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Dawn Adventures 1: The Subterranean Oceans of Argos Prime
Publisher: Gypsy Knights Games
by Mysterious B. [Verified Purchaser]
Date Added: 05/10/2013 13:17:57
An interesting adventure that is guaranteed to appeal to Space Opera and Hard SF enthusiasts alike yet accuse it being ruined by the other. Maintains the nice balance between hard and soft SF in a Traveller adventure that takes place in the ATU. Provides lots of cinematic details (not unsurprising as the writer is a screenwriter) that take you from this world and into a completely different world. Lots of stock and schlock villains/NPCs that are guaranteed to keep players amused for hours. It is geared toward organized sandbox play - in which the basic premise of the adventure is laid out but multiple possibilities reside in its execution and conclusion. Excellent job for GKG for tying so nicely together with their ATU. Look forward to more offerings. Only beef is the lack of character portraits and that it took a couple of re-readings (as any good adventure needs anyhow).

Rating:
[4 of 5 Stars!]
Dawn Adventures 1: The Subterranean Oceans of Argos Prime
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Bastards of Foreven Book 0: Stories from the Frontier
Publisher: DSL Ironworks
by Mysterious B. [Verified Purchaser]
Date Added: 04/17/2013 18:49:21
When is an Alternative Traveller Universe not an ATU but Alternative to the Official/Original Traveller Universe? When it is using the OGL Foreven Sector, despite, quite a large number of typos - this is an excellent introduction to DSL Ironworks version of Foreven. Most seasoned, including, myself has taken a stab at writing their own version of Foreven, what makes this one particularly noteworthy is that it is attempting to unify previous fragments with brand new game concepts and create a sector of swashbuckling adventure. However, this is only Book 0 - thus, really a precursor of the goodness to come.

I was thoroughly enchanted by this short introduction and the careful logic that went into the re-imagining of Foreven. It is as good or better than what I created doing the same thing but in very much amateur production. Exceptional graphics and well thought interconnected histories gives a whole new set of lenses to view Traveller history (long biased from the vantage point of the Imperials). Here we have a Sector that has been Zhodani, Darrian and even Swordies have nestled claims. What's more, it was the forgotten front in the Frontier Wars between the Imperium and the Zhodani Consulate - but truly as a frontier - much as Africa was in the First and Second World War - which did not prevent or halt conflict - just gave it a very different hue than the conflict in Europe.

DSL Ironworks has created a great product, with a real retro-Traveller taking one back to the heady days of either the last days of CT or beginnings of MT. When there was an Imperial Campaign that was moving...Mongoose has managed to capture some of this energy but I fear not nearly enough - let great companies like DSL blaze a new frontier. I hope that these "books" get a proper editor and get compiled into a deadtree version. Keep up the excellent work!

Rating:
[5 of 5 Stars!]
Bastards of Foreven Book 0: Stories from the Frontier
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Clement Sector
Publisher: Gypsy Knights Games
by Mysterious B. [Verified Purchaser]
Date Added: 04/13/2013 11:36:44
An excellent introduction, that can be best described as Traveller-lite, although one will still need the main Mongoose Rulebook or CT's LBB - this book introduces the Referee to the exciting worlds of this Alternate Traveller Universe. Essentially, providing sand for the sandbox play to come should they wish to invest in the further supplements that GKG produces. As such, it is a skeleton of a product but also carries with the muscle of the setting. So, for some this might be aberration or undead creature, but for others, it is logical continuity of an already fantastic line of products. Referees are encouraged to build their own games from the assumptions that flow from Traveller and this product - thus the sandbox. However, GKG has provided a rich backdrop that you will be wanting to learn more about this ATU - so, support them, and buy the other products of this fantastic company.

Rating:
[5 of 5 Stars!]
Clement Sector
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Attack Squadron: Roswell
Publisher: Zozer Games
by Mysterious B. [Verified Purchaser]
Date Added: 04/10/2013 16:58:31
Paul Elliott and Zozer Games, redefine Traveller not as dreary and uninspiring Space Opera heuristic but a heuristic for all types of Science Fiction games. In this case, Zozer Games, with Attack Squadron Roswell returns to the same wonderful mix of Hard and Soft by using Traveller to explore the genre of Alien Invasion films of the 1950s. For this provides an excellent skeleton building upon great Traveller products of the past like the flawed COACC but does not quite reach the global scope that Traveller demands. One should certainly buy this product, if they are looking to expand one’s own Traveller universe either in the direction suggested by the ATU or as I said, with modification, the OTU. For as I read the supplement, images of how to incorporate these concepts into my TNE game floated past. Certainly, a few good campaigns can be set in the 1950s, as Atomic Age Cthulhu or the author’s own GURPS Atomic Age shows the time period is a rich era for role playing…and the sheer profusion of films novels highlighting this pulpish yet hard science fiction makes it perfect for Traveller players who crave the mixture of hard and soft. Thus, I wholeheartedly recommend this product.

Rating:
[5 of 5 Stars!]
Attack Squadron: Roswell
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Orbital
Publisher: Zozer Games
by Mysterious B. [Verified Purchaser]
Date Added: 12/21/2012 12:53:29
Unquestionably, somebody in need of wanting to introduce more pragmatism and grit into their Traveller game would be wise to pick this book up. And, those like me, whose goal of the reaching for the stars not as just destination points but fully realized places replete with cultures and different ways of doing things yet grounded in the sensibilities that these new worlds will carry the problems of the old into them, will certainly welcome the addition of this book into their Traveller collection. Those wanting to dream about the easy life in the Stars should go back to playing Star Wars/Star Trek versions of Traveller. Zozer Games, I hope will return to this milieu, and create more supplements and adventures for it – and thus hopefully inspire the Grand Old Game itself.

Rating:
[5 of 5 Stars!]
Orbital
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Cascadia Adventures 3: Fled
Publisher: Gypsy Knights Games
by Mysterious B. [Verified Purchaser]
Date Added: 12/15/2012 14:20:53
Fun little romp of an adventure involving a manhunt for a security expert who made off with the cash. Soon players are drawn web of intrigue and high politics. Which is when players go from a standard bounty hunting job to something darker. Players are directed in a pretty uni-linear path but through gentle nudges and prods - so I would not say that players are railroaded in any significant way but it still remains a One-Shot (max Two-Shot) adventure to be played over a single night (or as indicated two). Certainly, the Referee could expand this whole process out a great deal. So, the manhunt requires both problem solving skills and interactive role playing opportunities abound.

The author creatively pairs up pregens with NPCs creating a nice matrix and although not required - this adventure can be linked up with the previous Cascadia Adventures.

Where this adventure needs some improvement is the colour and description of NPCs and environs, as nothing in the adventure takes advantage really of the science fiction, aspect to the game - this could equally played as a Modern adventure without significant modifications. So, hopefully when these adventures are culled together in a single print form there more options and more futurist colour (i.e. Chrome) is added.

Rating:
[4 of 5 Stars!]
Cascadia Adventures 3: Fled
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Achtung! Cthulhu - Zero Point Part 2 - Heroes of the Sea - For Call of Cthulhu
Publisher: Modiphius
by Mysterious B. [Verified Purchaser]
Date Added: 12/01/2012 13:24:44
This nice little one shot takes investigators to the beaches and villages of Dunkirk on the eve of the evacuation efforts. This adventure does provide a feasible, even if pulpy, explanation of why Hitler hesitated in not wiping out the British Expeditionary Force in 1940.

Included are new rules for doing the game of spies in the 1940s and even the suggestion how one might transpose some of what The Laundry RPG does so well back in time. Save, there is nothing remotely jokey or humorous about the scenario (although, I would not put it past some players to find a way). New equipment and some new skills are included.

Because of the real world constraints the adventure the events operate on a very tight timetable but in no way are players being railroaded and the locales while highly local – offer up players many excellent opportunities for role playing, as well memorable environments.

The art is better than first instalment and includes some real nice props/playing aides. Where this adventure does a little flat, like, the first is in the area of character portraits (both of PCs and NPCs) and also in the description of the NPCs. For it to have a truly pulp feel (which is one mode of play clearly spelled out as an option) – there must be truly memorable villainous NPCs. And, well, the NPCs here are not terribly memorable – they are more just adversaries and once their secret is determined the adventure does fall flat a bit as it becomes a race against time.

Several different possible endings are suggested which is always a good thing in a Cthulhu adventure… It is suggested that the adventure can be paired with the first one but other nothing suggests that the players have been doing much together in the bowels of MI5 since the last adventure. Maybe, it is left to creative Keepers to run a World War Cthulhu campaign linking up the actions of players that will take them to Dunkirk. However, none of this distracts from an excellently written and plausible adventure in which players do not outweigh the heroic actions of real solders which is always a danger when dealing with something already quite horrific as WW2.

Rating:
[4 of 5 Stars!]
Achtung! Cthulhu - Zero Point Part 2 - Heroes of the Sea - For Call of Cthulhu
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Achtung! Cthulhu - Zero Point Part 1 - Three Kings - For Call of Cthulhu
Publisher: Modiphius
by Mysterious B. [Verified Purchaser]
Date Added: 11/28/2012 12:09:29
Nazi occupied Czechoslovakia provides the backdrop for this excellent one-shot adventure. Investigators in a pulpy romp must transverse the delicate and conspiracy ridden resistance to find a deep level operative and find out what the Nazis are up to. Clearly, this is a pulpish romp (although, not driven by pulp rules) in days before the formal onslaught of World War 2, in which player/investigators must work against two time limits lest Karlštejn never look the same again and Germans might have the long sought after tactical that might allow them to win the coming war. Replete with interesting handouts and props to be incorporated into play and interesting NPCs designed to make players heroes and create a truly memorable gaming experience. As with all Cthulhu adventures there are plenty of shades between the black and cosmic horror of the Mythos and the white of the investigators own actions. One of the concerns which the writers worried about was how to make Cthulhu horrific without demeaning the horrors of the war itself – I can testify that they succeed and surpass on that account. The art is very moody, at first, it screams pulp but closer investigation shows that it perfectly fits the adventure. Only thing that I found was missing was character portraits of the PCs and NPCs which I always find is a nice touch in any adventure.

Rating:
[4 of 5 Stars!]
Achtung! Cthulhu - Zero Point Part 1 - Three Kings - For Call of Cthulhu
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Minor Alien Module 1: Luriani
Publisher: Mongoose
by Mysterious B. [Verified Purchaser]
Date Added: 11/21/2012 12:14:36
My God, Bones [or pulp SF character of your choice...], it is a Planet of Women. Long a standard trope of pulp Science Fiction speculates of planets where 1950s gender roles are reversed, so it was a matter of time before Traveller would also tramp over this fertile field.

However, this is no adolescent heterosexual or lesbian fantasy power trip this is an intelligent and well written guide to what if women would dominate an entire pocket empire with a ratio 2:1. Ok, there is some creative imagery in terms of the writing (which clearly was not passed on to the art director, as the art shows nothing what the text would suggest, in fact, the opposite) notwithstanding for the most part, the writing is solid and clear cut. There are some problems with the text, as critical reaction tables are reversed thus it is necessary to read through the text to weed out the errata. But these are nitpicks for what presents a great new resource for a new minor race.

Naturally, one gets a comprehensive history of the race, new careers associated with the race, unique gizmos (mainly in the area of reproductive technologies but also ships along with deckplans) and a discussion of the worlds under the influence of the Luriani. So, other the disappointment with the art not conforming to the text (maybe the cover is the exception) – one should pick up this judiciously and cleverly written booklet. Hopefully, sooner than later, Mongoose will put several of these together for a deadtree copy (along with revising the art).

Rating:
[5 of 5 Stars!]
Minor Alien Module 1: Luriani
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Colony: Moon
Publisher: Postmortem Studios
by Mysterious B. [Verified Purchaser]
Date Added: 11/12/2012 14:24:44
This is excellent simulationist rpg dealing with the day-to-day running of a lunar colony. It provides an easy framework for negotiation/cooperation or competitive play. Players take on roles of a board of directors in which the game master as a number of pre-defined events that will transpire thus plays a bit like a board game but in the hands of a skilled Game Master could really fly as a freeform RPG thus this would be excellent supplement for something like Zozer Games’ Outpost Mars. Success is measured by applying points of political capital and gaining prestige at what time their strategies work. My one criticism is the over abundant use of white space. It gives the impression that the RPG is vacant of content and the page count is a result inflated.

Rating:
[4 of 5 Stars!]
Colony: Moon
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Hot Spots 1: Drifters Dock - DSLI-HotSpots1
Publisher: DSL Ironworks
by Mysterious B. [Verified Purchaser]
Date Added: 10/24/2012 19:10:19
A good first effort** at a locales module - in this case, it is a dive/shady bar in the back and beyond of any Traveller Universe. Unlike (much to my dismay), it did not use the Third Imperium as the backdrop rather it relied on a general description - broadens the audience, I suppose.

In any case, what you get here is a description (would have prefered more fluff), a couple adventure seeds and an interesting NPC along with mini and gaming tiles. Priced reasonable for what you get is a portable locale that can be plunked into any game. I understand that this is first of what will be a compilation and therefore look forward to future volumes and the compilation in print (just be sure to index it). The adventure premises are generic enough and this is a great place for players to assemble for their first Traveller adventure.

Unfortunately, we are still stuck with Poser art but I understand the choice in using it. I prefer more realistic illustrations...and given what now is possible with computer art - I would strongly suggest that future offerings maybe go with a solicitation to places like Deviantart and thus provide more realistic art.

All in all a good product, reasonably priced for what you get. So, if you are need of a dive/starport bar...use this one.


**TM1: Reprieve-class Escape Pod - a previous offering that I found vastly superior to this one despite sharing many of the same characteristics

Rating:
[4 of 5 Stars!]
Hot Spots 1: Drifters Dock - DSLI-HotSpots1
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Cascadia Adventures 2: The Lost Girl
Publisher: Gypsy Knights Games
by Mysterious B. [Verified Purchaser]
Date Added: 10/15/2012 16:39:29
A nice little adventure that involves investigation of a missing young woman that can be played out over the course of a one-shot or a convention game, players will have an ample opportunity for a full range of actions but role playing is certainly advised over gun play. Not to say, that the players will not have the opportunity for a firefight but the opposition is easily over able to overcome any party’s weaponry. Nicely comes with pregens that play well into the storyline, as important contacts, in different locales is ascribed to each character pairing them up with a possible NPC helper. Adventure reminded a bit of Firefly and Dollhouse at the same time; which is not a bad thing, as I liked both series. High quality maps of important locales are provided. My only criticism, and that is beyond the writer’s control is that the OGL did not allow him to explore a darker and grittier narrative...but that can be for individual Referees to cater and make their own adventure out of the sketch provided. Another adventure is promised and hopefully we will see a few more plots twists and turns but if players often don the white hat, they will have to get their hands dirty in Classic Traveller traditions, if they are to save the day.

Rating:
[5 of 5 Stars!]
Cascadia Adventures 2: The Lost Girl
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21 Plots III
Publisher: Gypsy Knights Games
by Mysterious B. [Verified Purchaser]
Date Added: 10/15/2012 16:38:27
Adventure seeds that give the 1D6 range of possibilities gives the Referee who is pressed to insert an encounter while busy preparing the main adventure for the game the following session are always handy. GKG has come up with 21 more seeds for the Referee to use with or just change the data to suit either a 3I or Home Brew campaign. The only thing that this is missing, as the plots series seem to be growing is an index (and better yet a cross index with previous offerings) of Who (Patron types), Where (locales), What (job, as described entailed) and WTF (what the job may actually be). However, I am given to understand that the publisher might be incorporating this idea at a future date. So, kudos again for GKGs for coming up with a believable and enjoyable set of adventure hooks that do not deal ultimate MacGuffins or recycle old Science Fiction tropes from familiar movies or TV shows. Looking forward to the ultimate assembled volume when it will be 21 to the power of 21 plots...

Rating:
[4 of 5 Stars!]
21 Plots III
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Techbook: Chrome
Publisher: Terra-Sol Games LLC
by Mysterious B. [Verified Purchaser]
Date Added: 09/10/2012 17:48:23
In some ways, that this represents a superior book for Mongoose Traveller, it is hoped that it can get into dead tree soon (reminding you that Mongoose Traveller is not your Granddaddy’s Traveller – although, the Mongoose Cybernetics supplement allows one to play in their Dad’s game). This is a fresh, innovative and truly remarkable take on cybernetics that is thoroughly modern yet grounded in Space Opera. It also seems that Terra Sol is outgrowing the Traveller incubator and developing into a new game in its own right. (If your game is more Hard SF then just appropriate the parts you need or rely on the already excellent book that Mongoose put out as the motto of Terra Sol Games is Space Opera to the power of 10 – this supplement lives up to that slogan. Buy this book, if your game is Space Opera in need of modernization. Do not buy this book, if you content to slough through the Golden Age classics. But, you will not know what you are missing.

Rating:
[5 of 5 Stars!]
Techbook: Chrome
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Subsector Sourcebook 4: Sequoyah
Publisher: Gypsy Knights Games
by Mysterious B. [Verified Purchaser]
Date Added: 09/08/2012 08:40:45
Yet another collection of worlds from the good folks at Gypsy Knight Games, however, this one is a marked shift from previous offerings… it is better than the previous Space Operish submissions (if that is your Schick then you still will have two Sectors to play with) – this subsector has a Hard SF foundation giving it almost a 2300AD feel. The worlds described could easily be ported over to 2300AD with minimal adjustments thus providing a new set of adventures for players to engage it.

The real question – how? Well, if you follow Gypsy Knights’ campaign setting – an unstable wormhole was discovered in Earth’s local neighborhood that allowed humanity to cross a vast distance in a short period of time and build up a civilization where the grass was greener. With the collapse of the wormhole, these isolated worlds fell back and created new polities somewhat derived from old Earth and somewhat new creations. And, this what makes Gypsy Knights’ products so great – they present entire worlds as wholes each replete with their own dating system, cultures, and history plus the obvious astrography for each system. Traveller tends to focus upon what is commonly referred to as the Main World but Gypsy Knight gives us the whole planetary system. Previous contributions, more or less followed the classic Traveller mold of having largely nice worlds (i.e. Earth-like and Earth-surrogates) with very few hellholes but this product outlines worlds that would be difficult to settle and present a real sense of a frontier.

Gypsy Knights is a company that is actively involved in learning throughout all its products delivering higher and higher quality products. Therefore, if you are looking to expand your Traveller game especially in the 2300AD direction without the baggage of the “official” history this product would product a convenient side step into a truly Alternative Traveller Universe. Complaints? Few… one of the things that the revised Mongoose version of 2300AD highlights is that even in 2300AD, the colonization of space will still include outposts, isolated colonies on potentially inhospitable places. This supplement wonderfully gives us the world but not so much the feeling of the frontier colony. One way to do this is merely have a system composed of a tin can (i.e. a Space Station) over an inhospitable world – its placement can be strategic (either military or resource-wise). Yes, colonies would try to make the best of it but essentially creating relationships of dependence between different worlds thus stitching the background more closely together.

A good Referee can already do this with this product but trade routes are not highlighted owing to the origin of this product being individual worlds that a Referee can select to their Traveller Universe and the desire of Gypsy Knights Games not to burden the reader with too much background (i.e. forcing players/Referees to adopt their history). This is a balancing act that they have managed to succeed in doing with this product. So, if want an excursion into Hard SF and do like the premise of lost Earth colonies growing up amongst the stars – then you should definitely check this product out. If your tastes veer more toward Space Opera and quasi fantastical settings – then the other Gypsy Knight products will give you an entire Sector to play in. However, this subsector, for me shows growing level maturity in their setting and is tune with the current market which is more Hard SF oriented than to have one dimensional worlds in which players enact the role of “tourists in trouble” rather than genuine Travellers. For contained within are hundreds of adventure seeds waiting to blossom into full fledged adventures/campaigns.

Rating:
[5 of 5 Stars!]
Subsector Sourcebook 4: Sequoyah
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