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My favorite of the Curseborne Tasty Bit antagonists. The dynamic of how they shift in power based on whether they are feeding from a host or not leads to an antagonist who is difficult to kill, but not impossible. Based on the rules I think if you can get the being to hop at least 3 hosts it'll starve to death.
I can draw parallels to Its a Wonderful Life, where the Angel Clarence is actual a parasite that wants its victim to enjoy their "new life" and leave them to die in the real world.
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Really enjoy this antagonist type. Comes complete with a scenario to use them in.
I love the idea of an enemy that gets more powerful as they are allowed to stay alive. And the fact that they aren't concious of the damage they cause creates even more of a moral dilema in how to deal with them.
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A great adventure!
I ran this for my players yesterday and we had a blast! Thinking of running this for my second group as well, just need to get the timing right
The locations and npcs were especially well executed in my opinion so kudos to the writers for that.
I recomend this to anyone who wants to run a one or twoshot set in greece with a dash of childish whimsy.
Also recomended for those who likes avocados
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Easiest purchase I've made on Drivethru in ages, and thoroughly recommended with the highest praise possible - as someone who's written on other They Came From books, I can't decide whether to be jealous of their clear talent, or in awe! (it's awe).
I love Cyclops’s Cave anyway, and this book lays out a clear hook to get players involved as well as ensuring the story can go this way and that, rather than running overtly on rails. It's an adventure I will surely run for my group and I look forward to seeing how they handle each of the many challenges, as well as the brilliant monsters.
Even if it wasnt PWYW, this would be a highly recommended purchase - not just because you'll make some kids day and help inspire a new generation of writers and RPG fans, but because it's flat out a great adventure!
My congratulations to the writing team here, 11/10.
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Some of these sections I love. Particular favorites are the Ngoma, Kahu, and Solificati. The Kahu section I particularly enjoyed because it helped correct errors in the previous editions (re: the "Kapa Loei" name being wackadoo in translation) and it dealt with the conflicts between preserving traditional spiritual practices with the harsh realities of modern colonialism and cultural destruction but in a way that felt like it took some effort.
Also props for making a solid effort in helping me understand what the deal with the Taftâni is. I still don't really get them but I get them slightly more.
Other sections, I just... look, I understand that bringing certain groups into the modern era is hard but the writing in the Wu Lung section made me wanna kill myself. Could not have been a more severe contrast to the Kahu section's measured way of going at it. Really just came off as, "oh forget those old sexist patriarchal fogeys, we're the new generation" which is completely accurate to describe the old Wu Lung but they way it was written sounded less like a young woman in Hong Kong grappling with her paradigm and tradition having sexism baked into it and more like a charicature of a liberal college student from New York who wears Ruth Bader Ginsburg tee-shirts.
But overall a really cool book. Makes me wanna run an Ngoma character in my next game at any rate.
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I already love the Storypath Ultra system, and I'm a HUGE fan of OSR games like Shadowdark. So, when I hear about a more narrative game that simulates the dungeon crawl stuff of Old School games, my interest got peaked. But when I also found out that the magic system is similar to Mage, I was sold!
To me, the setting reminds me of a bit of the Dolmenwood stuff, but a lot like a unique version of The Underdark. And then there is the art!
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LIke the unique fantasy setting. Love the use of the Storypath Ultra system.
I really want to play this as it reminds me of Survival Based RPGs like Dark Sun.
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Storyoath ultra works good for this setting. Lore is a great smattering of tidbits to pick up and run with.
Character creation is severely flawed in the fact that everyone needs a religion and everyone needs membership in one of a limited selection of guilds. Personally I don't see a zealot of the Temple working as a member of the Kitchen guild as they'd be too busy investigating heresy. No matter how dark or perilous the setting, not everyone would take on religion for comfort. When this was brought up on the discord one of the flavor of the month onyx path contractors blew a gasket and called any argument about it stupid and uneducated so also deducting rating for being stymied by the onyx path echo chamber. Was also told on the discord thatfan created updates would be what's counted as "supporting the setting with ongoing official content" past the core book, screen, monster book and adventure book funded in the kickstarter campaign so another deduction there.
In the hands of another publisher this could be much better, but the premise is sound.
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WIth the amount of different RPG genres in this, literally keep you busy for years.
Personally favorite, They Came From Interstellar Ship!
Recommend!
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Useful for in person games if you print them off. Nice to have, but not necessary. I kind of wish each one was split into seperate files so I could purchase only the ones I need.
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Great introduction to the Storypath and Storypath Ultra systems. I'd recommend it for people who interested in dipping their toes into Onyx Path's games and for a nice pallette cleanser for those who are already fans of their games.
My favorite section here is They Came from the Billiard Room with the Candlestick! which is a Murdery Mystery game wherein there are abilities that really feel like I'm in a Who Dun It? murdery mystery. If you have friends who like Escape Rooms or Murder Mystery games this may be a great gateway to RPGs if they aren't into them already.
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As much as I love the Storypath system, Scion 2e falls flat for my on a lot of notes.
The idea that any myth is true at the same time really requires some storyteller chops to make it all coalesce together. Not to mention how you wish to integrate the passage of time when story's are timeless.
Character creation is rough. Players at our table spent a lot of time going back and forth in the book between different sections referring to different sections. Having played different systems before and after playing Scion 2e it really felt a chore to create your character compared to more streamlined alternatives.
I'd only recommend it if the idea of fighting ancient and modern myths in a urban fantasy is worth it wrestling through the clunky layout and raised bar for storytellers compared to more accessible settings.
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OSR meets deep storytelling. Folks who like SHadowdark but want more complexity and rich storytelling: this is your game.
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Very good world building. I enjoy the mix of traditional prose telling me what the world is combined with first hand accounts from its denizens.
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I've always been a Gamemaster of horror games, but strictly speaking, the World Below is not a full on horror game. And yet, it probably is more horrifying than a lot of dedicated horror games. Why? because in games that are fully dedicated to horror, the horror is EXPECTED by the players, which automatically makes it less scary. TWB lends itself perfectly for the occasional unexpected horror scene. From parasitic enemies to big monsters to claustrophic dark tunnels as well as personal horror, they can all be so easily implemented in this World Below.
I also have to talk about the Storypath Ultra (SPU) system. Coming from the Chronicles of Darkness games, I feel right at home with the D10 pool system. But it feels like a huge step in evolution. It is slightly more complex in its basic rules, adding tricks, complications , variable difficulty, enhancements and advantage, but by having this slightly more complex base system, subsystems can use the exact same rules, meaning you have to remember way less rules at the end of the day.
By almost completely eliminating dice modifiers, a player can roll their skill+attribute without having to worry about the GM deciding that you get a -2 to your pool after you already hastily rolled. It also feels better as a player because your dice pool actually represents how good your character is instead of just being part of an equation.
The World Below also includes a freeform magic system besides the fixed spells. It uses the base system of complications and difficulty making it very easy to learn and try out for a curious player while also being completely optional. If you ever tried to run a game with a complex freeform magic system and found that you need a very specific, impossible to find, group of players to make it work, this game is for you.
One more thing not mentioned in the other reviews so far: Kalm seasons:
The game is (by default) split into the regular game time (adventure) and Kalm season. It's an intentional misnomer of sorts. It's anything but calm outside of settlements. But inside it is, and it's the time for social interactions, crafting, doing rituals to help the settlement, leveling up and a chance for the Storyguide (GM) to change things up between adventures (Kaos energies can literally change the layout of the tunnels if the SG wants that, but thats just one example out of many). It also means players have a dedicated time to think about where to spend their XP.
Yes I love this book
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