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Blood Legacy of Mars
Publisher: Adamant Entertainment
by Keith (. T. A. [Featured Reviewer]
Date Added: 04/07/2012 12:43:04
Blood Legacy of MARS is an adventure in Adamant's MARS setting Savage Worlds.
I recommend this adventure for those planning to settle into a MARS campaign. It reads more like a Shakespearean play and isn't your normal "jump in and hack" adventure. For those seeking an immersive MARS experience, then this is the adventure for you.

I give Adamant high marks for their excellent cover and wonderful illustrations throughout that give their MARS setting a strong identity. Props for thoroughness in providing character, npc, creature, and location depth and back-story.

There is an extensive Dramatis Personae section and a relationship chart to help the GM keep all the details in this sweeping 31 page drama. It really feels like a Pulp Space Opera. The GM really needs to study this one so they can give it all the twists, turns, and drama it deserves. 7 pages of Characters, NPCs, and Creatures give the adventure the detail for an adventure that can stretch for week. The adventure takes place over months or possibly years of game time.

Enjoy!
The Savage Troll
rptroll.blogspot.com

Note: Part of this review was excerpted from a blog review of Adamant's MARS core book and 3 adventures: http://rptroll.blogspot.com/2012/03/savage-worlds-mars-50-of-
f-sale-one-week.html

Rating:
[5 of 5 Stars!]
Blood Legacy of Mars
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Sky-Tyrant of Mars
Publisher: Adamant Entertainment
by Keith (. T. A. [Featured Reviewer]
Date Added: 04/07/2012 12:19:27
Sky-Tyrant of MARS is an adventure double entendre for Savage Worlds MARS setting by Adamant Entertainment. The cover evokes Frazetta and the content wonderfully fulfills it's pulp Planetary Romance mission. The Adventure is well written, very nicely illustrated, and thorough.

I give Adamant high marks including pregens, creatures (with illustrations), and characters in their very useful 6 page appendix.

Note: I'm a sucker for airships, chariot races on the ground or air, and lots of combat! The variety of encounters is extensive and fun. PCs jump directly into a chariot race. It might be time to use the new Savage Worlds Deluxe chase rules.

Enjoy!

Note: Part of this review was excerpted from a review on Adamant's MARS setting and three of it's adventures found on Tales From the Savage Troll - rptroll dot blogspot dot com

Rating:
[5 of 5 Stars!]
Sky-Tyrant of Mars
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On the Open Sea
Publisher: Sonic Legends
by Keith (. T. A. [Featured Reviewer]
Date Added: 02/07/2012 22:33:52
On August 29, 2010, the Savage Troll was fortunate enough to receive On the Open Sea, and several other Sonic Legends soundscapes. The crew at the Savage Troll Blog was so impressed that a blog entry was immediately made: http://rptroll.blogspot.com/2010/08/review-ambient-music-for-
-gaming-by.html
I was remiss in not entering my first impressions here for RPG Now. I loved it. I immediately put it on my phone and played it several times, letting it loop and it got me in the piraty mood.
As I said in the blog:
" The little riff four and a half minutes in using the tuba and squeeze-box created the image of a staggering pirate trying to navigate the rolling deck of a ship with humor. If you use ambient music to set the tone, this one is a great pirate adventure score. I will enjoy playing it while driving thru Southern California traffic. Now I just need a cannon. I can think of so many B pirate movies that could have been almost pushed into an A with this soundtrack."

In short: Great soundtrack for a pirate setting. With the re-release of 50 Fathoms, I can't think of a better way to set the ambient piraty mood!.

Keep Savage!

Rating:
[5 of 5 Stars!]
On the Open Sea
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Gamescapes: Story Maps: Distant Planet 1
Publisher: Savage Mojo
by Keith (. T. A. [Featured Reviewer]
Date Added: 02/07/2012 22:06:46
Distant Planet 1 is a good tabletop map set for any SF, Fantasy, Military, etc that needs a rocky out cropping and field below. In the Sci-Fi vein, the rocky outcropping reminds me a bit of the old Star Trek episode where Kirk fought hand to hand against a Gorn (giant-lizard-man). I like Savage Mojo's painted maps. They aren't photo realistic settings but paintings that capture an imaginative landscape yet still portray specific elements (trees, rocky outcroppings, streams, and alien fields) clearly. In the 15 page pdf you get the landscape broken out in 4 rows of 3 8"x8" squares. This gives a 24"x32" game mat. You can print off the right most 3rd and 4th row squares as they can be generic and extend the field. To get more ideas, you can see their samples weekly in the Drive ThruRPG/RPG Now weekly newsletter. That's where I saw them first.

Keep Savage
http://rptroll.blogspot.com/

Rating:
[5 of 5 Stars!]
Gamescapes: Story Maps: Distant Planet 1
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Fantasy Maps: Lightning Train Map Pack
Publisher: D20 Cartographer
by Keith (. T. A. [Featured Reviewer]
Date Added: 12/22/2011 21:31:54
This is an amazing map set suitable for a Victorian/Old West/SteamPunk settings. The product includes PDFs for printing, JPGs for importing into your favorite Virtual Tabletop, PNGs representing objects inside the train, and a MapTool campaign file that is a thing of beauty.

Simply load the campaign file into MapTool and move a token across the train. As it moves over an entrance to a car, it is teleported inside to a different map showing the inside of the car. All the maps include light sources and topology which is a great time saver for the GM.

This product does an equally good job of showing off the artist's talent and MapTool's capabilities. I highly recommend it.

Rating:
[5 of 5 Stars!]
Fantasy Maps: Lightning Train Map Pack
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Fantastic Maps: At The Gates
Publisher: Rite Publishing
by Keith (. T. A. [Featured Reviewer]
Date Added: 12/16/2011 13:18:20
Jon Roberts is on an icy abode kick and I'm liking it. The scene depicted is from a module but it is generic enough to be used in any icy, city setting. This product is particularly attractive to the Virtual Table Top (VTT) folks out there since it includes several hand-drawn objects you can import into other games. For the MapTool VTT users, Jon provides a full .cmpgn file with vision and light added.

My only complaint is that I want to see more of the surroundings.

Overall another great product from Fantastic Maps.

Rating:
[5 of 5 Stars!]
Fantastic Maps: At The Gates
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Gulbradda Skyrealm
Publisher: Arsenale Shipworks
by Keith (. T. A. [Featured Reviewer]
Date Added: 11/18/2011 12:15:13
Arsenale Shipworks does a wonderful job with black and white maps of fantasy structures. Gulbradda Skyrealm contains two views from different angles of a small, floating medieval city with structures on multiple levels. It contains 35 named locations with both player and GM maps (4 maps total). Each of the named locations contains at least of paragraph of text describing the structure and its us. The entire product is 10 pages long of maps and text and is well worth the asking price.

Rating:
[5 of 5 Stars!]
Gulbradda Skyrealm
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RPG Creatures - Bestiary 1 (Extended Edition)
Publisher: Cloister Publications
by Keith (. T. A. [Featured Reviewer]
Date Added: 09/05/2011 08:38:59
This is a truly great work containing 50 new creatures, full page portraits, and system-neutral creature statistics and descriptions. The table of contents is great with small, circular tokens of the creatures next to the entry. Since the names of the creatures are as fantastical as their image, this is helpful in finding the beastie later.

Each creature entry is very detailed and well written with game statistics including category, characteristics, protection, attacks, and powers. The descriptions are detailed coming close to a full page in length for most entries. The generic stats are akin to most of the d20 systems with which you're familiar but include the normal human range for easy conversion to any RPG.

There are two pdfs available for download: one on standard letter sized page and another that's smaller in landscape format that will cut the paper required to print in half. The images are draggable into your favorite image manipulation tool so you can make handouts or tokens for a Virtual Table Top like MapTool. The work is 135 pages in length making this a great value for your game table.

Rating:
[5 of 5 Stars!]
RPG Creatures - Bestiary 1 (Extended Edition)
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One Dollar Dungeon: Paladin's Secluded Citadel Map Pack
Publisher: D20 Cartographer
by Keith (. T. A. [Featured Reviewer]
Date Added: 09/05/2011 08:05:05
This is an incredible product for $1. If you use MapTool, you should buy this product just to see how to put together awesome MapTool effects like lighting, vision blocking, and automatic teleporting from one map to another when the characters use stairs. Other online users will have no problem importing the maps and objects into their VTT of choice.

The product also includes plenty of goodness for the face-to-face gamer including full maps in both color and toner saving black-and-white. The 110 page pdf contains the full tile set if you want to assemble the dungeon as your characters explore. The product comes complete with a set of standing doors as well.

Rating:
[5 of 5 Stars!]
One Dollar Dungeon: Paladin's Secluded Citadel Map Pack
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Horseman
Publisher: Gethsemane Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 09/05/2011 07:13:55
This is a nice piece of stock art for your collection. The horseman wears muted shades of green and purple, carries a wooden staff or walking stick, and is a little over-accessorized in the jewelry department. Although the pose is a little odd, this would make a good character or creature portrait for your fantasy, mutant, or scifi game.

Some recommended changes include reworking the hands/wrists/forearms and removing some of the jewelry.

Rating:
[4 of 5 Stars!]
Horseman
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Fantastic Maps: The Ice Bridge
Publisher: Rite Publishing
by Keith (. T. A. [Featured Reviewer]
Date Added: 09/05/2011 06:42:44
I truly enjoy the maps of Jonathan Roberts. Not only are they pleasing to the eye, they include all sorts of goodies for the Virtual Table Top crowd. The zip file contains the map of the Ice Bridge itself and separate files for all the objects on the map so you can reuse these for other adventures. The rpmap file (an importable map for the free virtual tabletop MapTool) has these objects placed on the map along with free guard tokens (bonus), doors you can swing open, and vision blocking effects so your players only see what you want them to see.

Oveall a great product.

Rating:
[5 of 5 Stars!]
Fantastic Maps: The Ice Bridge
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Savage Worlds: Test Drive
Publisher: Pinnacle Entertainment
by Keith (. T. A. [Featured Reviewer]
Date Added: 07/16/2011 09:25:23
The Wild Hunt is a great opportunity to learn Savage Worlds in a one shot modern horror adventure. The module contains everything you need to play including a scenario, handout character sheets, the test drive rules, and paper minis. With a little preparation (i.e. read a short set of rules) you should easily make it through this scenario in one night.

The adventure starts with the character's bus stranded in a small town with a dark secret. In order to survive the night, they must fight unholy horrors while trying to solve the mystery of the town's curse. Don't expect any help from the locals, however. They have a vested interest in the character destruction.

I greatly enjoyed the back story and layout of this adventure. I highly recommend the product if you have an interest in Savaging your gaming group. Even though it's set in the modern era, this adventure could easily move it to just about any genre with a change in characters and equipment. Pinnacle was also kind enough to provide a papercraft bus you can build for your gaming pleasure @ peginc.com/Downloads/SW_WildHunt_Papercraft_CharterBus.pdf

Rating:
[5 of 5 Stars!]
Savage Worlds: Test Drive
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Savage Worlds Deluxe
Publisher: Pinnacle Entertainment
by Keith (. T. A. [Featured Reviewer]
Date Added: 07/14/2011 08:11:07
A Deluxe treatment of the Savage Worlds Core rules brings a few new elements without alienating the throngs of Savages that hold their SW Explorer's Editions as the best RPG they've ever bought. Or, at least the best value and definitively lives up to it's Fast, Furious, and Fun pulpy play goodness.

This review is really about a first glance. A first blush of what the SWD (as I'm sure it's going to be referred to) will really have to prove itself over time as game adventures accommodate the new elements. After listening to several podcasts with some good hints dropped, it seems to be a 'take it or leave it' addition that works with the SWEX audience instead of trying to replace it. I've heard they will have a downloadable pdf for the SW:EX folks that has the additional rules that will function as a SWEX addendum of sorts. Obviously they'll leave all the additional non-rule material as an incentive to get the SWD, but lets confirm that.

Those that have the original Savage Worlds Hardbound will notice that we're seeing the evolution of a game system that has gone from the 146 page hardbound that was a fun alternative to d20 (d20 conversion guide included), to the 160 page (and famously $10) Explorers Edition and now back to a hardbound Deluxe Edition. I believe everyone can admit that the SW:EX form factor took SW from established indie/fringe to something every gamer and podcast has talked about for the past few years. I grinned and chuckled to myself as I made my weekly game store visit many months ago and saw the DnD 4e "Essentials" format books. I thought "Oh, how the mighty have fallen!" In a way, it's one of the nicest compliments Pinnacle could have received. WOTC's 4e Gamma World rules were also in SWEX sized format but proved that the right size with crap rules is still a poor combination. That's another rant for another time. Recently, I've seen Troll Lord's 3 book, smaller than SWEX, Castles and Crusades "Digest" set that has gone a bit too far. But, you get the point, the market has changed and Pinnacle was a driver to a new and better way.

The covers of the 3 SW editions tell an evolving story. We see it visually. Originally SW is carved in stone and with the Deluxe Edition's SW logo - it's embossed gold. But for those of us who loved DnD in it's primitive days have learned, really great art doesn't a great system make, but it helps.

First Blush:
- Great Art. Cover: newish logo with multiple genres telling the story. Full page ads for Pinnacle settings between the Intro and Chapt 1: Character Creation that capture the different genres nicely. The Ripper's ad with it's hunter sporting wolverine-like claws confronting a Promethean monstrosity rocks! Lots of full page great looking art sprinkled throughout.
- Design Notes - as you could guess, it's a paragraph that focuses on an aspect of the game that the designers want to emphasize. Good insight from the creators!
- GUTS are gone! - out of the core rules and into setting rules that need it. Makes sense.
- Dramatic Tasks - adds a mechanic for when a hero is in a dramatic situation and needs to perform a task to save the day under a tight time restriction. This mechanic or element adds to the feel of the pressure.
- New Setting Rules - ie "Blood & Guts: Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage." Also, Born A Hero, Critical Failures, Fanatics, and Gritty Damage.... are some other examples. Gritty Damage sounds ALOT like the styles found in Reality Blurs: Realms of Cthulhu. Interesting! There are quite a few new ideas here that can really add a new feel to the very same adventures you've played.
- Interludes - essentially using character down-time to add to character development. A simple mechanic that involves the GM picking a character and that player picks a card (Clubs-tragedy, Spades-Victory, Hearts-Love, and Diamonds-Desire). The player then tells the tale of the type chosen (tragedy, love, etc..). Assuming a moving or entertaining tale is told, a reward is given of a Benny or Adventure Card chosen by the player.
- GM section - The Countdown - (a Design Note) put a limit or sense of urgency to limit those that are taking too long to make decision of what to do next. Not to be overused.
Fun new One-Sheet adventures

While not exhaustive, I think you'll agree there's quite a bit of good new stuff to add to our Savage Worlds adventures. I didn't get the feeling that the system suddenly changed but just had some additional mechanics that can add to the fun...and some stress! I think I'll go start prepping some stories for an interlude.

Here's a much longer list of features culled from the Pinnacle forums:

CHANGES

- Guts skill removed from core rules (but mentioned as a possible setting rule)
- Driving is now a free action unless the character is performing a maneuver
- Leadership Edges can be used on Wild Cards
- Background Edges can be taken after character creation
- Double Barrel Shotgun slightly tweaked in how it works
- A Shaken while on Hold loses Hold Status
- Shaken results now merely limit the character to free actions (instead of no actions) and do not halve the character's Pace
- new Incapacitation table (including some "Bleeding Out" rules)
- Healing can now only be attempted on each individual's fresh wounds once in the "Golden Hour." (Plus an attempt to revive if the target is Incapacitated.) They can't cause an additional wound through rolling a 1 or less however.
- area effect attacks now get an extra 1d6 damage for a raise (like most attacks)
- prone defenders may no longer rise to defend themselves automatically (it requires an action and takes 2" of movement)
- new Chase rules (also, the Climb stat for aircraft works differently in this context)
- tweaks to some powers (e.g., the Bolt power can be used for multiple bolts, or one increased damage bolt, but not both at once)

ADDITIONS

- designer notes (explanations and reflections on the rules by the PEG folks)
- archetypes (character templates that let you create NPCs easily on the fly, or allow new players to jump right in)
- example Races (e.g., elf, dwarf, android, etc.)
- race creation rules (similar to those found in the Fantasy Companion or Slipstream)
- clarified rules on common knowledge v. specific knowledge
- Knowledge: Language rules
- about 20 new Edges (including some new combat and leadership edges)
- many more vehicles included in the gear section (more similar to the old hardback SW rules than SW:EX)
- some notes for playing without miniatures, including how to approximate area templates without a battle map
- rules for Improvised Weapons
- rules for Push (which can be used to push, shield bash, or knock someone prone)
- rules for Rapid Attack (basically three attacks in one round, all at a penalty)
- rules for Firing Blind
- rules for Social Conflicts
- rules for Dramatic Tasks (basically performing tasks with a time limit - e.g., diffusing a bomb)
- rules for Interludes (sort of like little "flashback" scenarios for in between major parts of the plot)
- a section on common Setting Rules (e.g., the Guts skill, gritty damage, etc.)
- inclusion of a bunch of new powers (including many from from the Fantasy Companion)
- inclusion of power trapping rules
- Combat Ratings (notes on balancing and scaling combat encounters)
- several one-sheet adventures
- a character sheet

To find even more, go to: Pinnacle Forum SWEX to SWD

Rating:
[5 of 5 Stars!]
Savage Worlds Deluxe
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Temporal Probability Agency Core
Publisher: Apathy Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 05/30/2011 12:50:02
You are minding your own business and walking home from the park. Suddenly, you’ve been contacted by the TPA for an urgent assignment, and it pays well. Tomorrow at noon, the Agency needs you to go to Bob’s records and strike up a simple conversation and keep it going for 5 minutes. That’s all, just 5 minutes. That one thing has to take place or 3 lives are at stake. $1,000 to have a conversation with a stranger? Lives are at stake? -- A fun premise!

The Temporal Probability Agency exists here, today. And it’s run by a computer named Daisy, sending messages from the future. Will you take the assignment? Save lives?

The TPA’s Agent Handbook is refreshingly light. DriveThruRPG has it listed at 90 pages but that’s only if you include all the Adventure Files and handouts found at Apathy’s site. Still, the main book is 25 pages and that was a relief to me. Since I live in the here and now, you don’t need to include 200 pages to document today’s technology and it makes for a much faster path to jump in.

You are greeted with “Welcome to the TPA!”. The page is the TPA Pamphlet from the Demo Adventure handout package and gives you the real “one page” treatment of who, what, why, when, and how of the TPA. Essentially a computer named Daisy is in the future sending back info to fix the timeline. You have been chosen by Daisy to accomplish some tasks that only you are best suited to accomplish. You are contacted, given a “to do” list, and outfitted with what you need to accomplish your goals. A generous reward awaits you when you complete your tasks.
Pretty simple.

Character creation is as simple as it gets. A basic Savage Worlds process with only 2 pages (1 front 1 back to be technical) that deal with the new Hindrances and Edges. I enjoyed that 2 of the 3 new Hindrances were Foul Mouth & Teenager...side by side. Oh so true! Of the group of Edges, my favorites were, Professional Edge: “Time Cop” Persona, and Weird Edge: Manifest Destiny, both of which lend themselves to the strong willed “save the world” mindset needed to live in a role where you unquestioningly follow the dictates of a computer communicating from the future. Gearing up is fun with “Probabilistic Field Armor” and a “KnightStick” that could have come from Bond’s Q.

The assumption for most players is that they were chosen to be TPA Agents. Some for only one mission as they were the right person at the right time and some are meant for more. Everything about the TPA premise lends itself to jumping into the thick of it quickly and without much set up. The Computer knows the key moments that make or break the future and its up to the Game Master to have enough preparation to orchestrate events to give that “butterfly effect” process a real feeling in game terms. You can progress from a Provisional Agent, to Field Agent and Cell Member. Maybe, eventually, you become a Handler that runs and covers for a cell of new fledgling Provisional Agents.

To drive the adventure, each Agent will receive Objectives via a Laundry List of tasks or directives. In the provided first adventure it’s as simple (but critically important) to “Spill Pete’s Beer”. The Objectives are in degree and relative to the proximity to the action and consequences. They are: Direct, Indirect, Oblique, and Long-Shot. The further down the list the more complications and issues to deal with. Agents are give a clear sense of what is appropriate so there shouldn’t be any wild agents of chaos in this setting. Daisy knows all and wouldn’t have selected you in the first place. Also, Timmy the Time Cop Says: Destruction of property is a crime! By the way, Timmy the Time Cop is sprinkled liberally throughout to communicate a bit of humor or annoy if you are looking for something a bit grittier.

The Agent Handbook ends with How Time Works and TPA History. Daisy knows all and allows all the questions about “how” to be dealt with by Daisy’s directions. Remember, to enjoy this and almost any game, a little “willing suspension of disbelief” is important.

Where’s the Game Master?
Noticeably absent from the Agent’s Handbook is any mention of the Game Master, with only 2 minor exceptions. Maybe this is by design, after all it is the Agent’s Handbook but some little mention of the Game Master and the role is warranted in my opinion.

To discover the role of the Game Master and expectations, “The Free Preview Adventure” actually becomes required reading for TPA Game Masters. It sets the adventure stage and gives the Game Master all the information and structure needed to run the adventure. By reading the adventure, I could glean the approach the writers expect the GM to take. After seeing our Pre-gen characters again, there is a 2 page Apathy Adventure Format that is essentially all you get to help you understand Apathy’s approach to organizing their Adventures. I trust this will become more apparent in their following adventures that are advertised in the back of the Preview Adventure.

Format Example (no spoilers here, only structure that I observed), TPA GMs are expected to create their adventures with:

Encounter based Organization.
Player Objectives and Game Master Objectives
Flavor Text: Descriptive Text to convey the adventure tone and to keep the Agent’s attention.
Significant Details: event details and encounter descriptions
Game Master Notes: further setting info for GM reference (one would hope has critical
“butterfly-effect” notes to help cover for player choices and make the game flow smootly).
Stat Blocks for characters: red for enemies, green for allies
Read-Aloud Text: sometimes needed



The Adventure itself is in 3 scenes and focuses on a hi-jacking. Given our real world news, this will get folks blood pressure up. Between the handouts and the short adventure, an experienced Game Master can easily run this adventure in short order. I would suggest to the writers that as much time as they spent in creating a format for their adventures a short 1 page Game Master page could be added to expand a little bit on the Apathy Adventure Format and philosophy. Some discussion on Apathy’s page (see link) goes into it but I think every game setting needs to address the GM.


Main TPA site at Apathy: http://www.apathygames.com/tpa/
To the right you’ll see some links to support materials. Quite a bit of supporting materials in fact.
You’ll Find:

Demo Adventure zip file link: This is a misleading link name. It should be called: The Getting Started Kit as it has a very useful set of handouts for the first adventure that help the beginner’s game get started smoothly. The handouts are:
Preview Adventure - This first adventure is really a guide on how Apathy suggests the
format or structure of adventures be event driven.
Pregen Characters - The 8 characters from the Agent’s Handbook but conveniently redone
in the character sheet format for ease of use by players.
Character Sheet - easy to use form. Missing from many much larger project so it was nice
to find.
Handouts: These handouts were specific to the Free Adventure but give a nice example
of what you can do:
Flight 101 - Laundry List: Objectives for the Pre-Gens
Flight 101 - Newspaper Clipping: potential news headlines depending on the outcome.
Flight 101 - Oahu: a contest winner announcement, prop.
TPA - FAQ: A one page description of the TPA and your role. Literally the first page
of the Agent’s Handbook.
TPA Pamphlet: A Timmy the Time Cop comic that visually shows some of the points
in the game in a more visual format


Apathy has a link to their Quick Temporal Agent Primer: http://www.apathygames.com/tpa-new-agent-primer/

Last Observations: For $4.99, the offering is a great value. The setting is unique and simple enough you can jump right in. The art work is adequate and conveys the setting. I like that the art is consistent throughout and not a hodge-podge of various projects. Timmy the Time Cop can be tolerated thru a sense of humor but to me he looks like a child soldier from WWII-era eastern europe, but maybe that’s just me. NOTE TO APATHY: ADD a GM section, even if it's only 3 pages.

After slogging thru settings that are many hundreds of pages, this one is a refreshing and simple offering. I can see playing a few adventures with my wife as there aren’t any dark overtones and she used to love the TV Show “Early Edition”. This reminds me a lot of that show (just add guns). Good wholesome “Save the World” fun!


The Savage Duck (Derek Brown - filling in for The Savage Troll: rptroll.blogstpot.com )

Rating:
[4 of 5 Stars!]
Temporal Probability Agency Core
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Publisher Reply:
Thank you for the review. From the sounds of it, though, you seem to have missed that To Predict and Serve Act 1 is part of the core product. It includes the Game Master information, everything from the Free Demo Adventure, and two additional adventures. If, somehow, that PDF is missing from the product, please let me know, because that's a serious problem that I need to address.
Classic Dungeon Tiles: Lesser Temples of Greygax and Arnemoor
Publisher: SkeletonKey Games
by Keith (. T. A. [Featured Reviewer]
Date Added: 05/29/2011 16:20:04
It was the late 70's. DnD was new and maps were meant to be blue. Back in those days photo copiers wouldn't read blue lines and so, to protect their maps, TSR made them blue. This tile set is a blast from the past and I highly recommend them to anyone who played our favorite past time during the Carter years.

The product contains 62 separate tiles on a 1 inch grid that can be easily manipulated into your favorite VTT. They'y all on the same position on the page so it's easy to crop once and affect all the tiles. What's more, because of the simplicity, auto-cropping works great! The set contains a legend you can edit and apply on the GM's layer of MapTool so a concealed door is concealed until you (the GM) says it isn't.

Rating:
[5 of 5 Stars!]
Classic Dungeon Tiles: Lesser Temples of Greygax and Arnemoor
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