplement, you're missing out on some serious fun...

GILGAMESH! The Lost Tablets takes you back to the beginning of the epic. This means you can re-live the initial brawl between Enkidu and Gilgamesh, take out Anzu (the lion-avian monstrosity), face and defeat the mighty Humbaba, and even bring down the destructive bull of Heaven!

Enkidu and Shamhat are introduced in this supplement as characters you can use in a prequel-type adventure, or alternately, they can join Gilgamesh and Izdubar as you re-write the epic! Oh, did I mention stats for Ishtar appear inside as well?(!)

Leighton Connor really outdid himself on this supplement, IMHO. The Humbaba write-up is better than I've seen done in ANY system to date, offering details down to its protective auras and how they work in game terms. His knowledge of all things Gilgamesh is so impressive that I recommend both this and HEX Games' Gilgamesh! to anyone wanting to learn more about the epic of Gilgamesh!

LIKED: Everything! DISLIKED: Nothing!



Rating:
[5 of 5 Stars!]
GILGAMESH!: The Lost Tablets
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Happilyeverafter
by Bob H. [Verified Purchaser] Date Added: 12/20/2013 20:44:22

Fair Tale characters in a noir 1940's Vegas . I for one like that indeed enough information contained within to act as a springboard for much more adventures .



Rating:
[5 of 5 Stars!]
Happilyeverafter
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Edison Force
by Matt B. [Verified Purchaser] Date Added: 11/24/2013 20:45:42

Edison Force presents a cool, adventurous setting that is an alternate to the standard Victorian-era "steam-punk" genre. Set in the Edwardian era, it's more "electro-punk" than "steam," with heroes battling giant robots using electrical rifles and aeroplanes.

Note: I bought the Edison Force PDF and POD copy. This review is based on the PDF.

Edison Force is a tightly packed 37 pages from stem to stern.

Contents consist of cover (1 pg), credits (1 pg), table of contents (1 pg), introductory story (1 pg), setting (4 pgs, including 1908 timeline), character creation (3 pgs), sample characters (1 pg, including Edison himself and three PCs), resources/equipment (3 pgs), vehicle rules (2 pgs, including three sample vehicles), GM section (4 pgs, including four possible evil geniuses and their stats: Luther Burbank, Marie Curie, Robert Goddard and .... Nicola Tesla!), sample adventure (13 pgs, Edison Force vs. the Martians), reference/inspirational material (1 pg), charcter sheet (1 pg and it's pretty cool) and an advert for Hobomancer (1 pg).

The layout is clean and easily readable. I appreciate the page numbers superimposed on Edison lightbulbs at the bottom of each page. The mass'o'gears borders are a nice touch for side-bars, timelines and character stat blocks. There are less than a half-dozen illustrations scattered throughout the text and their quality varies.

The cover is a fairly good illustration of Edison, holding a robotic hand, surrounded by members of his team: a boy genius, an Annie Oakley-esque woman sharpshooter, a big guy with what appears to be an electric mace and robotic glove, and a pilot with hat and goggles holding a mechanically-enhanced hawk. It reminds me of the style of Rick Geary.

The Introduction sets the feel of the game, heroic action and a nemesis defeated, without spending too much of the text on it. I'm happy it's short and to the point, so it is well-written enough for my tastes. Though the sentence "Lee turned a strange-looking rifle attached by a cable to his backpack towards the wicked machine" was the most stand-out clunky one in the story.

The Setting provides the basics and it well written. It starts with the 1907 invasion of south western Florida by technologically-advanced Marshovians, using Gatling guns, flame-throwers and a tank, all supplied by the mysterious Master. The baddies are defeated by the combined efforts of Edison's inventions and Henry Ford's vehicles.

A month later, President Roosevelt calls on Edison to create Edison Force to further combat any threats to America and the world by The Master. A nice touch was Roosevelt using this incident as the reason for The Great White Fleet's trip around the world.

The 1908 timeline gives some great events like the 1908 New York to Paris car race (the film The Great Race was inspired by this race), Butch Cassidy and the Sundance Kid's supposed death in Bolivia, and the Tunguska Event. If you can't look at this timeline and create a series of adventures based off of these events, you're losing your GM props.

A section on the world and Menlo Park is also included. There's a short aside on Edison and Tesla (and that Tesla was never proven to be The Master). In addition to the timeline, I came up with a half-dozen adventure ideas from the Setting text alone.

The Character Creation section was straight-forward, giving great ideas specifically for QAGS 2nd edition but written in a way that easily applies to other game systems. Fifteen archetypes are discussed and sample gimmicks, jobs, skill and weaknesses are provided. Characters also have a piece of signature equipment, that may or may not be Edisontech, which I thought was a nice touch.

As someone slightly knowledgeable about QAGS 2nd edition (I've yet to play the system), I found the rules understandable. I'm still not sure whether I'll use the game as written or my go-to game, Savage Worlds, but I thought up a few character concepts from the archetypes and attributes presented. The stat blocks of Edison and the three PCs were well done, and in the case of Edison, didn't pull any punches as to his "quirky" nature.

The Edison Force Resources section covered electric guns (of course!), electric trains and other vehicles, and communication. The best bit about this section is that the QAGS 2nd rules are minimal, so translating specifics to your favorite system presents few problems. There's even a side-bar on making up your own Edisontech.

The Vehicles section is much like the Character Creation section. The rules are fairly similar to character creation, so it seemed to me a way to make a robotic vehicle character, if modified enough. I'll have to mull that a bit more.

The GMing Edison Force section presents four diabolical geniuses, Luther Burbank, Marie Curie, Robert Goddard and Nicola Tesla. Each genius has a short history and a character stat block. This section alone is my favorite since there are many adventure possibilities. Other, fictional or real, diabolical geniuses are easily incorporated into the game, so don't take these four as an end but a beginning.

And, although the setting clearly states that Tesla is The Master, a clever GM can eschew that option and instead use the other three in a myriad of ways so that the blame falls on an innocent Tesla! He makes the perfect "fall guy" for whoever the real Master is!

Unfortunately, the sample adventure, Edison Force vs. the Martians, takes up 13 pages, fully a third of the text. I would have much preferred an adventure at half that size or less (removing the main Martian base), with the remaining pages used to further flesh out the Setting, Edison Force Resources and GMing Edison Force sections.

However, with that said, the adventure is pretty good. It provides some excellent NPCs, some historical (Perceval Lowell). The adventure starts with reports of giant robots in Arizona. Once there, the characters travel into the wilds and observe several Martian war machines, following them back to a training base. Clues in that base point them to a larger Martian base near Flagstaff. Venusian agents, Martian warriors and Edison Force mix it up, in a finale that could lead to The War of the Worlds!

In addition to NPC histories and stat blocks, and info on the Martian war machines, there is also a 1 page addendum to the Edison Force timeline. It proves to be a handy bit of information that I recommend repeating for any future adventures GMs come up with.

The remaining three pages of the text are the Inspirational Materials, the character sheet and the Hobomancer advert. I plan on checking out the reference texts listed on that page, as I'm sure my local library as some in their system. (I'm not sure how I feel about the whole Hobomancer concept as an RPG, so I'll ignore the advert for now.)

But I must say that the character sheet is beautiful, invoking the right mix of Edison Force feel (attributes are recorded in Edison lightbulbs!) and readability. Compared to the standard QAGS 2nd edition character sheet, this is the obvious winner for style and appearance.

On the whole, I am pleased with the purchase and, as I mentioned, while I would have been happier with a shorter adventure and more on the setting material, I think that this is a game that I'll run, hopefully soon, for one of my game groups.



Rating:
[5 of 5 Stars!]
Edison Force
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Rocket Jocks
by patrick m. [Verified Purchaser] Date Added: 10/14/2013 21:30:30

This game was a lot of fun to play. We even ran a small 4 session campaign and enjoyed every minute.



Rating:
[5 of 5 Stars!]
Rocket Jocks
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Hobomancer First Session Actual Play
by Michael H. [Verified Purchaser] Date Added: 07/26/2013 20:03:56

I'm really glad I got this and listened to it. It was like being in the room for that amazing inaugural game of Hobomancer. It was even more fun to listen to it while reading the preview of Hobomancer available on this site.
Vengeance is sweet, but poetic justice is so much better! Our heroes find their way to a perfectly clean town, and they instinctively know that something is desperately wrong.



Rating:
[5 of 5 Stars!]
Hobomancer First Session Actual Play
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Hobomancer Preview
by Michael H. [Verified Purchaser] Date Added: 07/20/2013 00:07:22

A really neat preview you could just almost run the game with! The notes on the cultural significance of the Hobos of the 1930s and their place in the American psyche alongside Pirates, Cowboys, Knights and Ninjas is a really insightful look at the whole idea of the traveling independent and the American dream. I love the way this was written, and I think it just might sneak its way unobtrusively on my table.

The Qags system is not complicated beyond a couple more stat words to bring the men of the rails to life, and a bit of a magic system. The background fluff fits together well and holds up to my tired scrutiny anyway. The opening comic sets up the whole feel of the book, and the story in bits and pieces throughout of a Hobomancer's introduction and initiation makes me want to read the novel.

I can really see why this got an Ennie nomination!



Rating:
[5 of 5 Stars!]
Hobomancer Preview
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