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Star Eagles
Publisher: Ganesha Games
by James M. [Verified Purchaser]
Date Added: 07/11/2018 10:23:04

This game mashes up the standard Ganesha Games mechanics with a movement system riffing on Wings or War/Star Wars X-Wing. They pair up nicely and it looks pretty cool. But there are a number of weird inconsistencies, especially when trying to build you own ships. Weapons are pre-built, which I don’t mind, there is a fair amount of variety there. The weapon tags are described early in the book, and the available weapons are build on there later in the book. But while there is a Turret weapon quality, there is no weapon that actually possesses that quality, meaning that no ship you build can fire except from of its front arc. Then there there is stuff like the ‘Heavily-Armed’ ship quality. Over in the ship qualities section, it says that this costs 8 points to add to a ship. But over in weapons and missiles you can also buy a pod that’s only effect is to add that quality to a ship. That pod costs 12 points (10 for the pod, 2 for the hard point to mount it on). Why are there two prices for the same thing?

Despite a neat mash-up of mechanics and an interesting structured campaign, there are lots of oddities, ambiguities, and omissions in the book which made it a disappointing purchase for me.



Rating:
[2 of 5 Stars!]
Star Eagles
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Creator Reply:
Thank you for your review. I am sorry you did not like it. However, We will soon issue an amended PDF that will hopefully fix the inconsistencies. Osprey and Hydras ships (and any ship you want to build with that trait) have turrets. Also note that we tried to have more special abilities than are currently used in our background and in the sample forces provided, because they were asked for by playtesters wanting to design ships from other universes. All pods and missiles are 10 pts. it is cheaper to add an ability as a dedicated part of the ship. Pods allow you to customise and give abilities to adjust your ship ability to suit a particular opponent. You pay for that flexibility vs having it fixed.
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Supers Unleashed
Publisher: JEN Games
by James M. [Verified Purchaser]
Date Added: 04/30/2012 15:05:03

This is a real basic game, purely descriptive. Die rolling is barely a thing, the modifiers are several times larger than the die rolls. All 100+ powers are on 12 pages, nearly half the book. Each power has a 2-3 line description. It's fairly exhaustive, but it's easy to make your own. The sample character write ups are similarly small, one line of stat(s), one line description. It's neat for a narrative one shot, but lacking in depth nothing in the game is described in more than two or three lines. It's too simple to be elegant, but then again, it's one dollar.

If you want to do a little something with superheros, but not much, perhaps a one-shot campaign, a bizarre flash forward or drug induced hallucination session in your normal game, then this is well worth the dollar. If you are looking for some new or exciting element, it's not here though.



Rating:
[4 of 5 Stars!]
Supers Unleashed
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Cosmic Patrol: Core Rulebook
Publisher: Catalyst Game Labs
by James M. [Verified Purchaser]
Date Added: 08/25/2011 19:26:56

I know space is cold and empty, but there's no reason this game has to be the same. The much vaunted cue system isn't really a system, just a list of (admittedly) good one liners. I was looking for a rules lite game, but this takes it one step further. If you're up for that, great, enjoy it. I wasn't quite prepared for it and got disappointed.



Rating:
[1 of 5 Stars!]
Cosmic Patrol: Core Rulebook
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by James M. [Verified Purchaser]
Date Added: 03/21/2007 03:24:21

Awesome. Does lots of cool things with the system. Skill caps make low level characters differ on skills a lot without barring untrained use completely. Someone without ranks in a skill can never get more than 15 on a check while a first level master can get a result of up to 30. A talented amateur can no longer outshine the supposed master. Skills have been expanded to include all the good modern stuff. They've also been defined quite well so every situation is covered pretty well. Everything from skydiving (standard, HI/LO and base jumping) to bribery.

The classes are awesome and great for making a team worthy of any action movie. Almost any combo of classes will make a viable team.

The feats are just awesome. There are fighting feats for everything. Whip style feat is even good. And the shotgun style feat is called 'This . . . is my Boomstick'

The chase system from the previous edition has been expanded to cover brainwashing, interrogation, hacking, infiltration and manhunts. It abstracts and covers each of the situations quite well.

The rest of it's great too, great gear system, more gear, fluid initiative, origins, it's all awesome. Buy this.



Rating:
[5 of 5 Stars!]
Spycraft 2.0 Rulebook - Second Printing
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Underground
Publisher: Mayfair Games
by James M. [Verified Purchaser]
Date Added: 03/21/2007 03:09:04

Interesting mechanical system for changing the world the characters live in, but character creation is an exercise in risk management. Play it safe and you're character will suck, risk too much and your character will die during creation. Personally, I'm not a fan, but an interesting read anyway.



Rating:
[2 of 5 Stars!]
Underground
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Nexus
Publisher: Chaosium
by James M. [Verified Purchaser]
Date Added: 03/21/2007 03:06:54

Great story but scan seems to be incomplete, missing some of the lists to help actually pull the game off. Still possible, just harder.



Rating:
[4 of 5 Stars!]
Nexus
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Fireborn: Player's Handbook
Publisher: EDGE Studio
by James M. [Verified Purchaser]
Date Added: 03/21/2007 03:05:47

Has an interesting mechanic for taking mental actions in combat at the same time as the physical stuff, but looks pretty complex. There really is absolutely no setting included, which makes it really hard to get an idea of the game. If you're going to buy this then buy the GM guide too or don't bother.



Rating:
[3 of 5 Stars!]
Fireborn: Player's Handbook
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Stuperpowers Deluxe!
Publisher: zzz-dup-Evil Twin Comics
by James M. [Verified Purchaser]
Date Added: 05/26/2006 02:33:06

This book has the least imaginitive system ever created. Character creation is completely random and everything is resolved through coin flips or rock-paper-scissors.

But the setting in here is better than Freedom City or anything else I've seen. They even provide a campaign 5 adventures long, complete with a pretty good teist ending. The sugessted hooks in here are actually good, useful, creative ideas. Just convert the villains to some other system (I used Mutants and Masterminds) and you have a really cool campaign setting.

AND there is a section that mimics a 'Mystery in a Box' party where the guests come as superheroes disguised as thier alter egos and one of them is a super villian. It's great fun.

The only reason this dosn't get 5 stars from me is that they obviously spent so much time on the setting, why oh why did they ignore the system. Ah well, I still think it was well worth my $10



Rating:
[4 of 5 Stars!]
Stuperpowers Deluxe!
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the farm
Publisher: Memento Mori Theatricks
by James M. [Verified Purchaser]
Date Added: 02/18/2005 00:00:00

Eh, it was a interesting concept with some interesting rules, but it just didn't seem complete somehow. Cool? Yes. Scary? Yes. Playable? Barely. Worth the $3? Maybe.<br><br><b>LIKED</b>: Cool concept and original rules.<br><br><b>DISLIKED</b>: Not nearly enough. All you get is a little meat and a smattering of flavor. It just leaves you wanting more.<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Disappointed<br>



Rating:
[2 of 5 Stars!]
the farm
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