DriveThruRPG.com
Close
New Account
 
  
 
 
You will lose your chance to get the free product of the week.
One-click unsubscribe later if you don't enjoy the newsletter.
Close
Log In
 
 Forgot password?
 

     or     Log In with your Facebook Account
Browse









Back
Other comments left for this publisher:
Diaspora Phoenix, Traveller Fiction
by Keith C. [Verified Purchaser] Date Added: 05/25/2013 03:50:26
Overall I liked this book, and I would buy the sequels (when written).
There aren't many Traveller novels out there, and now that Traveller 5
is out, I find I really want to read more Traveller fiction. There are
quite a few battle scenes, and sometimes you get the sense that
someone just had a bad, bad dice roll.

The interplay between the characters feels better written in the
beginning half of the book. In the first half I felt like the
characters had to make tough choices and were forced to fight.

In the second half, more new characters are introduced, and I started
to loose focus on them all. The story seemed to wander about too. In
the second half, the characters seemed more to choose to fight and I
wasn't really convinced about how intelligent those decisions were.

Also, I really would have liked to see a sector map, like in Paul
Brunette's The Death of Wisdom novel.

Rating:
[3 of 5 Stars!]
Diaspora Phoenix, Traveller Fiction
Click to show product description

Add to DriveThruRPG.com Order

Avalon Design Elements, Sci-Fi Set 1
by Stephen Y. [Verified Purchaser] Date Added: 05/07/2013 02:47:47
The Sci-Fi elements PDF is 6 pages long, with 3 pages being the actual product.
Pages 3, 4 & 5, contain the graphic elements; page 5 (which looks like metal deck plating), could be used for a small battle map, especially if a few pages are printed off.

Pages 3 & 4, look like pieces of metal framing.
Page 1 (the front cover), gives you an idea of how to use the product.

It's not bad, but it's not fantastic; but there could also have been some more included.

It looks like the kind of thing a person with decent graphic software and experience could do themselves.

At £0.64 pence you get what you pay for.

Rating:
[3 of 5 Stars!]
Avalon Design Elements, Sci-Fi Set 1
Click to show product description

Add to DriveThruRPG.com Order

Dungeon Tiles and Walls
by Ricardo N. [Verified Purchaser] Date Added: 03/17/2013 12:26:01
This is a great set for the creation of dungeon environments with modular pieces. The textures look great when printed and are consistent with each other.

I would like to stress the fact that the pieces are easy to build. Seriously, each pillar or wall section takes only a couple of minutes to cut and fold. I enjoyed cutting the pieces and building some test rooms to see how they fit together, and the results look good. The assembly system for the pillars and walls is simple and the built-in tolerances mean that you do not have to be super precise when cutting. All pieces can be stored flat, which means that they do not have to take a lot of space when not in use. Just be sure of printing in thick cardstock, so that your pieces can endure the folding and unfolding.

It is possible to use this set to build completely flat maps, using the provided tiles and connectors. Since the connectors are used to create passages between rooms, you do not need a lot of different versions. Need an L-shaped corridor? Use two straight sections linked with an elbow connector. Going up one step, it is possible to add some stand-alone doors to mark passageways, common doors and gates. Once again, the slottable doors allow variation without having to build lots of pieces. To fully utilize the set, one can build pillars and walls to have a completely three-dimensional dungeon model.

I hope that expansions are added to this product line, including different types of stairs, dungeon props and different wall and floor textures.

Rating:
[5 of 5 Stars!]
Dungeon Tiles and Walls
Click to show product description

Add to DriveThruRPG.com Order

How to Spice Up Your Game
by Matthew T. [Featured Reviewer] Date Added: 03/11/2013 14:17:49
This PDF is presented in clear easy text, with simple layout and pleasing but minimal decorations. The writing is also clear and concise with only a few grammatical errors to break the flow.

"How to Spice up your Game" consists of 6 techniques GM may use to shake up their games. Each technique is fully explained with tips for incorporating it and examples of its use.

The techniques themselves range from the useful (using restricted PC knowledge to foster surprise) to the tricky (giving players control of the story -- including voting on story elements!) to the kinda obvious (miniatures -- but even here, there is some useful information). Other techniques include using riddles and puzzles to challenge the players over the characters, and using mini-games during an RPG to simulate in-game activities. Some of these ideas are not fully developed and others will radically alter gameplay. All of them will require careful thought, and some of them will require group discuss, extra GM work and/or some experimentation before they can be usefully incorporated into a game.

All told, "How to Spice up your Game" is a thoughtful little book with some intrigue ideas that GMs -- particularly new GMs or GMs that find their games becoming routine -- will find a useful starting point for trying some new things at the table.

Rating:
[3 of 5 Stars!]
How to Spice Up Your Game
Click to show product description

Add to DriveThruRPG.com Order

Heroes Weekly, Vol 2, Issue #4, Crime Unlimited
by Megan R. [Featured Reviewer] Date Added: 02/24/2013 11:05:12
Whilst the idea of a 'Supervillain supermarket' is not new, this is a good presentation of the concept that has been thought through in some detail.

The basic concept is simple. Supervillians do not operate independently, at leas, not all of the time. They need hirelings, they need items you cannot buy off the shelf and so on. So they have to go to an organisation that will supply their needs, no questions asked, cash on the nail, thank you very much.

Novel features of Crime Unlimited include its mobile nature. They prefer to operate out of a club or bar, but shift location every few weeks. It's almost a status symbol amongst the supervillain community to know where they are this month. Once accepted as a customer, you can literally get just about anything that you need - but don't cross them: they don't like that and tend to react forcefully, indeed terminally.

Adventure seeds around them are provided for both Hero and Villain games. For example, you don't always have to pay cash for that weapons grade plutonium you need to fuel your death ray, if it suits them they'll have you owe a favour instead. But they might sell that favour on to someone else... Or ask you to do something you really don't want to do.

Plenty here for you to weave into your adventures, complete with main characters statted up for Heroes Unlimited. If you play a different super-powered game, it shouldn't be too hard to re-stat them, and the concepts will, of course, hold good.

Rating:
[4 of 5 Stars!]
Heroes Weekly, Vol 2, Issue #4, Crime Unlimited
Click to show product description

Add to DriveThruRPG.com Order

How to Spice Up Your Game
by Alexander L. [Featured Reviewer] Date Added: 02/13/2013 06:59:00
Originally published at: http://diehardgamefan.com/2013/02/13/tabletop-review-how-to--
spice-up-your-game/

How To Spice Up Your Game is a short book about using techniques to better play tabletop role-playing games. If that sounds horribly dumb and dry to you, trust me it’s not, this is actually quite a good little book. I did not expect much from the title, to be honest. It’s not professionally produced or anything, but it is nicely laid out, has a nice background, and lots of illustrations of dice. This book is focused on material for game masters, and if you are looking for more material like that check out a few of the other books I’ve reviewed in this area:

The GM’s Field Guide To Players

Never Unprepared: The Complete Game Master’s Guide to Session Prep

This book is very straightforward in its approach; there is no foreword or lengthy sections explaining things about game mastering, there is only a brief introduction and then six techniques of spiciness. Each technique is a different chapter and contains smaller sections explaining the concept, the effect on gameplay, ways to implement the concept, tips, and examples. Each chapter makes up about three pages.

The first chapter, for example, is about the concept of “restricted knowledge” which is a pretty common and well-known tool with GMs (if not always well-implemented). This really needs no explanation as it is exactly what you think it is: essentially keeping players from playing the game from the meta level instead of the character level by letting individual characters have knowledge instead of the entire table. Some other concepts need more explaining, like the next chapter which is entitled “Explore the World”. You really need to read this chapter through to figure out what the author means by this and how it affects play, as the title is too opaque and the implementation not obvious enough for someone to grasp it immediately.

Overall, I was really impressed with this book. Though small, there are a lot of really great ideas that are well explained and presented here. Each concept is presented in such a way that you can read it and find yourself nodding your head, instantly thinking about your gaming group or a game you have run and where you could have used these concepts. The chapter on “representation”, where you help your players visualize the game world by using real world analogs or other helpful correlations, happened to hit home for me regarding a game I am running right now, and how I could help the players visualize the place they are in right now and involve them more in the space. The author offers variants and shallower or deeper levels of all of the techniques, so that a GM can play around with using these ideas and see if they need to really focus on them or if they can keep them in the background. The cost does seem a bit prohibitive, but I have no qualms about saying this is worth the six bucks being asked. It’s a bit steep for a short, non-professional book on GMing, but this is really good stuff and I will be printing out a copy of this to keep on hand. Now that is saying something!

Rating:
[4 of 5 Stars!]
How to Spice Up Your Game
Click to show product description

Add to DriveThruRPG.com Order

Game Geek #37
by PEDRAZZI G. G. [Verified Purchaser] Date Added: 01/08/2013 09:34:37
A well made and complete product. Thanks. How about a subscription?

Rating:
[5 of 5 Stars!]
Game Geek #37
Click to show product description

Add to DriveThruRPG.com Order

Heroes Weekly, Vol 1, Issue #22, The Professor
by Megan R. [Featured Reviewer] Date Added: 01/07/2013 05:06:20
This issue presents a neat minor-league supervillain called The Professor. His backstory is quite amusing, a wonderful two-bit villain who has kept his day job and so can only pursue his nefarious plots at the weekends, or maybe the odd evening after work as long as he doesn't stay out too late!

The poor fellow has been a bit of a failure in life - both career-wise and socially - and to be honest he seems set fair to make as little impact on the 'Super' scene as he has in real life. It's difficult not to feel a bit sorry for him.

Several ideas for incorporating him into your adventures are provided, rather neatly divided so that he can be a villain or a hero - or at least, try to be - as best suits your campaign needs. He's really supposed to be a vilain so the option is given of him trying his hand at being a superhero after his attempts at supervillainry have proved so uttlerly unsuccessful - a nice touch!

A full character sheet, complete with colour illustration, as well as paper 'standee' miniatures of The Professor and four generic SWAT team members (why? Oh well, they'll probably come in useful..) round this issue out.

Rating:
[4 of 5 Stars!]
Heroes Weekly, Vol 1, Issue #22, The Professor
Click to show product description

Add to DriveThruRPG.com Order

Kitbag 2, Sidearms
by Megan R. [Featured Reviewer] Date Added: 01/05/2013 09:13:39
I have not yet met a Traveller player who is not fascinated by his character's weapons! Here is a neat selection of sidearms that any Traveller character should be delighted to have about his person... or indeed, in his kitbag!

It opens with a brief yet scholarly introduction as to what constitutes a 'sidearm' - basically a small offensive weapon designed primarily for self-defence, capable of being carried more or less constantly without getting in the way, yet able to be brought to bear whenever the need arises.

This is followed by a selection of such weapons, each with the sort of loving description that the average gun-bunny can drool over yet clear enough for those for whom weapons are mere tools to understand just what it is that they are purchasing. For those who like to see what they are getting, there are clear diagrammatic line illustrations (in colour, of course).

The real joy is in making them sound interesting and realistic. Pull out your Tactical ShotSystems Intimidator next time you venture down a dark alley, perhaps. Far better than just grabbing a snub pistol....

The one thing I miss is a handy chart of the relevant game mechanics. They're all there, but embedded in the text. As the text is a delight to read, that's no hardship... but the chart is useful once the bullets start to fly.

Rating:
[5 of 5 Stars!]
Kitbag 2, Sidearms
Click to show product description

Add to DriveThruRPG.com Order

Kitbag 1: Universal Weapon Systems
by D J N. [Verified Purchaser] Date Added: 01/05/2013 04:09:36
Overall I liked this booklet. I'm not fond of "modular weapons" where by switching accessories one weapon does everything. For the most part, however, this booklet made it believable and I'll be using some of these in my games.

The drawings were well done. I will be looking for the rest in this series.

Rating:
[4 of 5 Stars!]
Kitbag 1: Universal Weapon Systems
Click to show product description

Add to DriveThruRPG.com Order

Heroes Weekly, Vol 1, Issue #17, Jail Break
by Megan R. [Featured Reviewer] Date Added: 12/03/2012 05:28:04
Put simply, this is a neat little jail break caper than can be run as a stand-alone or as part of your regular campaign. The situation is clearly presented with several options, from the default of rescuing one Dr. Plague from the clutches of law enforcement through to having to rescue a fellow superpowered player-character...

As a one-off, it can be fun to play the villains for a change. Even if your characters are normally on the side of the angels, even good guys sometimes run foul of the law... this is especially an occupational hazard if your party are typical superhero vigilantes rather than sworn officers of the law (and even those sometimes end up on the wrong side of the bars for real or alleged violations).

Various preparatory options are presented to allow the characters to scout out the 'Superhuman Containment Facility' at the local precinct house and then to gain access to those held within, giving plenty opportunity for them to talk and investigate and infiltrate before the inevitable brawl begins. Once it does, there are 'regular' police officers to prevent the escape attempt (if you want any superpowered ones, you will need to find or roll them up for yourself), and the caper is additionally provided with some nice plans of the precinct house and the Superhuman Containment Facility so that you can play out events with a good idea of your surroundings - including the use of miniatures or counters if preferred.

A neat and clear caper, well suited to a single session of play.

Rating:
[4 of 5 Stars!]
Heroes Weekly, Vol 1, Issue #17, Jail Break
Click to show product description

Add to DriveThruRPG.com Order

Avalon Models Free Sample Jan 2012
by Ken B. [Verified Purchaser] Date Added: 11/27/2012 18:06:29
This is a very simple package providing 5 ea. figure flats and no other information on any game play. Children could achieve some activity with it.

Rating:
[2 of 5 Stars!]
Avalon Models Free Sample Jan 2012
Click to show product description

Add to DriveThruRPG.com Order

Avalon Design Elements, Celtic Set #4
by Steffon W. [Verified Purchaser] Date Added: 11/25/2012 07:38:08
Delivered in PDF form. This means if you use Illustrator or InDesign like myself it's difficult to 'pick apart' the elements for use. These would be much more use as vectors or another format like svg. Avoid.

Rating:
[2 of 5 Stars!]
Avalon Design Elements, Celtic Set #4
Click to show product description

Add to DriveThruRPG.com Order

Publisher Reply:
The product also comes with a Tiff file of each design element, which can be used by any sort of software, or converted into sny format you like.
Avalon Design Elements, Celtic Set 12
by Steffon W. [Verified Purchaser] Date Added: 11/25/2012 07:37:16
Delivered in PDF form. This means if you use Illustrator or InDesign like myself it's difficult to 'pick apart' the elements for use. These would be much more use as vectors or another format like svg. Avoid.

Rating:
[2 of 5 Stars!]
Avalon Design Elements, Celtic Set 12
Click to show product description

Add to DriveThruRPG.com Order

Combat!
by Sc N. [Verified Purchaser] Date Added: 09/07/2012 07:42:21
Great to do things in modern era, but lacks enemies to fight or foreign forces, the book is all about playing USA Forces which would be fine if you had something to fight against, but it lacks even terrorists, I mean come on not even an AK-47 is listed or an RPG or how to create a non-American trooper for the GM to make NPC's, no Russian or Chinese or European weapons or vehicles, very lame!

Rating:
[1 of 5 Stars!]
Combat!
Click to show product description

Add to DriveThruRPG.com Order

Displaying 31 to 45 (of 331 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates