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Camp Wicakini 4 (AEther)
by Jazmin O. [Verified Purchaser] Date Added: 12/21/2021 22:25:22

I've ran these Camp Wicakini using the call of cthulhu 7e rules, all were really interesting scenarios. Though, this one at the end talks about a 5th one to complete the series but seems like the company folded before they could do that, which is unfortunate. Hope one day they could come back and complete other scenarios (and maybe with cthulhu support, who knows!).



Rating:
[4 of 5 Stars!]
Camp Wicakini 4 (AEther)
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The S'mores Demon (Æther)
by Jazmin O. [Verified Purchaser] Date Added: 12/21/2021 22:22:22

This is only a detail of a creature, though wish this was fleshed out into a proper scenario.



Rating:
[3 of 5 Stars!]
The S'mores Demon (Æther)
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Kitsune
by Bryan H. [Verified Purchaser] Date Added: 10/29/2018 23:52:48

Balanced as far as I can tell, and it fits perfectly into most arabian/asian themed games.



Rating:
[4 of 5 Stars!]
Kitsune
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Shark-bloods
by Bryan H. [Verified Purchaser] Date Added: 10/29/2018 23:49:57

Works just fine, if you want a shark-race. Three subtypes give plenty of variety. I have yet to run them, as I haven't had an aquatic game yet.



Rating:
[3 of 5 Stars!]
Shark-bloods
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Zombacalypse - Savage Worlds
by RN M. [Verified Purchaser] Date Added: 11/24/2017 14:29:23

It's a decent rundown on zombies, and has some interesting scenarios within it's pages, but I feel it misses the sweet spot, too specific in it's assumptions for PCs to be the general guide it wants to be but too general to give more then a shallow overview of the various scenarios it presents.

Still, a decent pick up for a cheap price.



Rating:
[4 of 5 Stars!]
Zombacalypse - Savage Worlds
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Adventure Design - The Basic Structure
by Benjamin W. [Verified Purchaser] Date Added: 09/02/2017 06:10:55

First, for $2.00, one really can't complain about a purchase. That said, this did leave me with a little "buyer's remorse", although I kind of expected it going in. Not complaining, just noting it. It is a very basic outline of how to structure your adventure when writing it for others. You can achieve the same level of guidance by simply opening up any module ever written for D&D from AD&D 2 to current (D&D 5 at the time of this writing) and simply paying attention to how others have done it. The bulk of this 8 page guide is to talk about the structure of a module, not about writing modules. For a newb to role playing and DMing, especially from a structure perspective, it is a good high level basic overview (as advertised). Since I have been gaming for 27 years now and DMing for most of that, the book was of little value to me personally. Worth $2.00? Probably not, but I would have paid $1.00 no matter even if it had been "pay what you want". So, in my opinion ... "meh" ... and therefore 3 stars (leaning toward 2).



Rating:
[3 of 5 Stars!]
Adventure Design - The Basic Structure
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Design Notebook
by Jason C. [Featured Reviewer] Date Added: 09/13/2016 18:04:27

For years I've gotten my hexmaps through free downloads from websites that look like they were abandoned in 1998. Now both my aesthetic desires and design needs are handled with a buck fifty download. You may ask, "but JD, why should I pay for what I can get for free?" Well, there's a few good things going on here that are worth at least a hundred fifty pennies or so.

First, the design notebook is intended for note-taking, not necessarily just the production of something with the paper. Each of the notebook pages has both a type of design, and a column of lines for taking notes or, crucially for gamers, writing a legend for whatever map or diagram you're creating.

Second, every page in the PDF is mirrored, so you can put it on the left or right side of a binder or other notebook without difficulty (and for lefties out there, you can use the one that fits your needs best.)

Third, every page has a box for a page number, though I've also used that spot for symbols helping me sort sheets in campaign notebooks. For example, in one of my exploration-based campaigns, a notebook is based on a location; NPCs have one symbol in the corner, monsters another, organizations another, and so on. It makes it easy to quickly identify what type of page I'm looking at.

Finally, there's map styles like the really smooshed down diamonds that are fun to draw maps with (it's great for isometric multilevel dungeons!) that you can't easily find like hexes.

If there was one suggestion I had for the Design Workbook, I would suggest adding a version ofthe hexmaps with heavier lines. In Traveller, for example, compared to other hexmap usages, a hex is best identified as a discrete area of space, filled in with a code to indicate what's there. The present hex map is great for things like fantasy mapping but there are other things hexes can be used for. I also would suggest a writing page with larger lines, for younger users, and perhaps a page of card-sized rectangles for the sketching (or importing, maybe?) of NPC portraits. But you know it's a good product when all my suggestions are how to add things to it instead of how to fix what's there. Definitely recommended.



Rating:
[4 of 5 Stars!]
Design Notebook
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Design Notebook
by Brian A. [Verified Purchaser] Date Added: 02/02/2016 08:53:07

Silver Gryphon Games usually puts out really good products, but honestly, this is just... nothing. It's a few lines on a page with some blank space to one side... 250 times. I expected some customized graph paper at least. Save yourself the $2.50 and just buy a 99-cent pad of notebook and graph paper. The face that it was originally listed at $9.95 is almost offensive. I’m sorry, but this was just a bit insulting from a company that I respect.



Rating:
[2 of 5 Stars!]
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Creator Reply:
Brian, The $9.95 is for the 250 page paper bound version, which will hopefully (as of the time of this writing) be available very soon! We\'re waiting for the proof approval process and then moving forward with these design work books in a printed product! We hear your concerns, and as always, we welcome your feed back!
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Kitsune
by havok m. [Verified Purchaser] Date Added: 03/27/2015 13:09:28

A very nice addition of a race to any eastern or Asian themed campaign setting, or even just a hidden race to apply in any campaign. The stats are pretty balanced, especially since the alternative form doesn't seem to give any ability bonuses.

There are a couple things about the race that needs clarification however. One downside is no combat stats are given for their fox form, such as their AC (I assume armor melds into the form and is inactive until they assume human form) or if they have a natural attack in that form. There's also a vagueness in the Master of Disguise feature. Do you take the form of the same humanoid each time with whatever minor alterations you desire? Can you shapeshift into any other individual? I'd say it should instead allow you to assume your specific humanoid form AND give Advantage on Disguise checks to appear as another humanoid form through magical alterations or proficiency with a disguise kit.

Aside from the slight vagueness, it's a very good race to bring in if you like the flavor, which is also provided and fits the pop-culture idea of kitsune. I'd go a step further with the fluff and lore by saying you're not limited to human form, but whatever race you grew up with (elf kitsune, gnome kitsune, even orc kitsune if you want) by just taking on the physical traits you liked in others as you matured.



Rating:
[5 of 5 Stars!]
Kitsune
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Camp Wicakini
by Raymond O. [Verified Purchaser] Date Added: 02/06/2015 08:05:14

I have run this at a couple of con and store events and each time it's run it's fantastically enjoyable. The sandbox format allows for quick on the fly thinking as a GM and a player. I think that if you preface this adventure with the phrase "think 80's slasher flick" and have them pick a pre-genned character - the magic will be from the players willingly fall into their respective roles.

Worth it to run it and play it!



Rating:
[5 of 5 Stars!]
Camp Wicakini
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Wellstone City Adventure Deck
by Megan R. [Featured Reviewer] Date Added: 08/12/2014 09:01:42

Creating the sort of complex adventures that work best in the underbelly of places like Wellstone City isn't easy, and even the most creative of GMs sometimes needs a bit of a hand, a few ideas to spark creative juices... and this product is designed to aid the process. It doesn't generate complete adventures for you, it provides some randomised 'plot highlights' for you to weave into a story that is still YOUR story and yet quintessentially one set in Wellstone City too.

Here's how it works. Grab a deck of playing cards and give it a good shuffle. Your first round of draws determines the 'inciting incident' - the event that sparks off the whole adventure to follow. It takes five cards in all, building various aspects of that incident: history and borough, perpetrators, what happened, to whom, and finally the time and location.

Once this has all been established, further draws can be made to determine the reason for the inciting incident (which may of course turn out to be more significant than the incident itself), a secondary reason, various complications and, of course, what is the reward for completing the adventure successfully. You may find that as soon as the first few cards are drawn, a whole plotline springs into life - well, run with it. Or later draws may give you ideas that do not mesh with the initial results. So what? You are not bound to the results of the draw, this is merely a tool to aid in adventure planning.

As such a tool, this is a good one dealing well with the style of adventure that fits this setting. Options open out as you read through, never mind once you get the cards out. Yes, there is still some work to be done before the adventure is ready for play, but you'll have a solid framework on which to build. A neat addition to the GM's library, whether you play the original Æther game or run it under the Savage Worlds ruleset.



Rating:
[5 of 5 Stars!]
Wellstone City Adventure Deck
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Ingenium Second Edition Quick Start
by James S. [Verified Purchaser] Date Added: 04/29/2014 13:51:38

It started off promising at a glance (you can click the preview button and see), but ultimately turned into more of the same - repackaged ideas I have read before. The deal-breaker for me was when I jumped to getting dirty in action. yawn - I can't imagine anyone getting excited by this - nothing new here, and nothing worth reading any more.



Rating:
[3 of 5 Stars!]
Ingenium Second Edition Quick Start
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Ingenium Second Edition Quick Start
by Megan R. [Featured Reviewer] Date Added: 04/28/2014 10:46:01

At some 90-odd pages, this is more substantial than most Quick Starts, indeed it is more of a preview of the entire game.

It begins with character creation and takes you through the Three Words mechanic in detail, showing how the words you choose to describe the character's controlling trait (the thing he's known for: wise, strong, cunning, etc), his race and his profession to generate his Attributes (there are nine of them) and guide you through the other selections that you need to make. With this, unlike most Quick Starts, you not only know what's on the character sheet and what it means, you can actually create a character from scratch.

Once character creation is done, there is extensive explanation of how task resolution and combat work. This is followed by magic - including the interesting snippet that using magic bleaches your hair and eyes! (I think people might mistake me for a mage in this world if you look at my hair!) In designing spells, again a Three Words system is used - it's wonderful for those of us who like to design our own spells, but there are plenty of examples for those who want them ready-made or need examples to get them going.

There is a chapter of monsters and a whole adventure as well... by the time you have finished reading, never mind playing, you will have a clear idea of what Ingenium 2e has to offer and if its unique and elegant style will suit the games you want to play and the way in which you play them.

Overall, if epic fantasy is your gaming choice, this elegant yet powerful system provides a good mechanic to power your games.



Rating:
[5 of 5 Stars!]
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A Stitched in Time
by Megan R. [Featured Reviewer] Date Added: 01/09/2014 11:37:54

With this adventure, Æther goes full bore into the supernatural. The opening pages postulate a secretive part of the FBI called Bureau 8, so secret that its agents operate in isolation away from the FBI and for whom the TV show The X-Files was a wonderful smoke-screen. Although the adventure can be completed with characters who are operating in normal 'ghost hunter' mode, the intended party is a group of Bureau 8 agents. To facilitate this part-generated characters are provided, with a core Federal Agent template which can then be customised by players to create the character that they want to play but one who has the correct skills and background for this adventure.

The adventure itself begins with the party being sent to speak with a mortician who has an... interesting... body on the slab, and is concerned with the ensuing investigation that will lead them through the underbelly of wellstone City. The investigation is reasonably straightforward although some quite critical clues are hard to notice - you may find it necessary to point things out if die rolls go against characters who are looking in the right places, or even make things more obvious to those who miss the places to look.

There are a few brief ideas for follow-up adventures, but this is basically a one-shot. You may, of course, like the Bureau 8 concept and wish to make a campaign of your own based around it.

Quite a few new rules related to the supernatural are introduced here, things that are not in the core rules. These are explained clearly and will be useful if you like having supernatural elements in your game. In a few places there are errors that a thorough proofreading would have caught but they are minor and the meaning can be discerned without much effort.

Overall it is a neat adventure with a good concept that could lead to plenty further adventures if the supernatural-heavy idea, if not Bureau 8 itself, appeals.



Rating:
[5 of 5 Stars!]
A Stitched in Time
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Master Nicholas and the Wayward Wizardy
by Megan R. [Featured Reviewer] Date Added: 12/21/2013 11:03:52

It is Winterfeast in Summerfort, a time when the calm chill of winter is enlivened by ten days of feasting and merriment. Only there's something evil stirring in the nearby forests and Master Nicholas, the wisest wizard in town, wants the party to go out into the snow to investigate.

This adventure is based around exploration, but there are combats to be fought and puzzles to be solved with a culminating moral dilemma that will make the characters consider the very nature of being a hero.

It opens dramatically, with a frantic local pleading for help to rescue his daughter from 'monsters' - a task which of itself should be simple enough but which brings the characters to Master Nicolas's attention and the main part of the plot develops from then on. Once out in the woods, it soon becomes clear that all is not how it ought to be...

Everything is clearly if loosely presented. There are no maps for the forest, just encounters which need to happen if the adventure is to be brought to a conclusion. All the information you'll need to run each encounter is provided, however, making it all quite straightforward to run the adventure. There are one or two places where a little proofreading would have improved things, but it is possible to discern what is meant.

Overall it is a nice winter-themed adventure to keep a party occupied, and several ideas for follow-on adventures are provided. Whilst it is written for the Ingenium RPG, if you are happy providing the necessary rule mechanics it would translate well into most fantasy games.



Rating:
[5 of 5 Stars!]
Master Nicholas and the Wayward Wizardy
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