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Other comments left for this publisher:
Broadsword
by Nathan T. [Verified Purchaser] Date Added: 12/28/2013 16:23:31
Love this for a one shot, or with a few modifications, mainly by adding Legends of Steal, a campaign. I find that with the right GM, you can get a lot of adventure in 2-3 hours.

Rating:
[5 of 5 Stars!]
Broadsword
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Star Legion
by patrick m. [Verified Purchaser] Date Added: 10/14/2013 20:29:38
This game was fun and easy to use to tell the tale i wanted.

Rating:
[5 of 5 Stars!]
Star Legion
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Shriek
by Michael T. [Featured Reviewer] Date Added: 04/26/2011 16:33:00
Shriek is a 13-page horror game that tries to capture the cheesy thrills and chills of slasher flicks. There’s not a whole lot of room in 13 pages – discount the cover, table of contents, and character sheet and it’s actually just ten pages. The rules fit on one page, but they could have used some expansion.

For example, the RULES OF PLAY don’t actually explain what the stats are, instead referring to the character sheet. So you have Buffness, Looks, Craftiness, and Brains. Perhaps the authors assumed they were all self-evident. Less evident is Guts – you might think that’s hit points (this is, after all, a slasher game) but it’s actually sanity. Failing a Guts roll causes you to lose Wits, which act like Call of Cthulhu’s Sanity points. Lose all your Wits and you go insane. For hit points we have Blood. For reasons known only to the authors, Guts, Wits, and Blood are Secondary Stats. Why? What are they secondary to? What does that mean? No explanation.

Popularity, which acts a lot like Dungeons & Dragons’ Charisma stat, is used to influence other characters by rolling under Buffness or Looks. Your popularity is solely determined by how hot you are, in other words. It’s clear that this game is not meant to capture a particular form of slasher flick.

Skills aren’t referenced by name – you’ll have to read the character sheet to figure out what they are – and they are of dubious application. Whup-Ass is used for attacking and defending, Gym is used for evasion (really?), and Shooting is used for shooting. It would have been funny if all the skills were tied to high school classes or slang. Alternately, the skills could just have been clear and easy to use, like naming the attacking skill Attacking. Instead, Shriek vacillates between all three styles.

The next page, CHARACTERS, is a copy of the rules on the earlier page with an accompanying character sheet to clarify, RULES OF PLAY. Suddenly the complete lack of reference to attributes visible on the character sheet makes sense. Although it appears second, RULES OF PLAY is actually a copy of CHARACTERS. Do we really need to be reminded twice that wearing a bicycle helmet gives you a bonus to your Armor Value but lowers your Looks because it makes you look like a dweeb?

There’s also a Status Table at the bottom that gives each character “something cool.” The players roll 1d6, which begs the question: how many characters in a slasher flick are losers, have a bitchin’ wardrobe, and psychic powers? Usually just one, right? It might have made more sense to assign each character something cool (oddly named “Status Table”). Not to mention the headaches of psychic powers, which are handled with “just tell the Ref what you want to do and use your Brains as the target number.”

FOR THE REF covers standard horror advice for running a game, like telling players “because I said so.” UNNATURAL WEIRDNESS gets into the weeds of using psychic powers, magic, power levels, magic vs. psionics (psionics? I thought they were psychic powers?), artifacts, and power boosters. The scenarios include one-page riffs on Night of the Living Dead, Friday the 13th, Buffy the Vampire Slayer, The Texas Chainsaw Massacre, Christine, and uh…The Texas Chainsaw Massacre again.

For a beer-and-pretzels horror game, Shriek comes off as incomplete, created by D&D gamers who liked the idea of a rules-light game but their geeky nature prevented them from following through. The game’s tone is surprisingly humorless and the one piece of advice (“because I said so”) is pretty bad. With just ten pages to impress, Shriek goes out with a whimper.

Rating:
[1 of 5 Stars!]
Shriek
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Daisho: Samurai Adventure
by Alex W. [Verified Purchaser] Date Added: 03/02/2011 16:08:19
All the rules on 1 page - well, kind of. There are a couple of supplemantary pages of "advanced"! rules. Daisho is a rules light RPG of swashbuckling samurai adventure which has almost no connection to historical Japan and takes its inspiration from bloodthirsty samurai movies where swiftness with a blade is more important than knowing the history of the shogunate or the intricacies of the tea ceremony.

And its none the worse for it - the game almost demands a breezy, devil-may-care approach. Everything is done off a single d6 roll, combat can be deadly but the game advises if your character bites the katana to simply roll up a new one and rejoin the adventure. You also get 6 adventure plots for your money of varying quality - the one about the secret ninja school is the best.

For the price even if you only play the game once you've gotten your moneys worth and you'll probably play more than that - a crisp little beer and pretzels rpg for when you need to scratch a Far Eastern itch.

Rating:
[4 of 5 Stars!]
Daisho: Samurai Adventure
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Arrowflight Second Edition
by Thomas B. [Featured Reviewer] Date Added: 11/28/2010 03:46:21
Good: Simple, yet robust system with a ton of options that doesn't seem to bog the game down.

The Bad: A little light on game world information, and perhaps a tad pricey for a PDF.

For my full review, please visit: http://mostunreadblogever.blogspot.com/2010/11/tommys-take-o-
n-arrowflight-2nd-edition.html

Rating:
[4 of 5 Stars!]
Arrowflight Second Edition
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Arrowflight Second Edition
by Nathan C. [Featured Reviewer] Date Added: 08/31/2010 20:12:37
Arrowflight Second Edition is a good example of starting with the campaign setting and designing the system around it. Systems like this are great for small parties who do not want to delve into the glut of the big system, but instead want something of their own.

This is Deep7s second go around with the Arrowflight game system and it certainly shows a good amount of polish and experience. The highly descriptive narrative input in every chapter of the 207-page PDF makes up for the traditional fantasy tropes. But, what sets Arrowflight apart from a good many of the systems out there is its emphasis on the unique fantasy subgenre of magic science. Magic is something that is researched and built upon in this world and it shows. The magic system is robust and one of the most detailed I have seen. If you have been disappointed in how little influence you have on your spell selection, spell potency and spell pizzazz, you will strongly enough playing around with the spells and arcane theories in this PDF.

Character creation is fairly steamlined but quite expansive. You can make a character is as little as 45 minutes or as much as two hours depending on how much of the story your want to put behind your abilities. If you have played a d6 system before, adapting to your gaming group will come easy.

For the Dungeonmaster
Outside of the cool twists on magic, the GM section will really pop out at you. When dealing with an Indie game system, you will not find a lot of ready made adventures. The section walks you through creating your own and even has a nifty randomization chart to spin tales on the fly.

The Iron Word
Arrowflight presents a fun magic heavy campaign world. The theme is integrated well with the system, creating something that plays fluid. It does get long winded in places, but its nice to see passion in a product.

Rating:
[4 of 5 Stars!]
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Arrowflight Second Edition
by Erathoniel W. [Featured Reviewer] Date Added: 08/24/2010 22:15:36
Arrowflight is an interesting game. Using a simple d6-based mechanic, it provides rules for in depth fantasy gaming. It reminds me heavily of the d6 engine in terms of magic (which always makes me shudder and cringe), but other than that, it's pretty unique. The universe is pretty well fleshed out, and the rules look good. Give it a shot if you need a new fantasy game. It's nothing exceptional, but the art is good, typesetting is good, and rules are simple but permit a good game with minimal preparation.

Rating:
[4 of 5 Stars!]
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Radz
by Ronald W. [Verified Purchaser] Date Added: 05/11/2010 15:20:49
RADZ is great post apocalyptic styled game. The game mechanics are easy to figure out.

Rating:
[4 of 5 Stars!]
Radz
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Star Legion
by Ronald W. [Verified Purchaser] Date Added: 05/11/2010 15:07:07
The 1PG system is not my favorite RPG game system but it does work for quick pick up games.

Rating:
[3 of 5 Stars!]
Star Legion
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Bloode Island
by David K. [Verified Purchaser] Date Added: 05/10/2010 20:55:34
Bloode Island is another fantastic 1PG (one page) RPG designed by Deep7. The game attempts to capture the fast-paced swashbuckling genre portrayed by many favorite Hollywood films. This 13 page file includes bookmarks, a color cover page, a page with table of contents and legal disclaimer, and a page of character sheets (two character sheets on one page, which could be readily customizable to a 3x5 inch index card). A brief discussion of the referee’s job follows, along with ship combat rules (which works well in application, but is designed to quick and deadly, much like all 1PG combats, actually). Character creation rules are condensed onto a single page (hence “1PG”) with a muriad of options of game play. Some pirates may be criminals, soldiers, or priests with a history as a native savage, battle hardened lifestyle, or may fit the stereotype as a grimy wanted lawbreaker. An initial character has a small chance of having their own ship, too!

This game provides the perfect opportunity to create an evening of fun, cued with dramatic music and good food and drink. My favorite application of the game is for its quick use for play-by-post or email games. Character creation is fun and easy, taking about five minutes. I think I spent more time crafting a gritty pirate-sounding name than I did with allocating build points! Too often in on-line correspondence games, people invest heavily in characters only to see the plot draw long or get muddled in rules. Bloode Island inspires the imagination, condenses the rules for quick reference or impromptu adjudication (e.g. No tables exist for equipment pricing, but I created a simple rule for weapons and armor costs that took two minutes; it is not perfectly balanced, but won’t disturb game play nor empower munchkin gamers, either.). If the referee finds themselves strapped for time, Bloode Island includes SIX adventures that includes genre-appropriate goals and basic antagonists with simple statistic blocks. This game has all of the fun of a roaring good time on a tropical island…without the guilt of a hangover or fear of a press gang!

Additionally, the Yahoo! Group supporting this product also offers a free four page article on the use of "Island Mojo," or a simplistic magic system of curses and black magic from wicked island natives.

Rating:
[5 of 5 Stars!]
Bloode Island
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Broadsword
by David K. [Verified Purchaser] Date Added: 05/10/2010 13:19:33
Broadsword is a fantastic sword & sorcery game designed for an evening of friendly gaming. The 1PG (one page) design purpose is to generate substantive characters quickly and begin play. Characters have several degrees of randomness, which allows power-gamers to luxury to try new archtypes without cringing. Diversity abounds with some special features, including over twenty different (yet all too familiar) character advantages. Imagine a barbarian with a wild mountain lion as his personal pet. Imagine a skilled sharpshooter whose arrows do more trickery bouncing and influence the game map more than simply deal damage. Imagine a tough-as-nails chainmail bikini clad Amazonian wielding as powerful two handed-sword over her head…wait, where was I? The combat system and use of armor and gear is intentionally let very vague, yet concrete with how contests are resolved. Players looking for many options for resource books will be happier elsewhere; in Broadsword, the referee makes adjudications for armor, weapons, and other gear, although a baseline description is included. For example, an axe may deal 6 damage, but nowhere is found a cost sheet for how characters can spend their silver pieces. Looking for a torch? Okay…keep looking; it’s not found in the core rules. This game is a fantastic way to illustrate the great S&S genre, although intentionally lacks many examples of magic. Spellcasters are given three basic spells, and expected to work with their referees to create more. Sometimes, this freedom can be suffocating, but others may be liberated by it. For the cost of less than $5 and 20 pages, Broadsword offers a storyteller and a group of friends several evenings worth of entertainment. Isn’t that the point of gaming together with friends?

Rating:
[4 of 5 Stars!]
Broadsword
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Dime Heroes Pack
by David K. [Verified Purchaser] Date Added: 06/03/2008 19:35:10
I scoured the horizons for some introductory pulp action, and found very little examples. My choices involved an investment of at least twice of this introductory Pack, without any adventure or supplemental material. What I bought is what I expected- a simple approach to the pulp genre. This pack gives the GM ("Ref") a great deal of information, so much that I couldn't use a 3-hole punch to organize the downloaded material! Character generation takes place on one page, with some additional material in the other articles. The game makes some campy references, like "Grey Matter" for Intelligence, in line with the pulp novels and feel.

Remember, most pulp heroes only stuck around for 2 or 3 adventures. Until recently, even Indiana Jones fit this bill. Knowing this, characters would only play in 2 or 3 games, not quite making a campaign of the experience. With mysticsm and mayhem in jungles or the sky, the supplemental bundles give me the right amount of added and genre-specific material and plot ideas I needed to make this happen. Therefore, I am very satisfied with the Pack, and recommend it as an introductory step into pulp. I would like to see other work done in this series, perhaps something with gadgetry. I am very satisfied with my purchase.

Rating:
[5 of 5 Stars!]
Dime Heroes Pack
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Broadsword
by Mark K. [Verified Purchaser] Date Added: 05/06/2008 14:37:50
Broadsword does exactly one thing & does it well: simulates the bare-chested hero genre of fantastic adventure epitomized by movies like "Beastmaster" & "The Sword and the Sorcerer". Character creation strikes a good balance between speed & detail. The magic rules are sketchy, but that comes across as a feature, not a bug; spellcasters' magic in S&S adventures is highly individualized anyway. A distinction is drawn between priest & wizard magic that feels like a holdover from other fantasy games, inappropriate for the S&S genre (where priests & wizards are often the same thing), but that rule can be ignored with no ill effect. Rounding out the book are no fewer than nine adventure outlines, each of which has plenty of Howardian flavor. The odd typo occurs throughout, but they don't obscure meaning. The last six adventures form a mini-campaign. It's extremely linear, which may put some people off, but recalls classic chugging, plot-driven stories like "Hour of the Dragon".

In brief, Broadsword is a small package filled with a heap of barbaric mayhem at a great price.

Rating:
[4 of 5 Stars!]
Broadsword
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Broadsword
by Philippe-Antoine M. [Verified Purchaser] Date Added: 04/27/2008 15:53:35
Broadsword is a minimalist but effective RPG engine that offers to recreate the best (and worst) of low-budget/low-fantasy movies taken directly out of the collective recollection of the sword & Sorcery genre of the 70’s and 80’s. It's a great beer and pretzels game for a good evening of good natured mayhem and crude jokes.

Magic system needs to be hacked to be playable and equipment costs were left out of game (intentionally).

Still the game delivers at what it promises.

Rating:
[4 of 5 Stars!]
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The 1PG Companion
by Brendan F. [Verified Purchaser] Date Added: 04/18/2008 09:20:50
Very much a 'does what it says on the tin' kinda book. The companion expands on the 1-page game rules, and provides a solid resource for all the 1PG line. Consistent rules that aren't really affected by the changes in genre are what I hoped for, and what I got.

Vehicles (and some rules to make them more practical) are included, so you've got tanks, planes, jeeps and even Godzilla! stat'd out right here for use.

Character longevity and long-term campaigns are discussed too, which is appreciated by those of us (me!) who don't only want to do the action movie one-off style of game.

All in all, if you're a 1PG player, this is great, not too heavy stuff but certainly useful.

Rating:
[5 of 5 Stars!]
The 1PG Companion
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