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| Autres commentaires laissés par cet éditeur: |
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Cleanly, concisely presented in well-organised fashion, with bare black-and-white iconic art.
Feels to me like a potent book of magic for the minimalist spellcaster!
| Classement: | | [5 sur 5 étoiles!] |
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I was looking for a product to help me crystallize plans for a game of social intrigue, and the Long Knives section of Situations is a great resource for setting up such a game. In four short pages, it gives a clean method for establishing the tangled web of characters into which the player characters will be thrust. The other five parts are also generally good, with varying levels of detail. My only wish (applicable primarily to the Situations involving social conflict but also to the others to some degree) would be that there would be some space devoted to how conflicts play out; as it stands, the pieces and parts of each Situation are designed to be static, moving only when interacted with by the players.
| Classement: | | [4 sur 5 étoiles!] |
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This book and it's companions are a nice modular game system. I liked the way it is written. The system is easy to understand and use. The engine seems unfinished and there is yet another booklet on the way. Give it a try. The companion books are a great tool for any GM. Thanks Levi! Keep it going!
| Classement: | | [4 sur 5 étoiles!] |
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An excellent product. The download was clean and well put together. The author(s) created a great template to get a storyteller's creative energies focused into usefull information that will drive and detail a game. I was also very happy about the fact that this module can be used for any game system. Some of the writing could have been a bit clearer, especially for those readers who aren't familiar with the system it was written for, but still a great product all around. Nice job.
| Classement: | | [5 sur 5 étoiles!] |
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I'm not running any games at the moment, but you can bet that I'll be using this book to put them together next time that I do. The writing is clear and easy to follow, with enlightening examples that clearly demonstrate how to use each of the Situation Builders, and the Builders themselves are skillfully crafted. They provide just enough guidance and structure to help quickly lay out the basics of an adventure without going overboard. The end result encourages creative adventure design, rather than stifling it with excessive rules and tables.
Needless to say, I'm a fan.
| Classement: | | [5 sur 5 étoiles!] |
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Good, fast read with nice examples. Makes an easy-to-use GM tool that will help codify the particular styles of game session listed inside.
| Classement: | | [4 sur 5 étoiles!] |
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I love the style and presentation of this product. I am just starting up a new group and these have helped me with some designs I have for a few adventures. Great template style!
| Classement: | | [5 sur 5 étoiles!] |
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This product is a huge help to a GM who has a tendency to get bogged down in the details of his own creations. These are not prepackaged scenarios (like we need any more of those). Instead, they are more like templates for crafting your own scenarios, whether a political intrigue, a rebellion, or an old-fashioned dungeon crawl. Think of this (free!) pdf as a set of tools to help you organize your thoughts and stay on track as you design your adventures.
| Classement: | | [5 sur 5 étoiles!] |
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This is the type of product that I wish everyone would emulate. Pure function, no frills. Vastly superior to most PAID products anywhere, and this is FREE? The point is to use the imagination and creativity that one has. This product does what these products should; kick start these faculties. Kudos to you Sir. This is very concise, coherent and useful.
| Classement: | | [5 sur 5 étoiles!] |
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Nine Rooms is a dungeon-building kit that strips away most of the fluff of larger RPG products and focuses on several key elements instead. Basically, you begin with 3 core elements:
What Player Characters are there for
What the Dungeon was
What the Dungeon is Now and Why
The remaining 11 pages flesh out the physical dungeon by defining several types of rooms, each grouped into categories like "Entrances and Exits", "Treasuries", "Hazards", and various others. Finally, the product contains a "dungeon layout sheet" with a small graph section, a space for a dungeon key, and an area to list quick descriptions of nine rooms. There are also two pages of dungeon geomorph templates (12 geomorphs total) that you can use to quickly generate a dungeon.
Overall, I really enjoyed this product. Its size, simplicity, and cost (Free!) made it a great find, and definitely something I could see myself using to prepare for an adventure. It actually reminded me a great deal of the Dungeon Design section from the Dungeon Master's Rulebook in the old Mentzer Edition Red Box Basic Set for Dungeons & Dragons...which, to be perfectly honest, I still reference today when designing a dungeon.
Some of the drawbacks I found with "Nine Rooms" were the lack of an introductory page summarizing what I could expect to get out of the product, as well as some editing/spelling/grammar issues.
With some work polishing up the writing, I could definitely see myself spending $5 on something like this. Of course, you don't have to spend a dime, because again, this item is available for free.
| Classement: | | [4 sur 5 étoiles!] |
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Experienced role-players probably won't have a use for this personally, but it's a very good introductory handout to give to a newbie. Very clear explanation.
| Classement: | | [5 sur 5 étoiles!] |
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If you are rooting around this website, you probably know what a role-playing game is all about already...
... but have you ever tried to explain what it is that you do to a non-gamer, or even worse, your Mom?
Or are you the sort of person who quite likes it that someone has made the effort to distil out the fundamentals of what is going on. After all, virtually every RPG core rulebook I've opened has a section on "What is role-playing" - someone must think it's a good idea.
So here is a very clear distillation of the core nuts and bolts of how our beloved hobby works. Even if you are an experienced gamer, even if you are accustomed to telling non-gamers what it is all about, you may find it of interest... because it is a clear and focused description of what goes on during the course of a tabletop game - and more importantly, WHY.
If you like to see processes described, have a look. If you have curious friends, pass them a copy (it comes at the right price!).
Who knows, you may garner some converts! Be ready to run an introductory session...
| Classement: | | [4 sur 5 étoiles!] |
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This is an amazing product given that it's free. Starting with the negatives - the presentation is text heavy with simple B&W illustrations every-so-often, but what do you expect from a free product. Having said that the writing is good and the layout makes it nice to read. Th download also includes character sheets, a primer and various other worksheets which I'm even thinking of adapting for other games.
The system/game is written like a series of toolkits - making missions, making characters, handling bases, doing missions - it's a very interesting approach and I think it'd work very well for gaming groups who need a quick break from a campaign and just want to have some fun. System is easy to learn and is quick and fun. It's one of these indie-type games with fate-like conditions. Contentions are resolved by building up conditions until an opponent is forced to yield. It'll work well for an energetic and fun time around the table.
The setting puts you/your team as a group of rebels fitting against some evil mastermind. What I perhaps admire most is that the approach to taking down the mastermind; a series of attacks at the various resources and sources of power for the mastermind until they are vulnerable to attack. It's a series of mini-sabotage missions to take down the oppressor.
You can't really fault this - download it and play it now.
| Classement: | | [5 sur 5 étoiles!] |
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I like this game for a lot of reasons. One of these is a film by Hayao Miyazaki released back in 1988, I'm currently uncertain whether I can name it or not.
The resolution is very flexible if a bit finiky, I've never been a big fan of descriptive systems. The setting is very detailed, though it is possible to replicate any Steampunk Anime. Character generation again, makes me think of several films where such people appear (not all with robots) and the parts they play. I do wnder what those films would have been like with Cog-like characters, this game lets you emulate that.
My main focus has been re-creating films and Anime, and I am predjudiced in that direction. However there is plenty of material to run several months worth of adventures, and the Mission Creation system helps fire the imagination in that respect.
This is one of a few Steampunk games I have looked at and enjoyed, and I'm surprised to see it being offered for free.
| Classement: | | [4 sur 5 étoiles!] |
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