DriveThruRPG.com
Close
New Account
 
  
 
 
You will lose your chance to get the free product of the week.
One-click unsubscribe later if you don't enjoy the newsletter.
Close
Log In
 
 Forgot password?
 
     or     Log In with your Facebook Account
 Follow Your Favorites!
NotificationsLog in or create an account and you can choose to get email notices whenever your favorite publishers or topics get new items!










Back
Other comments left by this customer:
FS4 - Xavier's Wand
Publisher: Adventures in Filbar
by Megan R. [Featured Reviewer]
Date Added: 04/18/2014 13:53:43
Getting started in your chosen career can often be quite hard - and adventuring is no different! Designed for but a single character and a DM, this adventure supposes that the character has just started out as an adventurer and so far has gained nothing more than sore feet tramping the countryside in search of excitement.

Rather than a full adventure, this work consists of six encounters in and around a tiny village. Tailored for a single first-level character, there's a good mix of combat and interaction to be had. The character will quickly become the local 'hero' and a few tasks will come his way in and around the area, including a mill, a hilltop and even a swamp to explore. By the time the character has got through that little lot, he ought to know if the adventuring life is for him. That is, if he survives, although the challenges have been designed with an eye to a solitary first-level character it has to be remembered that such individuals are pretty fragile.

There's a player and DM map of the area, some delightful pictures of cottages, a floorplan for the mill and a large picture of a frog to round it off. About all that's missing is a map of the village itself, but it is supposed to be no more than a cluster of cottages with farms further out.

A good start to anyone's adventuring career. Come on, fame and fortune await!

Rating:
[5 of 5 Stars!]
FS4 - Xavier's Wand
Click to show product description

Add to DriveThruRPG.com Order

The Big Crime: Death Kisses Coldly
Publisher: Spectrum Games
by Megan R. [Featured Reviewer]
Date Added: 04/17/2014 10:16:53
This is an interesting approach to a police prodcedural story told in film noir style, and really captures the essence well. Read through, you can see that film playing out in your mind's eye... yet it is laid out in such a way that doesn't completely railroad the characters into following a script but gives them freedom to make their own choices within the constraints of the plot.

More, it comes in two versions: the Theatrical Release and the Director's Cut. The first is designed for two players and a GM (Director, natch), with pre-generated characters who are tied closely into the plot. It would make an excellent one-off game if there's just 3 of you available to play.

As for the Director's Cut, this version is designed for groups who would rather play their own characters. The core concept is to give the characters the same motivations, the same background, as the pre-generated ones so that the story will work just as well. They should be the stars of the movie, the ones the story is all about. The ones who, in classic film noir style, are caught up in events beyond their control.

If you have more than two players, there are some other roles which they could be assigned - using their own characters if appropriate or one of the listed NPCs if preferred.

It's an intense, brooding little scenario. Which ever way you decide to run it, make sure that the characters are intimately involved, not bystanders looking in on the drama. It may be tempting to step back, taking the events as recounted as being something player-character cops (or reporters or the like) have to investigate, but the game won't be quite the same, it would lose the flavour of the genre that comes over when the player-characters are so intimately involved themselves.

Rating:
[5 of 5 Stars!]
The Big Crime: Death Kisses Coldly
Click to show product description

Add to DriveThruRPG.com Order

Role Playing Game Rating Sheet
Publisher: Critical Hit Publishing
by Megan R. [Featured Reviewer]
Date Added: 04/17/2014 08:35:50
Do you know what sort of game you want?

It's not a matter of genre or game system, it's about the style of game. Increasingly, published games encourage groups intending to play that game to discuss what style of game they are after beforehand, and it's always good practice for a GM to make it clear what sort of game he intends to run - and indeed for players to make any particular opinions known in advance.

Here's an attempt to rate some of the factors that help determine the style of game - from how much GM control there is to how immersive you want play to be, how 'realistic' you expect the action to be and so on. Each factor is given a sliding scale of 1 to 10 - and a silly name, which is only a distraction - and the idea is that the group can come to some concensus about the sort of game they are looking for, thus helping everyone to have some common preconceptions about what will happen when they sit down to play.

The one rating I have issue with is 'Rule Complexity' - that is based on the mechanics of the particular game system you decide to use, rather than on the style of game you want to play. Now that is something you'll have to choose, but in the light of the other areas being considered, you might better look at a scale based on abstraction - do you want to follow the letter of the rules, whatever they may be, all the time or are you comfortable with more abstraction?

It would be an interesting exercise, though, to pass this around your group to see what style would interest them. And it's free... try it out.

Rating:
[4 of 5 Stars!]
Role Playing Game Rating Sheet
Click to show product description

Add to DriveThruRPG.com Order

Publisher Reply:
Thank you for your review and feedback. Regarding the rating of Rule Complexity, I agree that this is the one that is most out of place on this list, but I also feel that the mechanical complexity of a game is a very strong factor in determining whether or not someone will enjoy a particular game. Obviously if someone already has a game in mind that they want to play, then this one may not matter, but if a group is deciding on which game system they might want to try, it can help a lot. I\'ll think about taking out the silly names... but I really do like them. Alex Guillotte Critical Hit Publishing
Relic Files: Treasures of Camelot I
Publisher: Rogue Genius Games
by Megan R. [Featured Reviewer]
Date Added: 04/15/2014 09:32:56
If it is mythic treasures that you are after, few come with more legends attached than the Arthurian ones!

The first such treasure is Arthur's Scabbard. Whilst most popular attention is focussed on Excalibur, the sword he kept in it, the scabbard itself had magical properties, chiefly the provision of protection against bleeding to whoever is wearing it. If you earn your living fighting with swords, that's a significant advantage.

The version presented here has scaled effects that grow as the wearer gains levels. At low levels, the effects mainly refer to the sword within: bonding to it, altering size to suit, and repairing damage to the sword. Even at first level, though, the wearer gains +1 to his Heal skill. As the wearer gains levels, a more traditional healing effect kicks in, with open wounds closing and bleeding halted. At higher levels the scabbard gives a chance to avoid the effects of critical hits or sneak attacks, as well as improving Heal skills even further. Naturally, you have to be wearing the scabbard on your belt for the effects to be activated.

It's all very neatly put together. Even if 'King Arthur' does not exist in your campaign world, you no doubt have (or can invent) a suitable legendary figure to have once owned this artefact, along with associated tales that your party can research either as a prelude to searching for the scabbard or once they have found it. Remember that Arthur himself tended to disregard its importance, focussing more on his sword: the same may be true for whichever brave fighter picks it up in your world. Will he learn of its importance before it is too late?

Rating:
[5 of 5 Stars!]
Relic Files: Treasures of Camelot I
Click to show product description

Add to DriveThruRPG.com Order

The Favored of Skexxiz [PFRPG adventure location]
Publisher: Fat Goblin Games
by Megan R. [Featured Reviewer]
Date Added: 04/14/2014 08:35:59
This is rather neat: a complete location, fully populated and replete with details and backstory, all ready for you to drop into a campaign and use as an adventure location. Although a few adventure ideas are given in case you don't have a ready reason for your party to go there, it isn't an adventure per se, it's a place in which adventure could happen and that adventure is up to you.

Basically it's a troglodyte lair, described in loving detail. The denizens all have their own lives, their own reasons for being here and their own plans and hopes for the future. This gives the feel of a location that's existing in your alternate reality irrespective of what the characters get up to, you get the feeling that the troglodytes will continue on their merry way even if the party never stops by at all. Yet if they do, it isn't a place that has sprung into existence just to provide them with a good brawl and something to loot, it's there already and they have just chosen to visit - something that serves to enhance the 'reality' of your campaign setting.

The whole place is well laid out and explained clearly, with 'read aloud' descriptions and all the information you need to manage events when the party arrives at each location. There's a good map - spread over two pages - and a new deity as well - and a deity who teaches that 'Anything stolen is rightfully yours if you are not seen taking it' has a certain appeal, possibly beyond troglodytes!

This is a nice resource to have, a traditional 'crawl ready to use whenever it fits in with the rest of your plots.

Rating:
[5 of 5 Stars!]
The Favored of Skexxiz [PFRPG adventure location]
Click to show product description

Add to DriveThruRPG.com Order

Dungeon Dressing: Goblin's Pockets
Publisher: Raging Swan Press
by Megan R. [Featured Reviewer]
Date Added: 04/13/2014 10:17:25
OK, how many times have your players, once the party has defeated the opposition, stated that they want to search the bodies and steal their stuff? Probably more times than you've had hot dinners. Now, cash is always useful, and so are items that will further the plot - a map, perhaps, or the key to a chamber or a chest that they want to get into... but think about your own pockets for a moment. What's in there? (All that's in mine is a set of Greek worry beads, as it happens...)

This product is designed to get around the insatiable desire of the average player-character for pilfering from the dead, by giving you a ready selection of pocket contents for them to sift through. The first table invites you to roll a d10 to find out what sort of thing is in those pockets, then on to more extensive tables that give loads of examples of each category. Naturally, it doesn't just have to be goblins, nor does it have to be pockets - belt pouches and backpacks and whatever portable container the recently deceased was using are also fair game.

The first main table (roll a percentage) is full of 'utterly worthless' items. Real junk. Much of it is the sort of things small kids collect and treasure - or did when I was one - things that no adult can comprehend the importance of, but which are absolutely vital to the kid.

Next up is a table of the 'broken and battered' which are, of course, almost as worthless as their predecessors. This is followed by a selection of 'yummy nibbles' - at least, they are yummy if you are a goblin! After all, some members of the party might object to "A small jar of pickled elf ears, plus a toe from some enormous humanoid."

Then of course, finally we have a table of 'shiny treasures' - mostly still of little value, but some may be of mild interest as curiousities. Perhaps someone might be interested in "A pewter medal awarded to veteran soldiers of a neighbouring kingdom"...

All these bits and bobs make plundering the dead a little more interesting than just counting the cash, without giving away items of great value.

Rating:
[5 of 5 Stars!]
Dungeon Dressing: Goblin's Pockets
Click to show product description

Add to DriveThruRPG.com Order

Perilous Journey #2: Great Island [Colonial Gothic]
Publisher: Mystical Throne Entertainment
by Megan R. [Featured Reviewer]
Date Added: 04/08/2014 09:55:45
The adventure continues (from Perilous Journey #1: Portsmouth) with the characters now embedded into the Portsmouth scene and occult society, and beginning to explore... this one takes them to certain isolated houses on Great Island where it is said demonic activities take place, with a range of spooky incidents for them to deal with.

As with the previous adventure, there is a lot going on but presented in a loose style that enables the party to engage with the plot in pretty much any way that they please. Information gathering as well as sheer intestinal fortitude in the face of ghostly and demonic manifestations will be required of the party, and there's a lot crammed into these pages. There is a mystery to be pieced together: this may be done by classic investigation or the use of appropriate spells... and it will help if the party finds a certain map to aid them in their investigations. Indeed, the map is quite pivotal so the GM will do well to ensure that it comes into their hands.

As the party gets deeper into the occult scene, they will meet some interesting individuals, and some of these are described here, along with their areas of interest and how they can be of help.

For those who would like a 'side campaign' to run alongside the main thrust of the adventure path, notes are provided here for one called Dark Magic. This provides various side missions that the characters can undertake to aid one of the occult researchers introduced above, and which could lead to them becoming warlocks themselves if so inclined.

There is a section on adversaries, both human and of the spirit world, and an account of the historical Great Island. This last is deemed 'player-friendly' and may be shared with the players as background information without giving anything plot-related away. There's a delightful period map to help you picture the place (and you may wish to hunt it up on Google maps as well)

Finally there are a few new spells that characters might learn, and the rules on Corruption are repeated for reference purposes. There's also a few new skill emphases, many of which could be useful either as a means of earning one's living or in furthering investigations.

All in all, a good continuation of the existing plotline, and the introduction of a 'side campaign' - which, of course, could become the main thrust of the adventure if that's what you'd prefer. If you like Colonial Gothic and are interested in the occult side of things, this is definitely one to watch!

Rating:
[5 of 5 Stars!]
Perilous Journey #2: Great Island [Colonial Gothic]
Click to show product description

Add to DriveThruRPG.com Order

Toys for the Sandbox 118: The Way Station
Publisher: Occult Moon
by Megan R. [Featured Reviewer]
Date Added: 04/08/2014 08:19:24
Adventuring often involves journeys. Journeys, at least in the cod-mediaeval setting of your average fantasy game, involve days of travel and nights spent in places you'd probably never stay in by choice. Yet they can be potent sources of side-adventures and events to break up the tedium of a journey, to make the travelling an integral part of the adventure rather than something the party does to get from Plot A to Plot B...

So here is one of these places the party might stop for the night, any time they are passing through a chilly mountainous region of the campaign world. Complete with its history and a description of its quite interesting construction - a series of yurts rather than more substantial buildings - it is peopled with some interesting and, in at least one case, downright odd individuals with whom the party can interact.

To add to the potential, there are a few plot ideas you could use. Each has several 'twists' that you can throw in to alter the main premise, you could indeed use more than one if so desired. Many could lead to whole adventures of their own, sending the characters off in some unexpected direction - both physically and in terms of plot - or they can serve purely as something to enliven the evening before they depart as intended the next morning.

A neat little piece to keep in your files until a suitable opportunity arises... or perhaps you will be inspired to make it an integral part of your ongoing story.

Rating:
[5 of 5 Stars!]
Toys for the Sandbox 118: The Way Station
Click to show product description

Add to DriveThruRPG.com Order

Battlemap : Dark Altar
Publisher: Christian Hollnbuchner
by Megan R. [Featured Reviewer]
Date Added: 04/07/2014 10:13:54
Just the place for the final showdown with whatever bunch of fanatics worship here...

Much of the ancient temple appears to have fallen into disrepair, and there's some nasty unidentified oozey gunk all over the place, but the lights and cages suggest some deluded fools still come here to venerate whatever this altar is dedicated to... and who knows, they may even summon it up!

With an overview sketch that shows how the relief works, a series of pages to paste together or a zip file with a really big single-page version (word to the wise, the same name of 'nogrid-complete' is used for EVERY zip file this publisher releases, remember to change the name if you buy more than one or they'll overwrite previous ones when downloaded!) for those using a virtual table top or who have access to a poster-scale printer, you have all that you need to set the scene for a climactic battle! And it looks good too. In a creepy sort of way. Just the thing for the intended purpose.

Rating:
[4 of 5 Stars!]
Battlemap : Dark Altar
Click to show product description

Add to DriveThruRPG.com Order

Two Page Adventure - Joy in a Flask
Publisher: Genius Loci Games
by Megan R. [Featured Reviewer]
Date Added: 04/07/2014 09:01:14
A beautifully-presented short adventure that involves the party arriving in a small settlement where most of the population is out of its gourd on a halluncinogenic drug. The head of the town watch, who still has his marbles, asks for help in finding the source of the drug and preventing its distribution... and the fun begins!

That fun includes tribes of lizardmen, an alien artefact and plenty of action.

There's an area map and a couple more detailed ones. You might be able to use the area map as a handout, the others give too much away although at least one of them has the 'hand-drawn' feel that would make it otherwise prime material for a handout.

The background, although pleasing to the eye, is a little fussy making some of the text hard to read. Fortunately only a word or two so you can get by. Personally I prefer portrait to landscape presentation, but if you intend to run it from a screen you can manage fine.

The adventure itself should keep a low-level party happily engaged for a session's play, it's the sort of thing to keep to hand to run at an appropriate moment. The inclusion of the alien artefact could lead to more, or be left as something mysterious, as suits your overall campaign. A neat little piece.

Rating:
[5 of 5 Stars!]
Two Page Adventure - Joy in a Flask
Click to show product description

Add to DriveThruRPG.com Order

Publisher Reply:
Thank you Very much for your review! I am in the process of updating the file to deal with the green splosh in question. I hope to have it fixed by the end of the week! Thanks again for the review, I\'m glad you liked it!
Flaws II
Publisher: 4 Winds Fantasy Gaming
by Megan R. [Featured Reviewer]
Date Added: 04/06/2014 10:11:23
Flaws are a neat tool to add dimension to a character which both grants mechanical benefits and provides a vehicle to enhance role-playing - and here is a whole bunch more of them to consider.

Some are based on the character's class, others are more personal flaws which anyone can take. Many provide ample opportunity for role-playing - Centre of Attention, perhaps, or Lovelorn. Others can be quite detrimental, like Cursed or Debtor.

The class-based ones are appropriate, from Druids who are wedded to an Ancient Orthodoxy that compels them to avoid metal items, Rangers afflicted with the Call of the Wild who find themselves fidgety and at a disadvantage in an urban setting, or even a Cleric who is a Heretic, not believing the orthodox 'truth' as preached by his religion.

Anyone might be Flirtacious or Competitive or downright Cruel...

A nice touch is that there is always a way to 'buy off' the flaw, generally by a combination of directed use of level-raise points and a spot of role-playing.

A neat collection to keep to hand when generating characters.

Rating:
[5 of 5 Stars!]
Flaws II
Click to show product description

Add to DriveThruRPG.com Order

Bree Orlock Designs: Terror Rising
Publisher: Stardust Publications
by Megan R. [Featured Reviewer]
Date Added: 04/03/2014 10:09:43
A beautiful close-up of a female face - but does she say 'Scared' to you?

I'm not sure. That finger-sucking pose is one I am told that is viewed as quite sexy, if in a somewhat sleazy way - without the caption of 'Terror Rising' I would probably have surmised it was a sketch of a sex worker.

Whatever, it is a strong image. Perhaps she's worried - some people gnaw their fingers when concerned. It is quite haunting, too. What has she seen or heard?

This one isn't likely to make a character portrait, but it could be someone spotted peering out of a window who gives a clue as to whatever it is that the party is in search of...

Rating:
[4 of 5 Stars!]
Bree Orlock Designs: Terror Rising
Click to show product description

Add to DriveThruRPG.com Order

Extraction with Extreme Prejudice
Publisher: Gun Metal Games
by Megan R. [Featured Reviewer]
Date Added: 04/01/2014 08:58:41
This is a neat and complex Cyberpunk-style adventure written using the Savage Worlds ruleset in Gun Metal Games's Interface Zero setting. On the face of it, the task facing the party is simple: a corporate extraction. Naturally, however, things are never as simple as they seem.

The adventure starts with the all-important matter of negotiating the deal for the job. There's plenty of detail, including notes for how to deal with a reluctant party, as well as all the answers to the questions that the party ought to be asking if they are serious about taking the job. Then, after a counter-offer or two, it's off to conduct the extraction.

Mechanics are handled neatly, with a nice conceit that everything should start off going swimmingly (even if you have to fudge the odd die roll) and go progressively wrong as the mission develops. Another nice touch is that the final act of the adventure is a multi-option set of consequences based on whatever the party has decided to do to date: every choice has, of course, associated consequences and each will have annoyed somebody...

As the adventure includes the use of a safe house (one being provided if the party doesn't have its own), there is a rather useful appendix covering the setting up and maintaining of safe houses, well worth a look if you think it is something your characters will find useful.

A cracking little adventure nicely put together. Enjoy.

Rating:
[5 of 5 Stars!]
Extraction with Extreme Prejudice
Click to show product description

Add to DriveThruRPG.com Order

FT - Silvantri
Publisher: Adventures in Filbar
by Megan R. [Featured Reviewer]
Date Added: 03/30/2014 11:28:39
An elf village ought to feel a bit different from a human one, and Silvantri manages that well. Built deep in a forest with much far overhead linked by aerial walkways, some elves rarely come to ground at all. Others use elevators to get foodstuffs to the heights (and at least one drunk dwarf, the village blacksmith, back home after an evening's drinking). Originally built thus to keep elves safe from other humanoids using the forest, they have kept it that way because they like it and are used to it.

The population is almost completely elven, with a few others mostly accepted (one or two elves would rather they were not there) into the community, mostly retired adventurers from a party including a resident of the village who returned home. Magic abounds, and there's a couple of good inns. Several of the elves trade in textiles and leatherwork, there's excellent wine made and one inn's specialty is rhubarb pie! There's a fine library, and some rather good bakers... heck, I think I'll move there.

The product rounds off with a map, menus for both inns and several images of this wonderful setting. It would be a nice place to come across in your travels, but mind your manners. Elves won't stand any nonsense.

Rating:
[5 of 5 Stars!]
FT - Silvantri
Click to show product description

Add to DriveThruRPG.com Order

Ship Book:Lune Class Freelancer
Publisher: Moon Toad Publishing
by Megan R. [Featured Reviewer]
Date Added: 03/27/2014 12:49:22
Here is presented a nice neat vessel that seems custom-designed for a group of player-characters roaming the black in search of adventure.

The Lune Class Freelancer is indeed designed for small groups of people for whom mobility is important. It's Jump 3 and has a small amount of cargo space; probably better as a courier than as a trader.

What is rather nice is a selection of 'well-known' vessels of this class, complete with illustration (showing the external colourscheme - mostly very colourful) and brief description of what that particular ship's owners have done with it - one's a casino, with the cargo bay tricked out for gaming, another belongs to a pirate band and has a 'breaching airlock' fitted, several have been converted to troop carrying and so on. Several of these variants feature in the collection of 'starship record sheets' provided at the end of the work.

There's also a nice guided tour, a verbal discription of what you'd see were someone to show you round a Lune Class. That gives a nice feel for the ship, and can be used in conjunction with the deckplans to describe it to the party.

After several external views and the deckplans, also a nice picture of one sitting on the ground at a starport, there's a complete rundown of the history and current crew of the Lune Star, as an example of one in service. More deckplans - including several of the common variant configurations - and even full details of the standard launch (and variants) make this a complete introduction to a very useful starship.

Rating:
[5 of 5 Stars!]
Ship Book:Lune Class Freelancer
Click to show product description

Add to DriveThruRPG.com Order

Displaying 1 to 15 (of 1567 reviews) Result Pages:  1  2  3  4  5  6  7  8  9 ...  [Next >>] 
Back
You must be logged in to rate this
 Cart
0 items
 Publisher Info
OneBookShelf, Inc.
OneBookShelf, Inc.
Publisher Average Rating

See All Reviews
Publisher Homepage
Other products (64)
 Gift Certificates
Get Your Favorite Gamers What They REALLY Want...
$10 Gift Certificate