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Treasure Island Adventure
by Timothy P. F. [Verified Purchaser] Date Added: 07/19/2023 02:16:42

As you might expect from a Night Owl Workshop book, the art is top notch black and white pen and ink drawings - evocative of a by-gone era of gaming that we all imagine existed but is as elusive and substantive as the Wild West perhaps once. Nevertheless, it captures the imagination.

Looking through the book there is a lot of information on how a Freebooters adventure could be run using characters from the Treasure Island classic pirate book by Robert Lewis Stevenson. There are stats for all kinds of pirates and good guys from the books along with generic characters. There is also a summary of key locations such as a port city, a table for random tavern encounters at the port, a weather table, and a long random name of passengers. There are even stats for different kinds of ships as well.

There is a description of several plot ideas that would get the GM moving the story along either parallel to the Treasure Island story, or simply in the world of Treasure Island.

While the book has a lot to offer and it is a really great book, I feel it falls more into the category of a campaign setting and not a ready to play adventure. I was hoping to see locations with specific boxed texts to be a really table ready adventure. I also would have liked to have seen random encounter tables at sea with pirates ships and sea monsters - maybe also using the lengthy list of NPC pirates statted out in the book.

All in all a nice book, but the GM will need to do some work to prepare this for the table unless you are a modern type of GM who is good at doing things on the fly. I myself will probably fuss over how to turn this into a seacrawl and then a hex crawl on different islands. Or, at least some kind of point crawl. I will then end up making up encounter tables and a sea map....



Rating:
[5 of 5 Stars!]
Treasure Island Adventure
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Warriors of the Red Planet
by Alexander B. [Verified Purchaser] Date Added: 06/24/2023 12:41:41

This game is a godsent. It uses the kinda of rules within TTRPG's that are much more roleplaying instead of rollplaying. Bringing things to a manageable core that can be used for fun adventures. I myself have an adventure i'd love to release at some point with it, and which includes alien remnants meaning secretly more to the players than they know.. And which lure to a vast treasure of alien tech that should allow the players to kick pretty much anything's ass on Mars. And where it any other system i don't know if i could pull that off so well. This game get's an utter 8.5 out off 10.



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[4 of 5 Stars!]
Warriors of the Red Planet
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Treasure Island Adventure
by Christopher c. [Verified Purchaser] Date Added: 06/23/2023 11:34:28

Smart as Paint this one is... Excellent treatment of one of my favorite tales! All pertinent characters and plot are included, yet you can also take all of this material and make it your own version for your campaign. Fits perfectly with the Freebooters RPG. The real treasure for me was seeing this laid out for the game and of course Long John Silvers stats ! The art and maps are well done and fit the flavor of the product, The spanish main is fleshed out here and there are a nice set of crew generation tables to boot! And more than what ive listed. Thanks for this product Night Owl, me thinks gold dust of ye!



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[5 of 5 Stars!]
Treasure Island Adventure
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Guardians
by Andrew G. [Verified Purchaser] Date Added: 05/01/2023 18:32:22

utterly loved this game. Character generation with seperate origin and class just worked, i couldnt find a concept or published character I couldnt fit. The combat system was quickand worked. some of the powers needed expansion and rewrite, super attribute was really difficult to balance and i had to rewrite it with houuse rules for example, but supers games a complex to get right and always need some tweaking



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[5 of 5 Stars!]
Guardians
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Warriors of the Red Planet
by Pablo A. A. [Verified Purchaser] Date Added: 05/22/2022 18:16:06

Five stars for the 2019 version: auto cleave, +2 for shields, good skill system, flavourful spell list, beautiful bestiary and spaceships. This is one of my top three games. Four stars for the latest version.



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[5 of 5 Stars!]
Warriors of the Red Planet
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Warriors of the Red Planet
by Andrew M. [Verified Purchaser] Date Added: 04/14/2022 14:33:40

I love this book- I love the writing and I love the art. I bought this sometime back, and am only now, getting to my backlog of reviews- and I would be remiss if I failed to extoll the virtues of this excellent work!

Every page is evocative of the era and the creators from that era- but geared toward space fantasy, what we called science fantasy when I was a kid. I get lost in the chapters that cover monsters and races, every time I open the book- this is a complete work, by every metric. If you world-build at all, you need this book.

The art suits the genre perfectly. I am an artist in recovery, and I was never this good!

I loved this book so much that I bought most of the other offerings from this publisher- of particular interest was their work on super heroes, check it out.

Five solid stars. You deserve six.



Rating:
[5 of 5 Stars!]
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Beasties
by Edward A. [Verified Purchaser] Date Added: 07/15/2021 15:03:56

This is a great 0e suppliment. Works well with white box rules. Looking forward to picking up Beasties 2.



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[5 of 5 Stars!]
Beasties
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Tower of the Moon
by A customer [Verified Purchaser] Date Added: 03/21/2021 11:18:40

Minor spoilers follow. Enjoyable exploration of a tower with a moon worshipping/werewolf theme; undead are the main opponents. More than just a treasure hunt, as there is a captive to rescue, rival adventurers, and various items with which one can interact. Consistent tone: the seemingly bizarre spectral dance makes sense after later revelations; imaginative magic items which fit the backstory. Treasure might be a touch light, but there are interesting items for which you will need to find the right buyers. Some rousing combats to win.

One aspect that could be improved is the presentation of immediately important information in room keys: possibly bullet points or short boxed text could be used. The adventure does address attempting to enter via upper windows. Maps are clear, and the repeats of individual levels in the text are helpful.

In play, the party scared off the rival group, gained useful information from the Wise Wolf, and triumphed after some tough battles; they recruited Mariya.

Familiar themes, but stylishly done, well crafted. Highly recommended.



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[5 of 5 Stars!]
Tower of the Moon
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Warriors of the Red Planet
by Alex B. [Verified Purchaser] Date Added: 06/15/2020 19:28:51

This is exactly what I want a booklet like this to be - a way to convert old school basic D&D to Barsoom (or similar other sword and planet settings). Good character class options, solid trope monsters, fun pulp sci-fi gadgets, it's got everything.

I don't think I need to say much more than that - if you know what Barsoom and the OSR is, then you're in the right place. If you don't, then I'm surprised you find this in the at all.



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[5 of 5 Stars!]
Warriors of the Red Planet
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Warriors of the Red Planet
by Timothy B. [Featured Reviewer] Date Added: 11/07/2019 13:51:21

Warriors of the Red Planet by Al Krombach with art by Thomas Denmark and published by Denmark's Night Owl Workshop.

The PDF is digest-sized, single column, with black & white art from Denmark (so you know it looks great). At 128 pages it is a good-sized volume. And all for $8.00. They could have made it $10 and still it would have been a great price. Overtly the book is for Swords & Wizardry.

This game is more inspired by Burroughs than actually being Barsoom.

There are five races to play, Ancients, Elevated, Exotic, Humans and Unliving. And four classes, Fighting Men, Scoundrels, Mentalists, and Scientists. Each class goes to 10th level.

Mentalists have powers, Scientists have gadgets and they both work roughly like spells.

There are rules for character creation, equipment (including swords and rayguns), and several examples of play.

While I said it is overtly for S&W, there is Ascending and Descending AC and "Basic-like" saving throws.

There are some great monsters added to this as well. Any of which can be ported over to any OSR games if you wish. Many are recognizable from Burroughs, but there are plenty more as well.

Some of the races get more detail in the appendix. While an Exotic can nearly be anything (with random tables to boot!) some of the more common types are listed here. As per Burroughs we have Red, Green, Black, White and Yellow Martians. Earthlings on Mars are also discussed.

Appendix A covers all sorts of random terrain, building, missions, and the unexplained along with weird science artifacts.

Appendix B adds the eldritch to Mars with the Sorcerers of the Black Gate.

Appendix C adds an optional skill system.

Appendix D covers ship to ship combat.

And finally, Appendix N (yup) covers suggested reading.

Again, this is a great book and 100% compatible with other "old-school" books from Night Owl Workshop. And easily worth twice the cover price in my mind.



Rating:
[5 of 5 Stars!]
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Tower of the Moon
by Pablo A. A. [Verified Purchaser] Date Added: 10/08/2019 15:46:08

Cool adventure with plenty of elements to add to any random session.



Rating:
[5 of 5 Stars!]
Tower of the Moon
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Colonial Troopers: Knight Hawks
by Eric F. [Verified Purchaser] Date Added: 09/21/2019 13:15:53

"What if the first RPG was inspired by hard Science Fiction as written by Robert Heinlein, Poul Anderson, Isaac Asimov, and Frank Herbert instead of Tolkienesque fantasy?

Colonial Troopers is a science fiction RPG compatible with the original fantasy roleplaying game and subsequent editions, and other “OSR” games that follow in the mold of the original like, Guardians, Warriors of the Red Planet, and others. If your tastes run towards battle hardened combat armor, some attention to real physics, and explorations of just what it is to be human, you’ve found the right book. As in the fiction of the above writers, the players are confronted with an unforgiving universe full of wonders and deadly quirks of science ready to astound and enchant, and cull the unwary."

Sometimes I need a break from the constant fantasy network of Dungeons & Dragons to get back to the roots of my hobby. In this case it was the fact that many of the games that I started out with in the heady days of Seventies war gaming were sci fi or science fantasy games. Games such as the mico game such as Starfire, Warp War, & many other classic sci fi war games which brings me to Night Owl Workshop's Colonial Troopers by Steve Perrin, & Thomas Denmark. Now this table top role playing game brings together many of the classic races, PC classes, etc. of military science fiction which during the Seventies was huge. Even in the niche circles of wargaming & among science fiction paper back & book fans this was the golden age. But what if Gary Gygax & Dave Aneson had designed original Dungeons & Dragons along these hard Sci fi influences lines?! The result would be the Colonial Troopers table top rpg.

Basically this game plays like a combination of Dune, Star Ship Troopers, Alien, & many of the 70's thru 90's military sci fi I love so much. I really do love the game but its been heavily & almost totally overshadowed by Stars Without Number. While SWN is a fantastic game Colonial Troopers has all of its own original Dungeons & Dragons feel in military space thing going on right outta of the gate. This is brings me to the promised space war game/adventure expansion book for Colonial Troopers & yes I'm speaking of Colonial Troopers: Knight Hawks By Thomas Denmark. Now I went to Mr.Denmark & asked for a copy for review. Fortunately I'm happy to report that this game expansion clocks in at eighty pages of Colonial Troopers goodness. Yes it comes with a hex map in the PDF so you can run right outta of the the space battles, squad level adventures, dungeon & ruin battles, that you've come to expect out of Colonial Troopers. Colonial Troopers: Knight Hawks By Thomas Denmark takes space combat, ship stats, ship stat sheets & marries them too the the Colonial Troopers table top rpg. So that the dungeon master & players gets the sort of action one might see in an alterative 70's sci fi rpg & table top enivorment especially if your using sci fi minatures or paper minatures.

You can see the intent with the included adventure campaign Zombies on Zeta mini-campaign which encapulses all of the squad level themes within Colonial Troopers: Knight Hawks By Thomas Denmark. It takes the dungeon clearing action & marries it up with the Bug Hives, Bugs types, etc. within this book. Yes I love the smell of roasting bug in the morning! There are Conversion Notes for the other games within the Night Owl Worshop lines especially Warriors of the Red Planet. With Warriors of the Red Planet you get Mars through a Barsoom lens & Colonial Troopers: Knight Hawks By Thomas Denmark you get the rest of the solar system through a military post colonial campaign lens. The game book is well done & the material lives up to the the Colonial Troopers table top rpg. moniker. I was rather impressed & pleased to grab copies of both of these games!

Eric Fabiaschi Swords & Stitchery Blog Want More OSR goodness & support for this And Other OSR products please subscribe to https://swordsandstitchery.blogspot.com



Rating:
[5 of 5 Stars!]
Colonial Troopers: Knight Hawks
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Beasties 2
by Timothy B. [Featured Reviewer] Date Added: 03/11/2019 13:36:59

Now I have gone on the record, many, many times, talking about how much I love monster books. My first glimpse into D&D was way back in 1978-79 when I first saw and read the Monster Manual. Very few books have come close to that feeling of unlimited potential. So when a new monster book comes out, I have to take a look and usually grab it.

Beasties II from Night Owl Workshop has something of a pedigree in my mind. The art and text are from none other than Thomas Denmark. He is responsible for some of my favorite art during the d20 boom, in particular, Citizen Games' "Way of the Witch". Plus I LOVED Beasties I so grabbing this was a no brainer for me.

Beasties II is a digest-sized book. 90 pages with black & white art. According to the sales text on DriveThru the book contains: 27 Monsters 8 NPC's 40 Drawings 1 Map Article on Goblinology

The book follows the same format as Beasties I. Like the first Beasties it certainly punches above its weight class in terms of monsters and content. All the text and art is by Denmark himself.

The book is designed for "Original Fantasy Rules" but plenty of conversion notes are given for OSRIC and Basic Fantasy. There are also some conversion notes for Nite Owl Workshop's other games Colonial Troopers, Guardians, Warriors of the Red Planet, Raiders of the Lost Artifacts and Freebooters.

The definition of "monster" is certainly very old-school too, with some traps, "minor monsters", and NPCs included for good measure.

But the REAL reason to get this book is goblins. There are several goblin hybrids; Blorc, Bugbearzerker, Gnomblin, Hoblin, Hoblin (Cruel), Koblin, Zoblin and a whole article on Goblinology or the Ecology of the Goblin. Frankly, the book is worth it for all of this alone.

Seriously. If you like goblins then grab this now.

There are also some undead and some really fun fiends. The Drumph gets a full publication so that is now. A new aquatic humanoid race is introduced, the Shahatha. I rather like them to be honest and will be porting them over to my 5e game.

The NPCs are also a lot of fun. One, Isaina Lyd’ar, reminds me of the work he did for Way of the Witch. So much so I might convert to a White Box Witch. She looks like she would be fun to play. Maybe she is a Sinderan Witch tradition.

So a lot of great content for $4. Plus the entire work is released as "Open" under the OGL so that is a nice touch.

Bookmarks in the PDF would have been nice as well as a PDF clickable table of contents, but that is a minor thing really.

If you love monsters get this book. If you love goblins you REALLY need to get this book.

This reveiw also appears here: http://theotherside.timsbrannan.com/2019/03/monstrous-monday-beasties-ii-from-night.html



Rating:
[5 of 5 Stars!]
Beasties 2
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Warriors of the Red Planet
by Paul K. [Verified Purchaser] Date Added: 03/01/2018 08:51:56

This rulebook is a true gem. The "Sword and Planet" genre is wonderfully brought to life though simple but effective rules for character races, classes and equipment. The sample bestiary is packed full of colour and immediately began giving me ideas for adventures.

This is not 'Barsoom', but rather a tool kit for playing adventures either in worlds inspired by literature, or in unique worlds designed by the umpire.

Many sets of rules contain unwanted umpiring advice. The notes in '"Warriors of the Red Planet", however, were extremely useful. They give pointers on the look, feel and 'geist' of sword and planet settings, and advice for effective creation of settings. There are delightful charts for generating adventures, ruins, strange alien flora and local colour. The book also comes with a treasure list of ancient tech and strange items to serve as treasures.

All in all, this is a wonderfully complete game, and all in 124 pages.

I was delighted with the illustrations in this book and in the adventure"Mechanical Men of Mars". Not too many, but all well placed and simply beautiful.

I would love to see more material come out for this rules set.



Rating:
[5 of 5 Stars!]
Warriors of the Red Planet
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Raiders!
by Thilo G. [Featured Reviewer] Date Added: 08/30/2017 04:08:35

An Endzeitgeist.com review

This rules-book/toolkit for original edition-gaming clocks in at 128 pages, 1 page front cover, 1 page blank inside of front cover, 2 pages of editorial, 1 page ToC,1 page final quote, 1 page SRD, 1 page blank inside of back cover, 1 page back cover, leaving us with 119 pages. It should be noted that the pages are formatted for a 6’’ by 9’’ booklet; if your sight’s good enough, you can thus fit about 4 pages on a single sheet of paper when printing this.

This review was sponsored and chosen as a prioritized review at the request of my patreons.

All righty, so what is this? Well, we have basically a complete game on our hands here, one based on OD&D, obviously, so we begin, unsurprisingly, with character creation coming first: The classic 3d6, 6 times, as well as 3 sample ability arrays are provided. The book then explains modifiers by attribute – 18 equals +3, 3 equals -3. The system also provides advice on which class to choose; you also choose a big phobia, equipment and your Luck throw; maximum hit points are governed by class, ranging from 10 to 6; Armor Class is 10 sans equipment, attack bonus is +1 at 1st level, +0 for scientists. Simple, right?

Well, attributes are the classic 6, but what about Luck? Well, it represents the saving throw mechanic – you roll d20, add the associated attribute modifier and try to roll above the target number, with examples provided. On a natural 19 or 20 r on a 1 or 2, you have a lucky break or a bad break.

Characters have hit points and HD (Hit Dice); progress and improvement is achieved by gaining XP – the pdf advises on awarding XP for achieving goals, killing monsters and accumulating treasure. Cool: Publishing accounts of your exploits nets you an XP-bonus, which emphasis the archaeology aspect implied by the game.

There are 3 basic classes – the mercenary, the raider and the scientist, all of which cover 10 levels, with slightly different XP-values: Scientists require 600.000 XP to reach 10th level, raiders 400.000. Mercenaries have to choose whether to get +1 with melee weapons or ranged weapons at 1st level and nets +1 BHB (the attack bonus) per level; Luck starts off at 14 and improves to 5. 3rd level nets the option to create explosives from scratch, which is nice – however, no range is provided for these. I assume that the demolition targets a single creature, but spelling that out would be nice. Similarly, the pdf does not note how long it takes to make these – so yes, you will probably need to make some referee-calls there. Damage scales, btw. 7th level yields an attack- and damage-buff for allies in sight and adhering to a concocted strategy at 9th level can provide defensive bonuses for the allies - +2 to armor class and Luck rolls. Thankfully that btw. has a time limit

This would be as well a place as any to note that, personally, I’d have loved to see attributes and armor class capitalized – Luck rolls are, so not sure why these aren’t. It’s an aesthetic complaint and thus won’t influence the rating, but yeah.

Scientists are basically the “casters” – they get scientist gadgets of levels up to 5 and progress their BHB only to +6. Gadgets may be used only once per day, unless otherwise noted, and lost gadgets require $100 per gadget level to replace; they are powered by power packs and these may be replaced for $100 per scientist level. Basically, the power pack acts as the battery for the scientist; on a meta-level, it explains the need to rest etc. Treasure hunters would be the explorer/thief/rogue-stand-ins, with the skills to open locks, stealth around, climb walls – you get the idea. No percentile rolls or the like are required, just fyi – it’s d20 plus the associated attribute bonus – which, unlike the references to the respective attributes, is btw. capitalized. Languages are btw. not something you’ll be awash in (good thing, as far as I’m concerned!) and yes, you can multiclass.

Now, if you have a phobia, you get +1 to an attribute of your choice (I assume it caps at 18) – however, when faced with the phobia, the character must succeed a Luck roll or be paralyzed for 1d4 rounds! 20 sample phobias are included. 7 sample, fluffy backgrounds are similarly provided and we conclude this basic character creation section with a sample character build. We move on from here to equipment and find e.g. sample prices for transportation as well as a variety of weapons – though the melee weapon table has a glitch – the dagger-entry should obviously only sport 3 asterisks, not 4 – it makes no sense for it to behave as though it was a whip, which 4 asterisks denote. Weapons that are two-handed, just fyi, inflict +1 damage. The ranged weapons table also notes RoF (Rate of Fire), including easy rules for burst and full auto firing; military weapons, usually illegal, are noted, as is when a weapon can be concealed under jacket or long coat…which is, frankly, less consistent than it should be. Machine guns can be concealed under a jacket, so can a magnum revolver…but a regular revolver can’t be? Also really weird from a consistency point of view – the asterisks that denote whether a weapon is concealable or not are different on each page: On page #1, the asterisks are behind the cost (weird), while on the second page of the table, they are wither behind the weapon name, the damage, or the RoF – the latter of which, oddly, also sports an asterisk. That’s…kinda confusing.

Now, regarding AC, the pdf provides ascending AC as a default, with descending values in brackets, for those so inclined, with the basic armor pretty much capping at 15, helmets providing +1 and shields similarly ranging between +1 to +2 to armor class – which is, once again called AC here. Mundane equipment is similarly covered, ranging from cameras to toolkits. Vehicles come with ACs and hp, maximum speed, weight, cost, etc. – but also DR. I assume that’s supposed to be damage reduction, but I am not sure – the table doesn’t properly explain this value. Speaking of things the tables fail to explain: AoE and vehicle weapons have a column that’s called “Cap” – no idea what that’s supposed to denote.

Next up would be the gadgets, which include smoke bombs, UV goggles, short-range electro pistols, etc. – these are very brief in how they work, to the point where they are somewhat opaque. If e.g. a smoke bomb is a gadget, do you have t pay for “item destroyed” or can you pick the pieces back up? How long does a long-range radio wok each day? The somewhat ambiguous way in which these work will, alas, require some referee calls. Relics, i.e. magical items, can have a variety of effects, with Excalibur presenting an example to give the referee an idea.

Speaking of the referee – the pdf continues to provide basic advice for the referee, covers light, poisons, drowning. Time is measured as known; 10 minutes are a turn, a round is typically one minute. Hirelings are included and combat works in a simple manner:

Both sides roll initiative – 1d6. The side that wins acts first: Ranges weapons, spells and devices are used first; then movement is resolved and finally, melee attacks are resolved. After both sides have acted, morale issues are resolved. Once a character is reduced to 0 hp, you either are dead or get 1d6 rounds of grace before dying, depending on the choices of the referee. Cover will generally provide between -1 to -5 to attacks.

From TN0 to advanced grappling, the pdf provides some alternate, optional rules – though the latter, with its control point tracking, seems like complexity for complexity’s sake to me, complicating a simple system that has, as its main draw, its simplicity.

Beyond these rules-basics, we also have extensive advice on structuring campaign and adventure design, themes of the system and tropes – from lost worlds to cliffhangers and rival investigators, this section provides some interesting options. However, where the book really starts to shine and come into its own, would be when it emphasizes its pseudo-archaeology-angle and whole-heartedly embraces the wackiness: We are introduced to the ancient astronauts school, the idea of lost super civilizations, the idiocy of nazi archeology[sic!]…etc. – basically, from esoteric pseudo-science to ideas that still resonate through our fantastic games, these are all explained in their basics – and while I loathe such pseudo-science in real life, I absolutely adore how they make for great scavenging material for roleplaying games.

From here on out, we cover a metric ton of different artifacts and relics from our own mythology, from Pandora’s Box to the Sudarshana Chakra, with multiple suggestions for possible uses and powers of the respective relic. This massive chapter is most certainly one of the coolest sections herein and makes for a great section. Speaking of which: I only have the warmest praise for the trap section – you see, obvious traps are automatically detected, so the traps noted herein are different, focusing not on simply rolling to disarm, but presenting them more like a challenge for the whole group to overcome, a methodology that gets two thumbs up from me.

The pdf also sports an array of random tables for McGuffin hunting on the fly; beyond these, we get stats for cultists, nomads, gangsters and also some monsters, ranging from ghouls and golems to strange mechanisms, mermaids, mummies, animated statues, vampires, werewolves…and yes, an extensive array of animal stats can also be found. The first appendix contains a ton of different villains, places and societies drawn from real world, ranging from agrippa’s book to Ayer’s rock and beyond- which is an inspiring read, but also utterly unfocused and random; I don’t get why this section has not been organized better.

Appendix #2 contains an optional class, namely the occultist, who needs 1.000.000 XP to reach level 10! They basically provide an optional spellcasting class, which gains spells of up to 5th level from whatever OSR-game you’d like to use in conjunction with this…or you can use the array of spells presented herein, which, once again, are very brief – to the point where e.g. question marks for Luck and Move of a conjured imp as well as issues regarding range, parameters, etc. of the spells once again require some referee calls. Upon gaining a level, the class must roll and potentially gain a corruption – all of which are disfiguring, but not necessarily crippling. Still, spellcasting remains an opaque process. A very basic adventure sketch can be found and the 4th appendix sports optional skill-system – with class-specific ones etc. allowing for some diversification. 80 additional phobias (why not include them among the original 20???) and an appendix N section complement the pdf.

Conclusion:

Editing and formatting are generally good on a formal and rules-language level– while I noticed a couple of typo-level hiccups and some odd formatting inconsistencies, as a whole, the game is understandable, though novices may be puzzled by some components. Layout adheres to a no-frills one-column b/w-standard with thematically-fitting b/w-artwork. The pdf does NOT come with bookmarks apart from the blank pages before front and back cover, making the use of this in the electronic format horrendously annoying. I can’t comment on the print version, since I do not own it.

Darren Watt, Thomas Denmark and David Pulver’s “Raiders!”-game is an interesting, per se well-crafted one-book-RPG. It does several things right: getting started is really easy and deserves applause. However, at the same time, the rules often do not provide the level of precision I’d have liked; and no, this does not have anything to do with being old-school: From LL to LotFP and S&W, there are enough examples that get this right. The other issue that can provide some issues would pertain tables not properly explaining mechanics, which can be wonky. So, while the basics of the game are didactically concise in their presentation, the details are a bit less impressive.

At the same time, there is a lot to be loved here: The focus on archaeology as a theme is something that really appeals to me and while campaign setting-wise, we don’t get much to work with, both the traps and relics and the fluffy ideas provided make sense in a good way. There are a lot of things to like here.

…so, should you get this? It…kinda depends. If you have a pulpy setting and look for some hard rules to supplement them, then this’ll do the job. Similarly, if you already know 0e-rules (since some aspects could be spelled out more clearly…) and want an easy to pick up system, ten this should do the trick well. Referees should have a bit of experience under their belt to make this work as smooth as it should due to the various minor glitches, though.

On the other hand, this book is not as precise and concise in the rules-language as it should be, so if you do mind making rules calls, then this may not be perfect for you.

This, as a whole, makes this a mixed bag for me, one that would be on the positive side…but frankly, the lack of bookmarks makes using the pdf really annoying. Ultimately, this reduces what would otherwise be a tentative recommendation to something less enthused: My final verdict: 3 stars; a worthwhile purchase if you’re interested in the idea of running a pulpy 0e-style game and can stomach some rough edges.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Raiders!
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Creator Reply:
Thanks for the review! You make a lot of good points. I agree in some places it could be better organized, and no doubt there are typos (I am more of an artist by trade than an editor, but I do my best). Regarding: "80 additional phobias (why not include them among the original 20???)" This has come up in other reviews. The book itself explains why: "The most game appropriate phobias are listed in the main character creation rules. These are additional ones that may require more work on the part of the Referee and player to integrate into the game. Or they may make excellent phobias for villains or NPC’s that temporarily join the player’s adventure." Anthropophobia (fear of people) might be a bit severe for a PC, but possibly great for a villain. Hippopotomonstrosesquippedaliophobia (fear of long words, seriously) might be a bit silly, or good for a one off. I liken the decision to the same reason a museum curator doesn't have the entire museum collection on display. I carefully curated what I thought were the best 20 for PCs, and to streamline character creation a bit. But there are so many interesting ones I didn't want to leave out thus the appendix. (and if you couldn't guess by the clean 20+80=100, yes the original list was compiled together in the character creation section with a simple d100 roll until some late editing decisions). tldr; I liked how an abridged list of 20 looked, felt, and worked in the character creation section.
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