This RPG is awesome! I've tried a lot of games and have always scurried back to D&D 3.5 or Pathfinder. Lords of Gossamer and Shadow is an amazing game that needs more exposure. I never played Amber and wouldn't be able to compare, but because of LoGS, I wish I had known about Amber in its hay day. The diceless rule set will be a hard sell for some that will think the game is completely arbitrary. If you/they can get over that mental hurtle, you'll find a RPG full of infinite possibilities that won't become a headache because of having the crunch rules and mechanisms.
Lords of Gossamer and Shadow is definitely a RPG that will flourish in play-by-post forums. I don't know how well I would a game like this in person, but I have been running a fairly interesting pbp group on RPGpost.com and I think I have 3 players that are just as hooked as I am on this game.
I look forward to supplementary books for the system, but I just don't know how they could improve it....
I have received this pdf by purchasing the print + pdf bundle for an extra $10 from Kobold Press' website. Here are my first impressions of the pdf as I await my printed copy.
This 110 pages file (104 of which are actual content) is packed full of flavorful creatures statted for the 13th Age RPG. Most entries contain a handful of variants, at least one of which is well-illustrated. Lists of carried items and adventure hooks are also provided along with the usual background and description. The association of some new magic items with many of the creatures is an interesting approach. Additional PC races are also offered although the treatment given to some of them is somewhat brief. The book then closes with Icons linked to the Midgard campaign setting and proposed as substitutes to those in the core book.
All in all, the new creatures, magic items, PC races, and Icons contained within can be ported to any game and make for a worthwhile supplement to the 13th Age line even i...
Just played the introductory adventure with 3 of my kids ages 5, 8 and 12. I have been looking for a game all of us would look forward to playing because I just can't bear to play another bland round of Candyland! Hero Kids was easy to learn and we all had a blast. The rules are well-written and simple. I thought my kids would take awhile to pick out their heroes. To my surprise, they quickly selected a hero they connected with. I think we'll be playing this for quite awhile...
Full Disclosure: I am thanked in the credits for this product for giving feedback on an early draft of the product.
This product presents a city that stands at the crossroads of major trade routes and is a melting pot of different cultures and races. The book does a great job of making the city seem like a living breathing city.
The book contains 7 chapters:
* City at the Crossroads
* Life in the City
* Running a Campaign
The Running the Campaign chapter is well thought out, suggesting themes for campaigns and other DM advice. Having all of this information in one chapter will make it much easier to run a game in the city and I love the random events table to help keep the city moving even when the PCs stand still in a campaign.
The gazetteer is the real meat of the book, being 70 pages long and is a joy to read, offering great descriptions of the city (a "First Impressions" section and also a "Passers By" sectio...
A most remarkable and strange adventure. Now, someone turning up on the investigators' doorstep and asking for help is quite normal. Even the poor fellow dropping dead before he manages to explain his problem is not completely out of the ordinary... but when what appear to be duplicate corpses start turning up all over town, then you KNOW something weird is going on!
Oh. All of the corpses have the party's address in their pocket. Just the thing to send nosy police officers round to visit.
This is a fast-moving rapidly escalating adventure that should keep the party on their toes. The book opens by revealing what is actually happening, and how it could so easily lead to Things That Should Not Be did the characters fail to deal with the problem. All the notes are laid out well, with clear indications of which skills might reveal the clues if the right questions are asked and the characters look in the right places: good use of the GUMSHOE rules mechanics that underpin Trail of Cth...
Keeps are the good cornerstone of any serious GM. They are the older brother who went to military school. They perch on mountain passes, guard lonely valleys, and show the way over desert stretches. They are the no nonsense stone installation that holds back the hordes and protects the populace.
Skirmisher Publishing LLC’s Castle Builder series is an insightful resource into constructing a castle for your PC or NPC, and Volume 5: Keeps is definitely one of the backbone editions.
“Keeps” outlines the reasons and rationales for established and establishing a Keep, moving through construction phases and general upkeep, and to repair and re-establishing. Also, little details such as cleaning up after construction and maintaining the infrastructure for the soldiers are gladly welcomed by me as I find that they are regularly overlooked in other publications. It works through the capabilities of the Keep, outlining the offensive and defensive properties and reiterating the military...
Miniatures…. miniatures… miniatures.
We love them. The heft of a metal miniature in your hand as you place it on the tabletop playing field. The admiration of the skill and patience needed to paint them, often 3 or 4 layers of paint. Each action, painstakingly precise to make each brushstroke sing.
Me however, I am just as effective at painting a miniature with a fine tipped brush as I would be shooting it with a paintball gun.
That is why I love the Skirmisher Publishing LLC’s Cardstock Characters for the Swords of Kos Fantasy Campaign Setting; The Heroes and Monsters of the Necropolis.
The guys and girls at Skirmisher have taken their famed setting and brought it to the physical world with this publication. Amanda Kahl has surpassed herself with her artwork, breathing life into the characters from Kos. The descriptions of the main characters allow for quick gameplay as well as easy transition into your own game setting. The level of detail in the constructing the Card...
This game really hit a nerve with me; I found the balance of light mechanics and ingenious mods to a very stripped down 3rd Ed base the perfect balance of old and new.
Yes, there are a good number of tables that you might need to reference for spells, fumbles, crits and deeds...I actually like this...print them off and make each player responsible for one each and you're sorted!
On another note, the philosophy of character death has already changed my group's attitude and style of play so that they now respect the consequences of their actions far more.
The philosophy is that death should be a real risk to PCs; for too long I have watched parties act stupidly and get away with it...no longer!!!...
As much as liked these cards my whole point for getting them was that they are form fillable. I went ahead and bought the 3 sets and weapons since this one did not work properly. Unfortunately none of the form fillable options worked so I will have to hand write them.
For $3, you can't go wrong with a supplement that maturely talks about dealing with sexual and romantic relationships that can be used not only for Numenera but also for other general RPG's as well. I like it.
With an interesting twist on the Steampunk genre, setting it in the far future after a slow apocalypse, Airship Pirates is a fun light weight system, good for those who enjoy telling grand stories. It's doubley fun if you're a fan of Abney Park, as the game's universe bases itself upon the lyrics from their songs.
I do find the combat system a little clunky at times, especially with the need to roll initiative each combat round, but if players and game master agree, this can easily be streamlined with a house rule to only roll once for a combat encounter... though this change can be particularly crippling, as winning initiative does also convey a dice bonus. The use of dice pools and exploding dice will make this sytem feel familiar to those who played a lot of White Wolf....