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Warrior, Rogue & Mage Bundle [BUNDLE]
by Frank C. [Verified Purchaser] Date Added: 03/18/2020 17:55:01

Long time gamer, but this quickly became my favorite go-to for almost everything, just because it is based on simple concepts that are easy to adapt.

I made simple adaptations to run something like....another big fantasy system. I made different minor adaptations for science fiction. I tweaked a few Talents and easily came up with unique character types.

It's fast, easy, and my players still get confu---- I MEAN I LOVE IT! :D

I really do, though. <3



Rating:
[5 of 5 Stars!]
Warrior, Rogue & Mage Bundle [BUNDLE]
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Resolute, Adventurer & Genius
by Cold C. [Verified Purchaser] Date Added: 12/03/2018 11:12:36

Base on the Warrior, Rogue & Mage ruleset, this is a well done translation of those elegant and simple rules, to the pulp genre. Honestly these are the most admirably elegant rules I have found. Classless & Leveless. Reading this left me wondering why roleplaying ever had to be so difficult to learn. The adaptation to pulp is well done, and leaves plenty of room for the story to be a bigger part of the game, than the rules. As nostalgic as an OSR. Simpler than a Hack. You'll love this game.



Rating:
[5 of 5 Stars!]
Resolute, Adventurer & Genius
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Warrior, Rogue & Mage - System Reference Document
by Michael J. [Verified Purchaser] Date Added: 02/12/2016 14:19:48

Contains all the regular game has, but no pictures. I really like the warrior mage and scholar option where you don't have everybody flinging magic all over, but just the ones actually taking the magic skills.



Rating:
[5 of 5 Stars!]
Warrior, Rogue & Mage - System Reference Document
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Warrior, Rogue & Mage Bundle [BUNDLE]
by A customer [Verified Purchaser] Date Added: 01/30/2016 15:04:25

I do like this bundle, as the books inclosed give alternate ways to handle almost everything I had an objection to in the main rules. Plus alternate ways to do combat, alternate character races, all kinds of magic items and other magic systems. And of course all free.



Rating:
[5 of 5 Stars!]
Warrior, Rogue & Mage Bundle [BUNDLE]
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Warrior, Rogue & Mage
by A customer [Verified Purchaser] Date Added: 01/30/2016 14:30:53

The game isn't perfect, (what game is?) but it invites you to drop or change what you don't like. Since most of what I didn't care for was complications to the main rules, they are easily left off with no real problem.



Rating:
[5 of 5 Stars!]
Warrior, Rogue & Mage
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A Wanderer's Romance
by Rob T. [Verified Purchaser] Date Added: 01/13/2012 14:48:26

A simple yet elegant system that can easily be implemented for near any situation. The book was obviously written by someone with a good grasp of the themes, and it's a system that's very easy to pick up and play. Well worth the free pricetag.



Rating:
[5 of 5 Stars!]
A Wanderer's Romance
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A Wanderer's Romance
by Alex T. [Verified Purchaser] Date Added: 12/08/2011 21:17:57

Easy, simple, elegent.

What more could you want?



Rating:
[5 of 5 Stars!]
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Badass
by adam a. [Verified Purchaser] Date Added: 09/18/2011 11:25:50

fun game needs a few tweeks. a simple scenario to introduce a gm. to the concepts of running on fumes and BP recovery. also for an inexperanced GM there is not enough padding on the setting for scenario section. the lack of a defined charactor sheet might also put a novice GM off running this game. but in all fairness the game is a laugh and if you can think in the setting the GM can do anything they want.



Rating:
[4 of 5 Stars!]
Badass
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A Wanderer's Romance
by William M. [Verified Purchaser] Date Added: 07/01/2011 17:38:09

Another home run from Stargazer Games! Keep it up guys!



Rating:
[5 of 5 Stars!]
A Wanderer's Romance
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A Wanderer's Romance
by Andy H. [Verified Purchaser] Date Added: 07/01/2011 14:35:03

There's very few times when I attribute the word "gorgeous" to a game. This is one of them, and I could tell it from the first look I had at the rulebook. My first impressions were very good, and the book continued to maintain my expectations, even as it went onward. The book makes and keeps a very distinct feel: it treads a nice line between the philosophical and the tangible, between freeform and concrete, between structured and abstract. It feels like something completely in line with a film such as Crouching Tiger, Hidden Dragon.

The book begins with a very up-front statement about the core mechanic: roll 2d6 and compare it to a target number. It even gives the target numbers you use for regular, difficult, and very difficult tasks. I love this straightforwardness. It then jumps into the main character attributes (the classic elements of Air, Earth, Fire, and Water, which the designer chose because of their familiarity in many, many cultures) and the core mechanics. There are no skills. In order to do anything, you add two of your Elements to the 2d6 roll, something which reminds me of Legend of 5 Rings.

The next aspect which strongly impressed me was the combat philosophy. AWR outlines an intriguing warrior's code which is essential for use of the combat styles contained within. It's a philosophy that shapes armed conflict on all stages, including rationalizations of one-on-one duels to resolve wars, and honorable assassination. The combat styles flow right into that, carrying their own flavors, and with very cool abilities, such as the style which lets players gain an effective permanent bonus to all fights taking place in the darkness or in moonlight.

The interplay of the four elements is everywhere in this book, and it serves as an incredibly good theming device. The author ties each one in with a solid characterization, and also steers away from flashy Avatar-like displays of elemental ability. In fact, the magic section is specifically made -not- to lend itself to flashy elemental powers. Instead, far more subtle and mystical effects are achievable by elemental magic...although they're no less impressive. Mastery of Fire Magic, for instance, allows you to make a test to resurrect yourself.

There's also Designer Notes scattered throughout the book, which provide a keen insight into how the system works. This is a touch which belongs in more rulebooks. It makes them more personable, and allows for another perspective on how to run the game.

If this game were more fleshed-out, I would probably consider paying $10 or even $20, and in its current form it's worth at least $5 to $10 to me. The fact that it's free is a remarkable steal. Highly recommended, especially for anyone who wants to emulate the philosophies of wuxia.



Rating:
[5 of 5 Stars!]
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Badass
by Andy H. [Verified Purchaser] Date Added: 06/30/2011 14:45:11

"Kick logic to the curb and DO THE IMPOSSIBLE!!" ~ Kamina from Tengu Toppu Gurren Lagan

"Badass" is what it sets out to be: lite on the details, heavy on the badassery. Like promised, it kicks logic in the teeth and leaps onward in pursuit of higher things. It doesn't have particularly ornate or intellectual goals. It knows that its sole aim is awesomeness, and it does a good job of pursuing that.

The rules complexity of this game (which, by the way, is free, which is also awesome) is interesting. It doesn't have aspirations of being a toolkit like Wushu Open; instead, unlike many rules-lite systems, it has a very, very specifically geared focus. I like that, a lot. You won't necessarily be able to run different types of games with this system, but that's okay. You don't need to.

Character creation is very simple. You give your character a Defining Moment (the moment that made them become AWESOME) and a type (Kickass, Smartass, or Wiseass....or, fighters, thinkers, and smooth talkers). Then, you add "Flavas", which are more or less somewhere between classes and feats. They further define your character. Then you get Badass Points, which you spend to activate Flavas or to add to your roll (or, as the combat section notes, to increase your Initiative in the middle of a fight). That's it.

The core mechanic is equally simple: roll 2 six-sided dice...AND MAKE A FIST WHEN YOU ROLL IT. (Otherwise, you lose a Badass Point and the roll doesn't count.) Try and beat a target number. There's another important thing to note, though. Whenever you do something that is A: logical or B: fearful, especially if you want to save your own skin, that causes you to lose Badass Points. Because logic and fear are not (usually) badass. You also regain Badass Points through badass actions...or other things, such as having a flashback scene during downtime.

Character advancement is also simple. The only way that you gain XP (or, rather, Awesomeness, because "XP" is not a badass enough term) is by spending Badass Points. The more Badass Points you spend, the more Awesomeness you get, and you spend Awesomeness to get new Flavas or develop new Contacts.

That's it. Where this game truly shines is in the specific rules, particularly the Flavas. Take, for example, this Flava...

"Teacher - To teach an Average Joe to be a Badass is Badass in itself. Some Badasses actually spend time teaching in colleges, teaching courses like Archaeology when they’re not busy whipping cultists and punching Nazis in the face. Benefit: Once per game session, you may perform any form of deliberate or careful planning without losing a Badass Point."

Oh, and there's also a Flava that lets you arm wrestle the GM to change something in the game.

That's Badass. And did I mention it's FREE?



Rating:
[4 of 5 Stars!]
Badass
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Arcane Heroes
by Erathoniel W. [Featured Reviewer] Date Added: 06/26/2011 18:39:57

Arcane Heroes is possibly one of my favorite examples of an ultralight game. It doesn't have a whole lot of frills, but it has substance where it matters (though I would recommend expanding it and adding examples, just for the sake of 100% clarity [does the bonus apply to dice rolled, or the wounds inflicted during combat?]).

It's also an exceptional example of how to do typesetting- simple text boxes in an interesting but not overpowering background with interesting fonts to add flavor and a clean font for reading. Also, the lines of text in each column match the other, so there's no obsessive urge to make them meet each other.

If you're looking for one of the best free games in a long time, look no further than Arcane Heroes.



Rating:
[5 of 5 Stars!]
Arcane Heroes
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Badass
by Thomas B. [Featured Reviewer] Date Added: 06/15/2011 23:58:37

WHAT WORKS: It reminds me a little of WUSHU, but better, in the sense that there is more of a "game" to it, and I oddly like my games to have "game" to them. A good amount of text in the 28 pages, so this doesn't feel at all just thrown together. I could definitely see supplements detailing Flavas, Mooks and so on for Fantasy and Scary type games.

WHAT DOESN'T WORK: The term "Flava" really bugs me, but that's just a personal thing. On one hand, it's a tad too "meta" at parts for me to take seriously, but then, it also explicitly says it's not a serious game. Providing advancement rules for what seems to be a pick-up game seems odd, but I also realize that advancement rules would have been the first thing brought up if they hadn't been included.

CONCLUSION: BADASS certainly isn't the first attempt at modeling crazy, action movie stuff, and it won't be the last, although the "Average Joe" stuff is certainly unique, as far as I can recall. I don't like it quite as much as I do WRM or RAG, as I like at least a bit more detail in my games than this, but a couple of swell supplements like WRM had (and this is released under a Creative Commons license) and I could easily change my tune. This is one of tjose games I'd like to try, but I'm worried about, because I think the bits used to trigger more Badass Points could get old, fast, although the fact that they are all limited to once per fight or once per session certainly helps. Good effort, but from reading it feels both like it could be a bit tighter and a bit beefier...then, I think, it would really shine.

http://mostunreadblogever.blogspot.com/2011/06/tommys-take-on-badass.html



Rating:
[4 of 5 Stars!]
Badass
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Resolute, Adventurer & Genius
by Thomas B. [Featured Reviewer] Date Added: 06/14/2011 00:20:34

WHAT WORKS: The organization is way better here, and I like the wider range of Talents, which also do a nice job of covering up for the lack of magic. Some fine proof that the WRM formula can be tweaked quite a bit, and the WYRM system used for a number of things. The layout is also very handsome, especially for a free product (not that WRM suffered any).

WHAT DOESN'T WORK: The penciled-looking black and white art is a step down compared to the rest of the layout. As with WRM, I would have liked to have seen a larger Threats section, but it's a free book, so what are you gonna do? Thus far, RAG hasn't had the level of support WRM has. I'm not completely sold on Resolute, Adventurer and Genius being QUITE as iconic as Warrior, Rogue and Mage, which may be part of the problem.

CONCLUSION: If the concept behind the Wyrm system sounded good, but fantasy isn't your cup of tea, maybe the Pulp version will be more up your alley. I mean, it's a pretty risk-free purchase, and I guarantee you have spent money on way worse. For my "money", the main reason I like WRM better is because I HAVE pulp options I, personally, enjoy...while I'm still searching for that fantasy game that really does it for me. That said, it's hard not to show love for the Stargazer Games crew, putting out very impressive products for free like this. Hm...Wyrm Supers, anyone?

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/06/tommys-take-on-resolute-adventurer.html



Rating:
[5 of 5 Stars!]
Resolute, Adventurer & Genius
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Warrior, Rogue & Mage
by Thomas B. [Featured Reviewer] Date Added: 06/12/2011 13:45:14

WHAT WORKS: Well, you can't beat free. Especially when you look at the production values (which aren't on par with major commercial products, but still look very nice and have a very evocative feel to them). For a 41 page, rules lite RPG, there's a good amount of depth, especially with some of the little bits and tweaks in the Magic section. Five free supplements have already been released, expanding on the game in various ways.

WHAT DOESN'T WORK: I'm not a fan of some of the organizational issues, like Skills and Talents being in the back of the book. Dual Wielding is apparently just a prereq talent, or was very poorly explained, although without actually playing the game, it may be that two attacks is a big enough game breaker that it requires essentially giving up an advance to get. A few more examples, especially of monsters, would have been great...but come on, it's a free product.

CONCLUSION: Easily on par with, or beyond, many of the lower-tier RPGs, and blowing right past about every free RPG I can immediately think of (aside from, say, older titles that have now been released for free). Warrior, Rogue & Mage is rules lite, yeah, but has a solid foundation and the thought and effort that went into it is very apparent. while the game includes a low-magic, and no-magic, tweak...I would like to see someone tweak it a bit more (higher magic, dark fantasy, etc.).

For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/06/tommys-take-on-warrior-rogue-mage.html



Rating:
[5 of 5 Stars!]
Warrior, Rogue & Mage
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