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I ran this quickstart adventure at a local gaming meetup with a varied group. Some had never role-played before. Others had role-played but had never played a horror game before. Others still had role-played, had never played a horror game before, and really disliked White Wolf games. (Why they decided to come play Geist with me I have no idea. Sometimes gamers are just weird, you know?)
Anyway, by the end of the afternoon, everyone was very enthused about the game, including those that didn't like White Wolf games!
In Geist, the players portray people who have died and been brought back to life by an unholy pact with a powerful and alien ghost called a Geist. This Geist has a particular resonance with types of problems/issues/deaths, depending on how it (and the player character) died. As a result, the characters are drawn into ghostly affairs and compelled to resolve them if they want to continue living. They also have issues with respect to how they are treating their "second ...
Rating: [4 of 5 Stars!] |
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Four Color to Fantasy was one of the first superheroic games to come out during the d20 boom and it showed a bit in its earlier edition. This, the Revised Edition, cleans up the system and presentation quite a bit, while expanding it further.
Essentially, 4C2F is a bolt-on system to D&D Third Edition. It can be used as a standalone or in conjunction with the 3E class rules. The core engine that 4C2F introduces is the "hero" class, which gives the character points which can be spent on superpowers, similar to many other point-buy superhero systems. Thus, if you want to introduce superheroics into your fantasy system, you might have a Fighter 3/Hero 6, to reflect, say, an experienced soldier who was given an alien power ring after rescuing a crashed pilot.
Fantasy in the D&D mold and superheroics have a lot in common - the heroes may or may not be paragons, but they are a cut above the common folks, and they take it on themselves to protect the innocent. Often they have magical po...
Rating: [5 of 5 Stars!] |
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The purpose of a preview is to get across the basics so that you can make an informed decision on whether you want the full product or not. Four Color to Fantasy has a very particular way that they approach "fantasy superheroics" and this preview gives you an idea of what it is. (In sum, a new "hero" class gives a character points with which to build superheroic powers as with other, more obviously point-buy superhero games.)
The price is free and the quality is good.
Rating: [4 of 5 Stars!] |
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For anyone who is a fan of Frazetta's art, low magic, dark fantasy, or Molly Hatchet, this is a must-buy. Classic sword and sorcery. Goodman Games has done a very good job of translating the six-issue mini-series from Image Comics into a 4th-edition adventure. No, you don't get to play the Death Dealer, but you do play the adventurers who ultimately allow him to enter the world. As I read through the adventure, I wondered if I could tell my group we were playing a one-shot adventure, and not let them find out what we were playing. To have them arrive at the climax and "discover" the horned helmet and axe would be very, very rewarding.
As I said the adventure is very good, but I was also impressed by the six appendices. The first is on character creation - the races of Iparsia. If you're like me, and enjoy human campaigns, this will give you five human race options. As a fan of vikings, I was very glad to see stats for playing Vikavians (from the Dark Kingdom comic series). Also, there...
Rating: [5 of 5 Stars!] |
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Vampire: The Requiem
Vampire: The Requiem begins with forty pages of printed fan service to the kind of Vampire player who was too insecure to simply walk into a bar and have fun. The Requiem itself is described at great length as being little more than schemes and social interactions that “all” Vampires they must indulge in. This core focus of the game is thankfully contradicted around 150 pages later.
The text becomes really dry in between this description of the Requiem and the end of the Rules chapter. Much of this is essential reading, so maybe it's appropriate that these sections have all the life and vigor of a textbook. Then again, this is also a game. Games should be fun.
The last pages of the Special Rules and Systems chapter begin to paint a broader picture of different character goals. Now the book starts getting good.
At this point, it is important to stop and point out that White Wolf's staff have taken great care to relate Derangements to real world mental i...
Rating: [4 of 5 Stars!] |
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A product that will appeal mostly to Shadowrun completists, 10 Jackpointers delivers exactly what the title promises: brief biographies of ten members of the JackPointer network.
Rating: [3 of 5 Stars!] |
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Interesting npc class. Lots of new uses for the eye candy characters. Good plot twists to add to your game.
Rating: [4 of 5 Stars!] |
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Vladicu the Sorceror is providing proxy access for another to post her thoughts on RPGNow. The true author of the extensive review that follows is Dark Mistress (necromancergames forums)
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I am posting a review of this product up here and in the adventure section. Mostly because this section gets more traffic and I would like to draw people’s attention to this product.
Ok this is my very first adventure review. To be totally honest I am a bit unsure how to review an adventure with out spoiling too much, while still giving you enough information to purchase it if you want it. I hope I can hit that point. If you have any questions about the adventure I will be happy to try and answer your questions.
This product is 145 pages long. The cover, credits, ToC, OGL and back cover take up 5 pages. A note about art... there is almost no art at all. I believe there is only 3-4 art images in the whole book(not counting maps) so the bulk of this 145 pages is adve...
Rating: [4 of 5 Stars!] |
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(Crossposted at the Grand OGL Wiki)
API Worldwide: Europe by Third Eye Games is a 90-page campaign supplement for the Apocalypse Prevention Inc. system. It retails for $9.99 at Rpgnow and is probably available at other vendors as well. While the cover indicates that this is a European sourcebook, there is not enough space to cover all the European countries in detail and instead provides good detail on the London home base of API and an overview of European sites that fall within their jurisdiction.
The book covers England in detail as well as provides background on many of the larger European countries as well as they current mystical or political entanglements as well as important locations. Two items from this section that I particularly liked were the mystical location known as the Hall of Dreams located in Budapest and the Bridez of Dracula, a folk rock group of Taylari who are touring Romania. There are a lot of adventure hooks scattered throughout this first section of th...
Rating: [4 of 5 Stars!] |
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First I would like to say I got the PDF free for purposes of this review.
This product is 25 pages long. 1 page for cover, 1 for credits, 1 OGL at the end and 1 page of weapon table of special abilities(which also has a random chart for rolling for creating random magic items). The other 20 pages are taken up by the 101 new magical weapon abilities descriptions and such. The art work is good with good borders making for a very pretty product, though it is not very print friendly. A B&W copy with no borders sent along with it would have been nice for printing purposes.
Since this is a product for just a 101 new magical abilities I am just going to list a few examples from the book to give you a idea what to expect.
Ambush – adds 1d6 to sneak attacks, does nothing if you don't have sneak attack. Equal to a +1 enchantment.
Blood Bonded – When someone not of the family bloodline attempts to use the weapon they take dmg equal to the equal to the weapons enhancement bonus. If...
Rating: [4 of 5 Stars!] |
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First I would like to say a few things about this product. One I got the PDF free for purposes of this review. Second I will honestly say I had no intention of buying this product at first.
This product is 22 pages long. Cover, credits(with a nice dedication to Gray Gygax for Against the Giants) and introduction, each 1 page long. There isn't any chapters but I am breaking it up by chapters so it is easier to review.
Chapter 1 – Jotunnar as a race (4 pages)
This deals with description, society, relations to others, religion, alignment, racial traits, height, weight, etc. There is a nice viking feel here and the society is well written and interesting. They have a choice between 2 sets of stat bonuses. Both are balanced with other races in PFRPG.
Chapter 2 – Racial Paragon Class (9 pages)
It starts off with a page that explain what a racial paragon class is and how they work. One of the things I think will disappoint some people is that. As a Jotunnar you have to choose at 1s...
Rating: [4 of 5 Stars!] |
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This is everything you need as a player. A wealth of information on learning the earthdawn system. Written in clear language that explains things well. Good if you are looking for a fantasy game that actually has a reason for dungeons that makes sense.
Rating: [5 of 5 Stars!] |
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Great module for Flashing Blades or any other Musketeer role playing system such as All for One and One for All. Characters are detailed, interesting plot line, and period accurate. Excellent chrome for En Garde games
Rating: [5 of 5 Stars!] |
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Great module for Flashing Blades or any other Musketeer role playing system such as All for and One for All. Characters are detailed, interesting plot line, and period accurate.
Rating: [5 of 5 Stars!] |
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Strays from the actual historical aircraft, but has some interesting alternate history variants. Good addition to Leftkrieg or Luftwaffe 46 games.
Rating: [4 of 5 Stars!] |
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