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A Wushu Guide to Car-Fu
Publisher: Daniel Bayn
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Ah, a personal favourite! While not a complete rules set, it doesn't need anything more than Wushu Open to be used, and unlike all the other suppliments it adds in some new core mechanics that I consider essential (for chases, races and vehicle combat anyway). All the usual Wushu goodness is here too, example characters, settings and examples of play.

Excellent.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
A Wushu Guide to Car-Fu
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A Wushu Guide to Gun-Fu
Publisher: Daniel Bayn
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Gun-Fu goes well with Pulp-Fu and Wire-Fu. It throws in a lot of ideas and suggestions for making gunfights that extra bit cool! While it offers the usual range of characters, I didn't find them so inspiring as other wushu books. Not to say they're bad, and it's more than made up for by the examples of play and settings, which are up to Bayn's usual standard of kicking arse!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
A Wushu Guide to Gun-Fu
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A Wushu Guide to Cut-Fu
Publisher: Daniel Bayn
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Cut-Fu is pretty much the tag-on book for Wire-Fu, because why not have swords thrown in with the hig-flying stunts, kung-fu and action eh?

It does an admirable job of breaking down armed combat into details you can use. It once again provides a clear set of examples of play, settings and characters, and the new mechanic for honour works nicely into the rules too.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
A Wushu Guide to Cut-Fu
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Pulp-Fu
Publisher: Daniel Bayn
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Pulp-Fu is an alternative to Wire-Fu in that it too is a complete rule set, but focussed on crime, adventure, guns and basically the more modern world. Perhaps my only complaint is that it's new mechanic (Sanity) doesn't do a whole lot for me... Even then, it's not too bad and entirely optional, so you can do the whole Call of Cthulhu thing in style!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Pulp-Fu
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Wire-Fu
Publisher: Daniel Bayn
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Like I say, I use Wire-Fu as my core rules for the game. If you're gonna give the game a try I'd recommend it as the first book to try (at least if you're into wuxia, hk movies or the like) as it's a solid foundation and contains perhaps the best overall examples of play to help guide wushu neophytes.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Wire-Fu
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A Wushu Guide to Wyrd-Fu
Publisher: Daniel Bayn
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

Wushu: A game you get or don't get... A game you'll love or hate!

The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Wyrd-Fu is the book I've not had chance to use yet, but it's still the quality I've cone to expect. Well written, concise and stuffed with good ideas, example characters, settins and detailed examples of play to show how the new material might be added to your game.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
A Wushu Guide to Wyrd-Fu
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Thunder Rift (Basic)
Publisher: Wizards of the Coast
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

It's fun to read a book that actually goes out of it's way to tell you what a campaign is! And even why you might want to play one! Awesome stuff...

Anyway. Thunder Rift came highly recommended, and I've been collecting the varied books on here in .pdf for a while now, browsing them as I get chance.

The core setting is good. It's quite big (by total area) though the write-up is thankfully not too demanding or overwhelming. I'd rate it as ideal for me (gives ideas, doesn't demand much).

One flaw? No actual adventure is provided, just story seeds. Not that i'll be a problem given how cheap the others are (I'd recommend Sword and Shield for 1st-2nd level PCs).<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Thunder Rift (Basic)
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Dungeon Master Screen
Publisher: Wizards of the Coast
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

Okay, so buying a Dm sceen as a .pdf seems a bit odd, but I'm collecting all the Thunder Rift material and this includes an adventure for it. Would have preferred there to be two .pdfs of course, one for the screen and one for the adventure, but hey, it's not a big deal.

The screen contains everything it needs (and will probably sit on the fighter save page during play for monsters) and that's fine.

The adventure isn't inspiring by any means, but is serviceable and works as a rite of passage into mystara as a whole if you've been running a campaign in Thunder Rift for a while. Those PCs who surivive will be quite experienced and ready to go... Well, anywhere else you'd like.<br><br><b>DISLIKED</b>: The library collection mark actually in the rules nots of the .pdf (the round sequence to be exact, so nothing too bad) is annoying. The scans are not perfectly aligned either.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Dungeon Master Screen
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A Players Guide to Castlemourn
Publisher: Margaret Weis Productions
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

I would have preferred this sneak-peak of the Castlemourn setting to have been free... But I won't begrudge Ed ?2 and change just this once.

Castlemourn (by this intro) is a persepctive along of the lines of 'what would happen if I blew the forgotten realms up?' in which the big fantasy world fell down and went boom after... Er, after some kind of creatures (annoyingly no hint as to what is given) destroyed it.

Castlemourn is a confined ocastal region, however that works, and self-contained (which I like) though big enough to play in too.

I may grab the campaign setting cash allowing, though I want to see if it truly offers anything above and beyond the existing campaign settings currently available before splashing out.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[3 of 5 Stars!]
A Players Guide to Castlemourn
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GAZ13 The Shadow Elves (Basic)
Publisher: Wizards of the Coast
by Brendan F. [Verified Purchaser]
Date Added: 02/23/2007 00:00:00

An old favourite this one. I remember really liking shadow elves from D&D games way back when, and when I spotted the gaz' here, I knew I had to have it.

It's not as good as I remember. It's better! Though Shadow Elves can be tough to play (the XP costs to play an adventuring shaman are brutal!) the overall book rings of both some pretty creative and original ideas and some outright zany concepts that make mystara an endearing place.

The Shadow elves are not some strange drow-alternate, but a unique, deeply religous race with very much their own customs and ways. This is a great book if you want to play something odd and unique, without fighting with your DM to let you play a good drow or something similar.

Really no faults here, it's exactly what I wanted it to be.<br><br><b>DISLIKED</b>: The page scans are not perfect, notably some are slightly skewed, though not badly enough to make .pdf reading difficult.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
GAZ13 The Shadow Elves (Basic)
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Vampire: The Masquerade - 2nd Edition
Publisher: White Wolf
by Brendan F. [Verified Purchaser]
Date Added: 02/22/2007 00:00:00

To me this is the definitive WoD game book. The one and only version of Vampire (And I've played every other version before and since!) which just oozes atmosphere and style.

Grab this book, ignore the combat-mad, power-obsessed and twinky suppliments that made up the rest of the oWoD, buy this and enjoy...

Some classic moments have been had with V:tM and may well be had again soon.<br><br> <b>LIKED</b>: As good now as it was then. A fairly good scan (though some of the intro pages are a touch tough to read without zooming).<br><br><b>DISLIKED</b>: Lacking viable bookmarking for no reason I can figure out.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Vampire: The Masquerade - 2nd Edition
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D&D - Expert Set
Publisher: Wizards of the Coast
by Brendan F. [Verified Purchaser]
Date Added: 02/22/2007 00:00:00

Sharing the main rules load with the Basic:D&D companion, the expert rules are pretty much a must if you want to give the old classic a play! The scan is good, the writing clear and the product holds up surprisingly well even today.

Top notch.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
D&D - Expert Set
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D&D Companion Set (BECMI Ed.) (Basic)
Publisher: Wizards of the Coast
by Brendan F. [Verified Purchaser]
Date Added: 02/22/2007 00:00:00

Pretty much the greatest wealth of useable material of the Basic:D&D game is shared between this Companion and the Master rules.

In both cases I can honestly say I've been very happy with the purchase. Both for nostalgia and mechanical interest the companion is a fine product.

The scan is entirely acceptable too, which gives it the edge over the cyclopedia, which is far more of a chore to read.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
D&D Companion Set (BECMI Ed.) (Basic)
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D&D Master Set (BECMI ed.) (Basic)
Publisher: Wizards of the Coast
by Brendan F. [Verified Purchaser]
Date Added: 02/22/2007 00:00:00

As with the other Basic;D&D books that I've collected, the Master rules are fine. Mechanically they hold together well though might seem a little obscure at times.

The scan quality is as good as I'd expect, and though not fully bookmarked, the two books aren't hard to navigate.

End Result: Very happy to have it and recommend it over the cyclopedia.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
D&D Master Set (BECMI ed.) (Basic)
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