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Deadlands Reloaded: Player's Guide
by Michael H. [Featured Reviewer] Date Added: 10/02/2011 02:13:35
Deadlands is a classic genre mash-up for which the Savage Worlds rule system works really well. It's nice that Pinnacle has finally updated the rules to fit in to the SW core rules (rather than being an offshoot from them). This book contains all of the core setting information (but not the SW rules! You need to buy the rule book for that), including character generation options. With this and the Deadlands Reloaded Marshal's Handbook, a group has everything they need to jump right in to weird western horror inspired adventures.

Rating:
[5 of 5 Stars!]
Deadlands Reloaded: Player's Guide
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Zombie Pirates Plus [BUNDLE]
by Alex P. [Verified Purchaser] Date Added: 09/27/2011 07:15:59
There are two products in this bundle.

The Pirates of the Spanish Main is a good rpg with fun flavor using the quick and easy Savage Worlds rules.

Zombie Pirates might be good, it might not be. I have no idea. The DRM prevented me from being able to ever activate the thing. According to the software's sales department, their servers were having trouble. And have been since my purchase of the game.

OVERALL: This is probably worth the price for The Pirates of the Spanish Main rpg. The DRM/registration servers for Zombie Pirates didn't work for me.

Rating:
[3 of 5 Stars!]
Zombie Pirates Plus [BUNDLE]
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Slipstream
by Luke M. [Verified Purchaser] Date Added: 08/26/2011 12:52:16
Return to the days when Sci-Fi meant rocket ships with fins, countless alien races, and an evil queen intent on conquering the universe.

Slipstream is a great return to the roots of pulp Sci-Fi serials such as Flash Gordan.

The settign includes many worlds, adventure starters, alien races, as well as a fully playable plot-point setting with many options for continuing beyond the included 'season 1'. As with most savage products, a copy of the savage worlds core rules is required.

Rating:
[5 of 5 Stars!]
Slipstream
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Savage Worlds Deluxe
by Jordan T. [Verified Purchaser] Date Added: 08/08/2011 16:50:04
Great mid-level system with lots of settings and support. I think there is a very large opening for Savage Worlds in the rpg gaming world... and this new version has come at a good time. Best of luck to them!

Rating:
[5 of 5 Stars!]
Savage Worlds Deluxe
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Savage Worlds Deluxe
by NB N. [Featured Reviewer] Date Added: 07/21/2011 19:46:38
As this is an expanded book of the base Savage Worlds Explorer Edition, I will refer you to my review of that for details on the overall system. The summary is that it is very easy to learn, extremely fun to play, and adaptable to just about any genre of play. My group uses it quite readily for a number of games from sci-fi to western and hilarious to horror. It's flexible and best of all you can make a character in 10 minutes if you know the system AND they will have great mechanics behind your RP (Hindrances and Edges).

This book expands and refines the rules found in the 3rd Explorer Edition. I love what is added. I purchased the book even though Pinnacle is releasing the changes slowly on their website for those of you with an older edition. I think it's worth the money. There is gorgeous artwork throughout. Everything is now in one place. They even added in some general tips throughout to improve your games.

Now the additions. First, they added vehicles back in which is very cool. I love having tons of options already statted out for me to use. You can reskin or tweak as you go, so you keep the flexibility. The race creation rules are included which are very useful for home brew games. Almost anything is able to be recreated with balance maintained. There is a focus on mass combat as well. This is tricky for any system and I like the simple, yet elegant way Savage Worlds handles it. You can pit rival armies against each other and even have your heroes join the fray to sway the battle in their favor or die horribly.

If you don't have a Savage Worlds core rulebook, this is for you. If you already have one, I'd still pick it up. It's just too good not to and I feel like it's good to support the effort that went into this product. I can't wait to run a game with all the new stuff. Maybe orcs in tanks against fishmen in planes!

Rating:
[5 of 5 Stars!]
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Savage Worlds: Test Drive
by Keith (. T. A. [Featured Reviewer] Date Added: 07/16/2011 09:25:23
The Wild Hunt is a great opportunity to learn Savage Worlds in a one shot modern horror adventure. The module contains everything you need to play including a scenario, handout character sheets, the test drive rules, and paper minis. With a little preparation (i.e. read a short set of rules) you should easily make it through this scenario in one night.

The adventure starts with the character's bus stranded in a small town with a dark secret. In order to survive the night, they must fight unholy horrors while trying to solve the mystery of the town's curse. Don't expect any help from the locals, however. They have a vested interest in the character destruction.

I greatly enjoyed the back story and layout of this adventure. I highly recommend the product if you have an interest in Savaging your gaming group. Even though it's set in the modern era, this adventure could easily move it to just about any genre with a change in characters and equipment. Pinnacle was also kind enough to provide a papercraft bus you can build for your gaming pleasure @ peginc.com/Downloads/SW_WildHunt_Papercraft_CharterBus.pdf

Rating:
[5 of 5 Stars!]
Savage Worlds: Test Drive
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Savage Worlds Deluxe
by Keith (. T. A. [Featured Reviewer] Date Added: 07/14/2011 08:11:07
A Deluxe treatment of the Savage Worlds Core rules brings a few new elements without alienating the throngs of Savages that hold their SW Explorer's Editions as the best RPG they've ever bought. Or, at least the best value and definitively lives up to it's Fast, Furious, and Fun pulpy play goodness.

This review is really about a first glance. A first blush of what the SWD (as I'm sure it's going to be referred to) will really have to prove itself over time as game adventures accommodate the new elements. After listening to several podcasts with some good hints dropped, it seems to be a 'take it or leave it' addition that works with the SWEX audience instead of trying to replace it. I've heard they will have a downloadable pdf for the SW:EX folks that has the additional rules that will function as a SWEX addendum of sorts. Obviously they'll leave all the additional non-rule material as an incentive to get the SWD, but lets confirm that.

Those that have the original Savage Worlds Hardbound will notice that we're seeing the evolution of a game system that has gone from the 146 page hardbound that was a fun alternative to d20 (d20 conversion guide included), to the 160 page (and famously $10) Explorers Edition and now back to a hardbound Deluxe Edition. I believe everyone can admit that the SW:EX form factor took SW from established indie/fringe to something every gamer and podcast has talked about for the past few years. I grinned and chuckled to myself as I made my weekly game store visit many months ago and saw the DnD 4e "Essentials" format books. I thought "Oh, how the mighty have fallen!" In a way, it's one of the nicest compliments Pinnacle could have received. WOTC's 4e Gamma World rules were also in SWEX sized format but proved that the right size with crap rules is still a poor combination. That's another rant for another time. Recently, I've seen Troll Lord's 3 book, smaller than SWEX, Castles and Crusades "Digest" set that has gone a bit too far. But, you get the point, the market has changed and Pinnacle was a driver to a new and better way.

The covers of the 3 SW editions tell an evolving story. We see it visually. Originally SW is carved in stone and with the Deluxe Edition's SW logo - it's embossed gold. But for those of us who loved DnD in it's primitive days have learned, really great art doesn't a great system make, but it helps.

First Blush:
- Great Art. Cover: newish logo with multiple genres telling the story. Full page ads for Pinnacle settings between the Intro and Chapt 1: Character Creation that capture the different genres nicely. The Ripper's ad with it's hunter sporting wolverine-like claws confronting a Promethean monstrosity rocks! Lots of full page great looking art sprinkled throughout.
- Design Notes - as you could guess, it's a paragraph that focuses on an aspect of the game that the designers want to emphasize. Good insight from the creators!
- GUTS are gone! - out of the core rules and into setting rules that need it. Makes sense.
- Dramatic Tasks - adds a mechanic for when a hero is in a dramatic situation and needs to perform a task to save the day under a tight time restriction. This mechanic or element adds to the feel of the pressure.
- New Setting Rules - ie "Blood & Guts: Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage." Also, Born A Hero, Critical Failures, Fanatics, and Gritty Damage.... are some other examples. Gritty Damage sounds ALOT like the styles found in Reality Blurs: Realms of Cthulhu. Interesting! There are quite a few new ideas here that can really add a new feel to the very same adventures you've played.
- Interludes - essentially using character down-time to add to character development. A simple mechanic that involves the GM picking a character and that player picks a card (Clubs-tragedy, Spades-Victory, Hearts-Love, and Diamonds-Desire). The player then tells the tale of the type chosen (tragedy, love, etc..). Assuming a moving or entertaining tale is told, a reward is given of a Benny or Adventure Card chosen by the player.
- GM section - The Countdown - (a Design Note) put a limit or sense of urgency to limit those that are taking too long to make decision of what to do next. Not to be overused.
Fun new One-Sheet adventures

While not exhaustive, I think you'll agree there's quite a bit of good new stuff to add to our Savage Worlds adventures. I didn't get the feeling that the system suddenly changed but just had some additional mechanics that can add to the fun...and some stress! I think I'll go start prepping some stories for an interlude.

Here's a much longer list of features culled from the Pinnacle forums:

CHANGES

- Guts skill removed from core rules (but mentioned as a possible setting rule)
- Driving is now a free action unless the character is performing a maneuver
- Leadership Edges can be used on Wild Cards
- Background Edges can be taken after character creation
- Double Barrel Shotgun slightly tweaked in how it works
- A Shaken while on Hold loses Hold Status
- Shaken results now merely limit the character to free actions (instead of no actions) and do not halve the character's Pace
- new Incapacitation table (including some "Bleeding Out" rules)
- Healing can now only be attempted on each individual's fresh wounds once in the "Golden Hour." (Plus an attempt to revive if the target is Incapacitated.) They can't cause an additional wound through rolling a 1 or less however.
- area effect attacks now get an extra 1d6 damage for a raise (like most attacks)
- prone defenders may no longer rise to defend themselves automatically (it requires an action and takes 2" of movement)
- new Chase rules (also, the Climb stat for aircraft works differently in this context)
- tweaks to some powers (e.g., the Bolt power can be used for multiple bolts, or one increased damage bolt, but not both at once)

ADDITIONS

- designer notes (explanations and reflections on the rules by the PEG folks)
- archetypes (character templates that let you create NPCs easily on the fly, or allow new players to jump right in)
- example Races (e.g., elf, dwarf, android, etc.)
- race creation rules (similar to those found in the Fantasy Companion or Slipstream)
- clarified rules on common knowledge v. specific knowledge
- Knowledge: Language rules
- about 20 new Edges (including some new combat and leadership edges)
- many more vehicles included in the gear section (more similar to the old hardback SW rules than SW:EX)
- some notes for playing without miniatures, including how to approximate area templates without a battle map
- rules for Improvised Weapons
- rules for Push (which can be used to push, shield bash, or knock someone prone)
- rules for Rapid Attack (basically three attacks in one round, all at a penalty)
- rules for Firing Blind
- rules for Social Conflicts
- rules for Dramatic Tasks (basically performing tasks with a time limit - e.g., diffusing a bomb)
- rules for Interludes (sort of like little "flashback" scenarios for in between major parts of the plot)
- a section on common Setting Rules (e.g., the Guts skill, gritty damage, etc.)
- inclusion of a bunch of new powers (including many from from the Fantasy Companion)
- inclusion of power trapping rules
- Combat Ratings (notes on balancing and scaling combat encounters)
- several one-sheet adventures
- a character sheet

To find even more, go to: Pinnacle Forum SWEX to SWD

Rating:
[5 of 5 Stars!]
Savage Worlds Deluxe
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Savage Worlds Deluxe
by Michael H. [Verified Purchaser] Date Added: 07/08/2011 23:40:02
A very nice refinement and slight expansion of the Savage Worlds rule system. The deluxe edition has a number of additions that are fun, but the improvement in layout and art is very good. Of the rules improvements, the Chase rules stand out as being rather streamlined and improved.

Rating:
[5 of 5 Stars!]
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Savage Worlds: Explorer's Edition (3rd Printing)
by Loot P. [Verified Purchaser] Date Added: 07/08/2011 09:45:00
A great starting point for a lot of high quality gaming goodness.

Rating:
[4 of 5 Stars!]
Savage Worlds: Explorer's Edition (3rd Printing)
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Pirates of the Spanish Main RPG
by Thomas S. [Verified Purchaser] Date Added: 07/07/2011 12:12:00
Swashbuckling fun!

Well written and laid out this is a great setting for Savage Worlds. This book provides all the details that you need to run a pirate game in the Caribbean, though can be easily used to expand throughout the world. The book contains all the rules, so no other book is required.

The book doesn't contain any information on introducing magic into the game should you decide, but since its Savage Worlds, its not hard to seal the magic rules from any of the other Savage Worlds settings. One of the things I like the most was fighting schools, which allows for defining your swashbuckling character even more.

Rating:
[5 of 5 Stars!]
Pirates of the Spanish Main RPG
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Savage Worlds Deluxe
by James P. [Verified Purchaser] Date Added: 07/02/2011 07:23:58
Savage Worlds Deluxe is more than just a reprint, it's a whole revision of the core rules. Pinnacle has created a truly excellent edition here. First, the rules clarifications are excellent. It's very apparent that they have listened to the Savage Worlds players and built this version with their input and from years of playtesting. I found many of the details written in a clearer, easier to understand way.

Second, there is a lot of new content here. Pinnacle has added a lot of content and rule additions that have come from other supplements and support materials. You'll find, for example, rules for building racial templates. You'll also find a collection of almost-ready-to-play archetype characters and even several one-sheets.

I highly recommend this new release to seasoned (or even Legendary) Savage Worlds GMs and players as well as those just getting ready to try it out.

Rating:
[5 of 5 Stars!]
Savage Worlds Deluxe
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Solomon Kane: The Path of Kane
by Paco G. J. [Featured Reviewer] Date Added: 06/06/2011 16:11:47
By KImberly Moser

Source: G*M*S Magazine (http://s.tt/12y9Q)

The Path of Kane by Pinnacle Entertainment Group is part of the Savage World campaign setting which is based on the work of Robert Howard. This particular product is 225 pages of adventure goodness. The aesthetics of the work are beautiful. The typesetting and graphic design are bold and endearing. The artwork is brilliantly selected – it is raw and untamed which reflects the setting.

The Path of Kane is a collection of tales which are plot point adventures. These are insertable into the Savage Worlds campaign without upsetting the balance of play or interfering too greatly with the broad tasks the DM may be broiling for the players. The book is separated into seven distinct sections: The Table of Contents/Prologue, Introduction, Europe, The Dark Continent, The New World, Cathay and the Orient, and the Index.

The table of contents is clearly laid out and easy to use. This is followed by a short two page prologue introducing the reader to the setting by relating a short story based in the Savage World. It is dark, hopeful and fatalistic. This was a very good flavour piece and was very well written.

The introduction explains how to use the material found in the product and describes the chronology the Savage Worlds campaign is based upon. It also introduces game masters to the history based portion of the background and encourages outside reading to increase understanding of the culture and setting on which the game is based. The introduction also discusses the adventure links and rumours included within many of the adventures. Adventure links are common elements that some adventures may have – though each adventure is designed to stand on its own. Rumours are sidebars that seed to other adventures or are simply gossip that may be gleaned on the streets.

The next four chapters are the actual adventures. They are set in Europe, The Dark Continent, the New World, Cathay and the Orient. Each particular section begins with a wide overview of the continent and then within each chapter are smaller divisions for a few countries or cities of note. Superstitions and culture points are offset from the regular text in boxes similar to rumours and adventure links.

The actual adventures are about three pages in length and are cut and dried instructions about who the PCs are to meet, their tasks and the crunchy bits each bad guy or monster has to invoke. Within the text, set off in boxes, are special notes, artefacts or adventure maps. Everything needed for the scene is provided. The plots are straightforward, go in – kill this person and everyone around him and another mark is erased from your soul and redemption gets one step closer. These are the bulk of the product and run for 214 pages.

The index is surprisingly thorough and includes entries for the different countries, monsters, adventure links, rumours and artefacts. This part of the product is only a single page but is set in four columns.

The product is set after the Solomon Kane stories, so having read the books is not a hindrance. In fact it could help as it gives a deeper understanding of the setting and the drive for redemption. The product does not provide much in the way of story flavour and it will take a skilled game master to evoke the proper mood. This one negative I found in the product. The game master is instructed on the bare minimum for each adventure. This becomes very formulaic and one adventure reads much like the next and the next and so on. The voice in the writing was more like an instruction manual rather than a gaming guide. It would be nice to have a little more ‘show’ and not all ‘tell’.

This is a very nice product and is definitely in-line with the core book. With just the core book and this product I am confident a Savage Worlds campaign will thrive for many months maybe even years. I give this an eight out of ten stars (or four out of five). This is a solid, well-researched and thought provoking product and highly recommended.

Rating:
[4 of 5 Stars!]
Solomon Kane: The Path of Kane
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Solomon Kane: The Path of Kane
by Thomas B. [Featured Reviewer] Date Added: 06/03/2011 00:17:12
WHAT WORKS: There is some very good stuff in here, with many adventures drawing on existing mythology and events for maximum effect, and seeing the "Links" and "Rumors" sidebars makes one kinda sad this wasn't thought of when the first book was released. The production values are gorgeous, though the PDF layers can be stripped away, allowing for more funtionality (and cheaper printing, if you so desire).

WHAT DOESN'T WORK: There were at least a few art pieces recycled from the first book, and one might have hoped that the lesser developed areas from the first book would have gotten more love than Europe this go around.

CONCLUSION: Minor quibbles. If you're a Solomon Kane GM and you don't want to sit and concoct a bunch of adventures, this thing is a Godsend. I tend to really enjoy taking canned adventures and dropping my PCs into the middle of them and seeing what happens, so I obviously give this a thumbs up, plus more Solomon Kane support is always a good thing. If you strung ALL the Solomon Kane stuff together into one mega campaign...wow. The book has a great pedigree, developed by John "Night Train" Goff and co-written by Tony Lee and Ric Byrne (among others). Even if you're not a huge fan of using adventures "straight", there are enough NPCs, artifacts and ideas that it's probably worth at least getting the PDF and mining away.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/06/tommys-take-o
n-path-of-kane.html

Rating:
[5 of 5 Stars!]
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Deadlands Reloaded: Smith & Robards 1880 Catalog
by Adrian S. [Featured Reviewer] Date Added: 05/09/2011 19:26:04
An absolute must for all Deadlands players and Marshals, 'Smith & Robards' has been the book for discerning gentlefolk for years. In this newest edition, updated to 1880, we are presented with a history of the Roswell-centred offices of the business (and some really nice secrets and plot hooks in the Marshal's Section).
Deadlands has always been one of the best themed games on the market and the mad science catalogue is printed with all of the requisite fonts, the faux-Western style advertisements throughout and could be used so easily as an in game prop rather than just another sourcebook.

Inside you'll find everything from the mundane (self cleaning clothes and different flavoured snacks) through to weaponry (like Gatling pistols and Acid rounds) through to the fantastic (like rocket boots - and the rules for misfires and accidents with these devices are not worth considering). There are also rules to steam-powered body augmentation; think cyberware for a steampunk setting. This was the only section that really didn't do anything for me, but was an interesting read nonetheless.

Whether as a prop, a shopping list or simply some new items to reward characters with, this is an excellent resource and a fine update for the Savage Worlds version of the best Western RPG on the market.

Rating:
[4 of 5 Stars!]
Deadlands Reloaded: Smith & Robards 1880 Catalog
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Deadlands Reloaded: Smith & Robards 1880 Catalog
by NB N. [Featured Reviewer] Date Added: 05/09/2011 19:16:41
This book blew my mind . . . literally. Ok, not literally. However, the Smith and Robards 1880 Catalog was so much more than I expected. First, it details the history of the Smith and Robards company, who each of them were, and how they created some mundane (but useful) and extraordinary gadgets for pioneers in the Weird West. Then it goes through mechanics of how you actually purchase the items and what can go wrong during the process. That doesn't even include what could go wrong once you actually get the thing. Oh yeah, it also has a TON of new items, options to trick out things like wagons, airships, guns, electrosabres, etc., and new rules for the Marshall (GM)

Totally worth it to add some additional flavor and goodies for your players.

Rating:
[5 of 5 Stars!]
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