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KULT: Divinity Lost - Tarot Cards
von Lorène Y. [Verifizierter Käufer] Hinzugefügt am: 08/28/2023 14:08:07

Just get the Tarot Deck Rules, it has the same picture quality as this pdf



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KULT: Divinity Lost - Tarot Cards
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Solo Game Master's Guide (PDF)
von Bob P. [Verifizierter Käufer] Hinzugefügt am: 08/21/2023 16:03:46

This book gives great insights in the why? and the how? of solo roleplaying. I very much appreciate the point of view, and it provides another perspective that will help me as I start to make my choices and scenes heading into my solo campaigning journey. Oh, the tables are nice, too.



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Sentience 2d20 Revised Core Rulebook
von Jonathan C. [Verifizierter Käufer] Hinzugefügt am: 08/20/2023 18:41:58

Great system if you're a fan of classic science fiction! great opportunities for everyone at the table to explore what it means to be alive through the viewpoints of their characters. A lot of flexibility in the system for people that want to create their own world. Give it a shot on game night!



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Sentience 2d20 Revised Core Rulebook
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STA Captain's Log Solo Roleplaying Game (TNG Edition) PDF
von Joel S. [Verifizierter Käufer] Hinzugefügt am: 08/15/2023 17:16:28

I think it is fairest to compare this to One Ring Strider Mode or Ironsworn/Starforged. In this company I think it falls a little short, but perhaps it is just different.

There is no character progression. You can shift your stats a bit but you do not grow from Zero to Hero in this one. If that's important to you this might not be for you.

About 2/3 of the book is just nicely organized Star Trek lore. If you are a Trek fan it is worth buying just for this.

There are some great random tables/oracles that are very Trek specific. Again this is one of its strengths.

Character creation is a drawn out process. If you enjoy making detailed characters you will like this. If you rather have simple characters, then you may struggle with this. The problem is no one really acts alone in the star trek universe. You are part of a crew. Captain's Log does not deal well with this and the complex character creation is not helpful when you really need a crew of several people. Pre-gen crew members would be a welcome addition to this as would pre-gen spacecraft. Getting ready to play is a multi hour process to generate ships and crew. Captain's Log also doesn't address companions or allies in its play through, a major oversight in a Star Trek game. I would love to have a catalog of 40-50 crewmembers already generated that I could assemble into my bridge crew or take on away missions.

The weak point is the 2d20 system. But honestly you don't get to the rules of the game until chapter 5, 179 pages in. Then all the rules are laid out in a fairly brief 45 pages. This is not a "fiction first" system. In examples of play the book repeatedly has you roll then afterward narrate the details. Combat is always a minor part of Star Trek but it is important. It feels very squishy and abstract, but then everything feels a bit squishy and abstract in this system. First one to land 3 hits wins. After playing for a couple hours to where I felt comfortable with the system I converted my characters over to Savage Worlds and had much more fun and didn't look back. Still using the oracles and a lot of the background info (I already know most things Trek but it is a nice reference.)

The overall structure of the game focuses on what feels more like a writing exercise for an episode script. Each mission has 15 scenes divided into three acts and many of the things that will happen in these acts are known before you begin. You fill in some blanks along the way but it very much feels like the episode outline is developed before play begins. I tried this before ultimately rejecting it. I don't need my RPG to have an episodic story arc that is quite so neat. I like multiple overlapping dangers and surprise twists at any point, and this playstyle didn't seem to lend well to that.

As to exploring, something that One Ring and Starforged does very well, this doesn't seem to capture it at all. I would have appreciated something of a hex map crawl like Starforged, One Ring or even Forbidden Lands.

A bestiary of villains, both individuals and ships, would have also been nice but is completely missing, though combat is so lacking in detail that I don't know what stats would actually differentiate a rabid tribble from a gorn.

Bottom line, The oracles are nice and it is a serviceable compendium of Star Trek lore, but I would recommend hacking in an entirely different system to play, one that excels at sandbox exploration and has more meaningful use of companions and character development. I would also recommend a more fiction first approach.



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Star Trek Adventures: Core Rulebook
von Andrew l. [Verifizierter Käufer] Hinzugefügt am: 07/31/2023 12:34:31

When I first encountered this RPG, I was blown away. The beauty and simplicity of the dice system hit me hard, and bubbled on my brain for months. Narrowing the scope to just SF officers, and therefore being able to have just 5 stats and 6 skills was a masterstroke, in my opinion. Couple that with this idea of a 2d20 dice system which generated a linear curve of 0-2 successes, and was readable by players right off the dice because you roll to get < stat+skill just blew me away, completely. Add the idea that if you roll near 1 it's a complication and near 20 is an advantage, sweet icing. I was less happy about the core rulebook when I bought it, though, becasue 90% of the book was Trek lore. I eventually got myself the starter set which had the core rules, and gave away the big, hardbound book to a friend who wanted it.



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Star Trek Adventures: Core Rulebook
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Dune: The Great Game: Houses of the Landsraad (PDF)
von Maleesha T. [Verifizierter Käufer] Hinzugefügt am: 07/23/2023 21:34:08

This an amazingly detailed book and it has great info on the galaxy that Dune takes place in and the Houses, that I really just bought it for that. Its also very pretty :)



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Dune: The Great Game: Houses of the Landsraad (PDF)
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Titanic Triumph (Core Rulebook)
von Chris M. [Verifizierter Käufer] Hinzugefügt am: 07/23/2023 13:15:06

From the first time I played Modiphius' Conan 2d20 system, I thought it would be an excellent system for a medium-crunch superhero game. Titanic Triumph does a great job of utilizing the core mechanical elements of the 2d20 system (like Momentum and Doom -- here called Chaos -- and the dice system) and intergrating them into the genre and super powers. The book itself is well-written and very well organized with a nice, clean layout that is easy to read. I like how the powers are organized into physical, mental, meta, and talents. The inclusion of meta powers that lean into the 2d20 system mechanics is very clever, and if it doesn't suit your particular approach as a GM, you can just disallow that section of powers (although I think that would be a shame).

It's hard to find good medium-crunch ttrpg systems in the superhero genre space imo -- they tend to be too rules light or heavy crunch like the classic games in the genre -- but Titanic Triumph lands nicely in that middle space, and I think the system is fast and easy to learn for people new to it. I've played a lot of 2d20, and it doesn't take long for players to get the hang of it and enjoy fast-paced, fun combat. The term "medium crunch" shouldn't scare you -- it's not overly fiddly in combat as D&D-type games tend to be, and you can build a cool superhero using these rules in less than an hour without needing a spreadsheet.

Along those lines, this is very much a roll-your-own system at this point. There are a few example characters for reference and a brief adventure outline, but if you're going to run Titanic Triumph, you're going to have to build your own villains and craft your own adventures (although adapting either from other systems is a breeze compared to other high-crunch superhero systems). Anyway, I definitely recommend this game, which lands at a great price point for the amount of fun it delivers, if you like 2d20 or are looking for a good medium-crunch superhero game that combines gamist, narrativist, and simulationist approaches in a nice, balanced way.



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Titanic Triumph (Core Rulebook)
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Liminal: Pax Londinium
von Avram S. [Verifizierter Käufer] Hinzugefügt am: 07/21/2023 10:30:57

This supplement for the UK-centric modern fantasy Liminal presents their version of the city of London. This book is full of interesting plot hooks and NPCs for a Liminal game set in London. The writing and characterization in the book is top-notch. One difficulty with the book, which the book acknowledges, is that it offloads a lot of the heavy lifting about the city of London to other sources. As an an American who's only been to London for a single day, there was a lot about London I simply don't know and this book is no help with that. Even geographic designations or descriptions would have been useful.

In summary, I highly recommend this book for Liminal adventures set in London. It is even useful for other modern fantasy games. However, the buyer unfamiliar with London should be aware that they will need to do some outside research on the city of London to make full use of this book.



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Liminal: Pax Londinium
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Fallout: The Roleplaying Game: Winter of Atom PDF
von James S. [Verifizierter Käufer] Hinzugefügt am: 07/15/2023 15:37:23

This might be one of the best expansions that Modiphius has ever released. It builds on the base Fallout RPG system in interesting and flavorful ways, and the core campaign of the book is an amazing read. It successfully builds on the Commonwealth setting without leaning too hard on the big factions of Fallout 4, giving the players, minor characters from Fallout 4, and the new NPC's introduced a chance to shine. The new NPC's and settlements are the real meat of this book, and Modiphius knocked it out of the park. Information is provided in clear and concise ways that makes it easy reading for me as GM, and they hit the sweet spot of providing enough details that I feel I understand characters and places really well while also leaving room for me to introduce new elements that I'd prefer or that result from player actions. The advice they offer for everything from the best way to describe horror elements depending on your audience to the "fallout" from the player's actions during quests is really great.

If I had a quibble with thos book it's that it does leave some important parts of the Commonwealth out. Most notably Bunker Hill is only mentioned in passing, which seems odd for a story that deals a lot with supplies in the Commonwealth during winter. But this is a minor quibble for me, and the books is overall well worth its price of a little over twenty bucks.



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Fallout: The Roleplaying Game: Winter of Atom PDF
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Cohors Cthulhu RPG Quickstart (PDF)
von Bob V. G. [Verifizierter Käufer] Hinzugefügt am: 07/09/2023 13:26:21

Recently, I soloed my way through Cohors Cthulhu RPG Quickstart (82 pages) which does include an awesome adventure that could be modified for any RPG.) For the solo engine, I used a yes/maybe/no oracle. I did use the six PCs that are included in the quickstart. The adventure started right after an attack on a caravan. The caravan master is in a fight to the death with a dream-frenzied villager. The PCs kill the villager and the caravan master is wounded. The PC Egino casts one heal spell on him, but technically, all of the PCs have “scrapes and bruises”. So, the PCs loot the bodies and then escort the caravan master to the nearest village.

They meet the village leader and at dusk, they all go into Miltrude’s Hall and bar it from the inside. They sleep for two hours and then they hear a commotion outside. They open the door and then find themselves in combat with a dream-frenzied berserker. They kill him, bar the door again, and sleep for another five hours. In the morning, three cultists are harassing a villager. The PC Gerfrid scares them off. The PCs figure out that the trouble seems to be coming from a nearby farmstead. When they get there, they have an encounter near the barn. They are forced into combat against a dream-frenzied villager, a cultist protector, and a drude. The three enemies are defeated, but Herodion the PC also goes down. Egino attempts to heal him with a healing spell but the botches the attempt which kills Herodion (Oops!).

There are now five PCs left and they have not even entered the manor yet. So, Egino casts The Gods Guide You. It is successful and the PCs can now get to the troublemakers without worrying about the cultists (the cultists are occupied with barriers and complications). At this point, the PCs kill Gislin, Ingolf, and Lao-Ur. When Lao-Ur is being killed, it brands the PC Cossus with a brand/tattoo. The cultists run off, the PCs loot the bodies and then go back to Miltrude. She thanks the PCs but her face goes pale when she sees the brand on Cossus.

Give this Quickstart a try!



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Cohors Cthulhu RPG Quickstart (PDF)
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Rangers of Shadow Deep - PDF
von John M. [Verifizierter Käufer] Hinzugefügt am: 07/04/2023 12:13:38

Amazing game! But the fact that the PDF doesn't come bookmarked is, to be frank, silly. Easily a 5 star game but in this day and age bookmarked PDFs are the norm, especially a game with this level of production. I wrote Modiphius to double check I had purchased the correct, most up to date, verision. No response.



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[3 von 5 Sternen!]
Rangers of Shadow Deep - PDF
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2d20 System Reference Document
von Emmanuel P. [Verifizierter Käufer] Hinzugefügt am: 06/23/2023 06:14:28

This is a very intruiging document which covers many optional rules besides its core, which enables you to create your own settings from elegant Achtung! Cthuluh to rather crunch heavyweights like Conan and Infinity. I would love to see a polished and layouted version of this SRD as a properly published book, because it has much potential to be used as a generic system for homebrew settings. If you like the style of 2D20 games, this document is an invaluable asset to realize your own setting ideas!



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2d20 System Reference Document
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Ahris Remastered Fantasy Roleplaying Game and Setting
von John S. [Verifizierter Käufer] Hinzugefügt am: 06/15/2023 13:26:03

Ahris Fantasy Roleplaying Game is exactly what I have been looking for!

If, like me, you wanted to keep playing D&D type games and settings, however your interested in a system beyond the regular rules we have used for years and especialy if you like the 2D20 core system by Modiphius games as found in Conan or Achtung Cthulhu for its cinematic flare, then this is for you.

Built with the 2D20 World Builders Community Content Program, this system and setting fills a niche that Modiphius has yet to tackle, one of traditional fantasy RPG. There are over 60 of the traditional fantasy monsters stat blocks included, everything from bandits to goblins, medusas to undead, slimes and of course Dragons! If thats not enough you can use the monster/npc creation system to build your own. Magic, the most difficult of subjects to get right in game design, is thoroughly covered with four unique types of casters and again, with a create your own tool kit. You can also just jump right in with over 20 spells statted up and ready to sling!

I have already used the rules as GM for an older and venerated wildernes exploration/dungeon delve scenario and it worked as advertised. I have played in several sessions as well. It felt like my old days of discovery when I first entered the hobby, yet with an updated and sleek engine running the mechanics. Prep was easy. My players thouroughly enjoyed the session as well.

This game is sleek and well thought out, a great balance of rules that dont get in the way of the action as you play.

As an RPG GM and player since 1983, this set of RPG rules and setting is as professionally writen and put together as anything currently or previusly on the market.



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Ahris Remastered Fantasy Roleplaying Game and Setting
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Solo Game Master's Guide (PDF)
von A customer [Verifizierter Käufer] Hinzugefügt am: 06/04/2023 14:05:24

I've been an avid tabletop roleplaying gamer since the Satanic Panic, and while I'd played with using random tables or oracles to try to run solo games to feed my thirst to play, they didn't flow well or reproduce the thrill of "playing to find out". The closest I came to solo roleplaying success might have been old Traveller's character generation, where as I rolled the career that the character went through, I imagined what each roll of the dice meant. What happened during that period of service to get the character that +1 in Bribery? Of course, the fact that a character could die during character creation added some of the surprise or thrill that seemed to be missing from other attempts at solo play.

Fast forward to the pandemic in 2020, and even though I had been playing games online for years, I found that because of work and the pandemic, I couldn't often seem to find the time or energy for online sessions. This has made me think about solo gaming both as a form of entertainment and as a way to prep for running games for others: what better way to learn the ropes of a system than to try it out solo first?

Geek Gamers, on the other hand, came to solo roleplaying as a natural step from a childhood: "the way I make up stories comes from years of spending time alone as an only child and using my mind to create other worlds. Often those places had magic. They were always escapes." (p.2)

Later, their love of interactive fiction games (such as Zork), loving RPGs but not having a group to game with. Having a degree in Victorian Literature also seems to have informed Geek Gamers development as a solo RPGer in that they have a solid understanding of how plots develop and scenes are written to be engaging. In their own words, the purpose of this book "is [to] explain some basic tenets of storytelling and narrative and apply them to working with RPG rules, mechanics, and constructs. These are the strategies I turn to in my mind when I’m playing. These are what give my sessions the compelling stories you see developing. And these concepts are what I’ve put into words for you, here in this book." p.2

Even Character Creation is Play Geek Gamers definitely delivers on laying out how to make solo gaming compelling and entertaining. First, they lay out that "Solo RPGing is what you want it to be, not what someone tell you it is." (p9) In other words, they give you the permission to bend or ignore rules in order to make the game entertaining. Some may think this strange, but for many following the rules is seen as being true to the game or author, so explicitly being given permission to do that in order to make a solo game fun is necessary for those people. Solo gaming is, after all, "all about story." (p.10)

How do you make solo play interesting? This is the meat of the book. It is not full of oracles / random tables to help you along. Instead, they lay out the approach to setting up the scaffolding for a good story. Going against how the majority of RPG rulebooks are laid out, they say to start with the setting and hook over character development. Many of the tips are ingenious in their simplicity, such as:

  • Setting a rule for when to cut a scene after 1d6 actions, which helps keep the story moving along and keeps scenes from stagnating
  • How to avoid using dice when just picturing yourself in the scene could give you the answer.
  • Don't start with character creation, but build the setting first, so that you're setting the stage for the story. What's the history of the place? You don't need it all, just the big picture or most relevant/interesting, of course.
  • Start with a trinket to "anchor your character to the physical world." What's its history? Why is it important to the character?
  • "[A]llow random table results to be interpreted as thematic results, not just literal ones." This helps to create a story with an arc and richness, rather than a cluster of random events and places.
  • Use non-gaming books, such as novels to generate ideas by randomly flipping to a page or rolling dice to determine the page number, then read from the page to find the ideas you need.
  • Don't look to tables to provide direction, but embellishment.

The book goes on to provide several other ways to come up with ideas to push the story forward and avoid the common dead ends that players often experience in solo games by using basic oracle tables. One of my favorites is creating your own random tables, and making them nested to provide more emotional or evocative places. Even the table titles can be made to be evocative: not "Wandering monsters" but "Escapees from the wizard's laboratory".

Needless to say, there is much more detail and guidance in the book to make you realize that solo rpging can be a narrative puzzle that can keep you engaged for hours. To help you along, the author includes a how-to-start-your-first-session checklist, as well as a recommended reading list that in many ways is for fiction writers or movie script writers. Then again, isn't that what we are doing in our minds -- creating a movie?

I give this 5 stars because it definitely succeeded in its goals, introduced me to new ideas and approaches, and it is a book I will be returning to reread on a regular basis as I sharpen my solo-roleplaying skills.



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Blood and Doom Primer Bundle
von Darya S. [Verifizierter Käufer] Hinzugefügt am: 05/26/2023 10:23:13

This game doesn’t give you something really unique or mind-blowing. It is plus-minus standard dark fantasy with evil cults and the approaching end of the world. But. It is interestingly written and well-illustrated, and gives you a lot of stuff just for free. Waiting for the full version.



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