The majority of this PDF is a timeline that provides the major points of the 10 years of alternate history that is the setting. There are two and a quarter pages of actual diary that gives a bit of feel as to what the game's mood might be like. The layout is stark and simple, but in a way that helps readability rather than hindering it.
With no real hint to the system or how the RPG will play mechanically, I will take it for what it is and give this a 4/5: a short and very simple pre-release setting teaser. If you're expecting anything game related or more extensive, you'd probably have to rate it lower, but that's probably unfair. As is common in alternate history circles, the work ends with citations and a call for collaborators and contributions of fiction to help flesh out the universe, but also a very basic note that there will be a "RPG skirmish table-top wargame" released "in the coming months."...
First off, the author, Mr. Uyl fixed a slight issue I had with the pdf in under an hour. That shows how great this company is and I think that should be noted since it reflects on the care he has for his work and its buyers. The product itself is very well put together. It adds a classic fantasy race with a twist to Legend (or as I will use it, RQ6). The race is close enough to standard Drow/Dark Elves to enable the basics to be used for them while different enough to fit as a separate group within their society. The two creatures fit the tone and the equipment and spells add to the new race. If this is the first in a series of Dark Inhabitants, I look forward to more. That it is for Legend (with a version for Pathfinder available too) is great. A five Star buy....
Publisher: UFO Press
Date Added: 11/22/2013 16:35:39
I absolutely love the concepts this book holds; controlling a wasteland community throughout the ages is extremely compelling to me. However, the book does suffer from being very rules light. I say that because there are things mentioned that have no mechanical benefit. This is the most glaring example.
There is a faction called The Tyrant Kings. One of the things a character from one of these factions (I say these factions because The Tyrant Kings are more of an archetype than an actual organization, unless you name yours that of course) is a gang of minions. Does this gang help you fight? Do they just carry your things? It doesn't say. They're just there and there are no rules for them that I can see. This is in contrast to the Elder character class who can start with two attendants with clear mechanical benefits.
Combat itself is far too loose. You deal damage on a successful dice roll, standard. What isn't so standard is that there is no way for your quarry to evade the attac...
Publisher: White Wolf
Date Added: 11/22/2013 15:37:58
I Love Drivethru RPG.
I love the Nightmare at Hill Manor. Pertinent synopsis of the rules, pre-generated characters, great plot and story with wonderful play tips. This is going to be a lot of fun to play.
Thanks for sharing your great products. I will definitely purchase and download more fantastic stuff.
I really like this product. Unlike other Urban Arcana, this is set as magic is released back in to the world. The premise is that scientists have dug down to the lake under Antarctica, thus breaking a magical seal and releasing the magical waters. The reason that there has been no miracles in recent times is that the deities have backed off to maintain a balance but now they can come back - slowly. Spells and such only go to level 6 as people have to relearn how to control their new abilities.
I have only skipped through the text but I like some of the new restrictions. The Forestwalker (aka druid) has abilities that fluctuate with the seasons. Healing strength is doubled in spring while their constitution bonus increases during winter. You could probably add in the Wiccan sabbats to make things even more interesting. Power comes from sacrificing plants. You want to heal a broken leg? Touch a tree and the patient and go for it. It may kill the tree if it is too young (l...
Helping those less fortunate than many of us gamers is always a good idea, and with Doctors Without Borders, I'm sure the money goes 100% into helping and 0% into some dubious "higher causes" such as promoting some ideologies. Perfect. :-)
Its an amazing piece of work. The Book itself is well bound, and the pages are gorgeous (purple pages which go from light to darker purple as you go down the outside!)
The System itself is simple 4 Stats , an a host of Powers with point costs, not to mention the ability to make Artifact and Creatures- who by most standards are just as powerful as your character.
The Game doesn't hold your hand, but encourages you to imagine and explore your character(s), and they world they inhabit. The game also is a book to GMs who maybe a little lost in trying to figure out how to run a game, that lacks 'dice mechanic' or may just be 'new' to GMing but its a wonderful product.
The NPCs are well realized (dedicating usually a page+ to the major 'Players'- their powers and their responses as Ally, Enemy ect).
This game would be an excellent place to start for roleplayers- who are perhaps transition from another medium (say play by post/forums) to Table Top games- or for people who want...
I enjoyed this little book a lot.
I haven't had a chance to use it at the table yet, but I really liked what I saw, and I think my players will too.
Not only will it help with our game concept I think it's a great way to get players involved i n the design process, and I can easily see myself using it even for my non Fate games.
This module was 'okay.' I did not find as much for my campaign as I hoped but, all in all, a well written addition. I did find enough to make the cost worthwhile and some of the hooks for scenarios worked very well in my game. I have most of the "Hell on Earth" scenario packs even though I don't use the game system. They can be very useful for ideas and 'tweaking' into differing post apocalyptic games.
It was a good read. I don't use the 'hell on Earth' system but still enjoy to modules because there is so much I can put to good use in my own game. Lots of worthwhile 'bits' and scene 'hooks' to lead the adventurers on.