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Delta Green: Countdown
Verlag: Pagan Publishing
von Christopher D. [Verifizierter Käufer]
Hinzugefügt am: 10/27/2022 13:17:44

STILL an absolutely, fantastic supplement, possibly one of the best supplements ever written, period. WITH A caveat for the Print on Demand Hardback:

The quality of the paper in the Hardback is about on-par with what you could print out yourself at home. I take this down to the scan, or the quality of the PoD printing they were able to afford, especially for a book this large. To my knowledge, the original books were never printed in a hardback format, and now comparatively rare and expensive. I have copies of both the first two original Delta Green books physically and there is a definite difference in the contrast and values is noticable when comparing certain illustrations.

The following are images from the Night at the Opera discord (Thank you to ControllingCrowds for providing these)

(Left) Print on Demand Hardback vs (Right) Original Softcover

(TOP)Original Softcover vs (BOTTOM) PoD Hardback

If you cannot tell the difference in the prior 2 images, you will definitely notice it here:

(TOP) Original Softcover Printing vs (Bottom) Print on Demand hardcover.

I have checked and the afforementioned problems are also present in the PDF scan.

NOW, SHOULD YOU BUY THE HARDBACK? This is down to how much this matters to you. As I say this, used copies of Countdown can be found for $65-$75 on Ebay and Amazon. However, having been around before The Conspiracy kickstarter, I know this is not and will not always be the case, copies (regardless of edition) often going for around $80-$90+.

Do you have a direct attachment to these books and already love their art? Are you patient? If so, grab a second hand copy and pray it has the Club Apocalypse map still in the back.

Do you want a PDF? Then just buy the PDF here and support Glancy. It's text-searchable, and Lord knows he needs it.

Have you not read these books before?

Are you waiting on the Countdown release for The Conspiracy, want to read the material early and struggle reading EReaders?

Do you want a hardcover book, or one you can take to your local gamestore without fear of damaging an expensive out of print book?

If any of the above is true, buy the Hardback book.



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Darkly Through the Labyrinth
Verlag: Abstract Nova Entertainment
von Christopher D. [Verifizierter Käufer]
Hinzugefügt am: 08/04/2022 02:17:00

This is one of the best RPG concepts I have ever seen crippled by one of the worst systems I have ever seen. It's not outright broken, but having skill improvment linked 1 to 1 for successes and failures is a horrible choice, let alone the insult that is villain creation (which I won't spoil in case anyone wants to play it)

If the concept intrigues you, read the first 2 chapters. They are largely worthwhile. Outside of that, discard the rest. Run this concept with something like Delta Green or world of Darkness.



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Delta Green Evidence Kit: The Labyrinth
Verlag: Arc Dream Publishing
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 08/17/2021 01:32:47

Pretty damn good.

Only thing is I wish there were more photos of Renko. But I guess that's fitting.



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Delta Green: ARCHINT
Verlag: Arc Dream Publishing
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 08/03/2021 01:21:15

Fantastic collection of artifacts to throw into a Delta Green game. Two from prior scenarios but the ones that aren't are lavishly detailed and deconstructed. There's some clever design in here like the Brixton Shard having very few SAN checks require for its use since... well... using it is going to require SAN checks from Violence anyway. The Gowdie Shape is probably my favorite with The Kurville Executable and blood of the feeder coming in second and third. ALL Of these artifacts practically scream to make ops around them or to be found wrapped in plastic in a green box. At least two have potential links to groups from other supplements, and one from a forthcoming supplement. There's also some clever visual design like each artifact having slightly different colored pages, only really noticable if you flip through the PDF. It's excellent across the board and varies from "That would be a clever way to involve this entity/group" to "Oh my god that would horrible if it got out and could easily be an op". You get detailed histories and some gorgeous artwork (The Gowdie Shape illustration might be my favorite piece in all of the art for the line so far). Very few of them scream immediate death trap in a way that your Agents wouldn't feel like they knew better. (Not even Blood of the Feeder which comes the closest.) The Brixton Shard in particular feels like the perfect thing to hand to a leader of a small-time cult or occult tinged criminal organization in order to make the final engagement with them much more engaging. Or just a random spree killer. Might throw some of these at my players when I get a chance.

If I had to have a singular nitpick it's such a hilariously minor one. Some of the artwork on the pages crosses pages, but others don't. That's pretty much it and I'm pretty sure there is a graphic design reason for it. That and MORE. There needs to be MORE.



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Delta Green: Need to Know -- Free Starter Rulebook
Verlag: Arc Dream Publishing
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 06/16/2021 18:49:53

Yeah it's as good as people say it is.

Just snip off the scenario at the end with a PDF Snipper tool and you're good to have rules to give your players when they play.

It's a bit like The Haunting in that it's clearly meant to be customized. Can't wait for the roll20 version that I hope is still coming out. You could probably run a few games with just this and some decent homebrew.

The scenario at the back has the chance to become the new "The Haunting" in all honesty.



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Barbaric!
Verlag: Stellagama Publishing
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 04/22/2021 23:15:18

I didn't like this on a first read, but it's a very simple, very effective 2d6 Sword and Sorcery game. Don't expect D&D/OSR, your characters are capable and good at something from level 1. This is a game where you play Conan types, thieves, and sorcerers as dangerous to themselves as everyone else. Healing rules could be a tad harsher but critical hit tables already make combat absolutely brutal and something with considerable cost.

What surprised me was this DID pass what I consider the "Sandy Peterson test of Sword and Sorcery games" which was that he mentioned a scene in a Conan story where a guy gets the drop on Conan with a Crossbow and Conan surrenders, something which would NEVER happen in D&D or a similar game. Due to the damage crossbows and Bows do, The magic rules are suitably dangerous and uncertain with a lot of potential for really interesting failure.

Soundtrack it to Dust's Learning to Die.



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Thank you for your excellent review!
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Delta Green: PX Poker Night
Verlag: Arc Dream Publishing
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 04/17/2021 19:31:31

Far better than the original scenario and a tad tighter with far more art than the original (which had none).

It also removes the Dimensional Shambler from the original scenario and tightens the focus a bit, and adds a hell of a ton of quality of life improvements like a table of SAN values so you don't need to roll for everyone in the base. If you need more pregens you can grab the original Poker Night which is still on DrivethruRPG.

As for the scenario it's decent. My players weren't the biggest fans of it but that may have been down to my alterations rather than the scenario's fault. It's set in the 90's, it's got a pretty decent amount of combat, and creative players may get a lot out of it.

It's solid for a one shot but starting a campaign with it might be a tad tough.



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Delta Green: The Complex
Verlag: Arc Dream Publishing
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 04/17/2021 19:25:42

Pretty much essential if you want to give your players the full swath of the US Government for options. This is close as you can come to an "Expansion pack" to the Agent's Handbook and is something you can hand your players. $10 feels like the perfect price for something like this honestly.

Have a player who wants to play an armed park ranger? With this you can! It even has an incredibly helpful page showing what pages all of the agencies are between this and the Agent's Handbook.



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Visceral and Emotional Damage
Verlag: Chaosium
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 03/27/2021 15:50:33

Absolutely fantastic and quite useful.

If you want to torture and torment your players into trying to avoid combat or undue violence this is your best bet. In my campaign I have personally used it with some fiat on my part for whenever players roll a major wound. What this supplement is good at is creating longer-term consequences or penalties for fighting and getting hurt in combat, as well as emotional damage for undue acts of violence, letting you mechanically punish players who decide they want to kill the kind old man just because it would be funny.

If you want players in your group to be able to lose hands, limbs, break bones, ribs, lose eyes, get scars, this is the supplement for you and your keeper.

The only small niggle I have with it is that the locational damage chart/die roll in the game book doesn't correspond to the one in current 7e which seems like a wasted opportunity to make things easier on Keepers. You can easily just use the tables for each respective body part however and ignore that entirely.



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The House of R'lyeh
Verlag: Chaosium
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 03/27/2021 15:45:33

As Alexander L. has said, it's a mixed bag.

The Jermyn Horror was quite easily the most disapointing for me as the scenario has very, very little to do with the original story. If the Jermyn Connection wasn't there or this went through more playtesting it might have a chance to shine but as is, I can't imagine running it being much other than a really unpleasent experience. It also features the single worst written line in any adventure I have ever read. Can you imagine forcing your players to spend an entire hour to search a room just because the adventure says its so in disrepair that it would take that long?

The Art of Madness I am presently running through and if you have the GM chops and know-how, maybe chop it down a bit it could easily be run alongside another adventure set in Boston as a sort of side-adventure given that if players can find their way through the clues at a decent speed it would likely not be very hard to go through it in a single evening. That being said give it a solid read through first since while it can be quick its flexibility for campaigns and detail is its best quality. It seems like a brilliant scenario to potentially introduce Ghouls into a game as a long-term antagonist. For a comparably "lower key" and "lower stakes" Mythos scenario it's hard to think of much better. (I'd almost consider it a brother to "Paper Chase" from the Starter Set)

Nameless Cities, Nameless Terrors I am considering attaching to my eventual Shadows of Yog-Sothoth campaign, but I had a few issues with it resurrecting a VERY famous dead person in the Mythos.

Get it on sale. Don't get a physical copy, it's not worth the money. The design and art of the book is all over the place and most of it is quite bad. This is from the era of Chaosium's books where just about everything was butt ugly and this is no exception. Some of the images are even improperly cropped or stretched to fit the frames they are in, which is downright INSULTING .

This gets a 3/5 largely out of the strength of the small handful of good adventures alone.



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In the Court of the Yellow King
Verlag: Arc Dream Publishing
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 03/27/2021 15:34:33

An Excellent little two scene play which would be fantastic as a handout for any King in Yellow related games or just as inspiration.

During parts of reading this I actually had fantasies about the potential of running a play of this.



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A Wizard
Verlag: Ripley Station
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 03/02/2021 21:14:51

FANTASTIC for one shots. Really disturbing and unsettling albeit the kind of thing that's difficult to slot into an existing campaign. Packed page by page with art it is definitely worth the $8 and I wish it got a lot more attention. This is a horror module, and the better you do at lampshading that fact and sell it as a generic fantasy or D&D game before they play, the more fun this is going to be when it comes out. Know your players before you run this to make sure so you aren't pushing any boundaries but once they reach floor 3 they are locked in. Another fun one is "you don't remember why you were coming here in the first place" to sort of hint at the fact that The Wizard called them there. It can be run with minimal prep with something like Basic Fantasy RPG but just make sure if you run it to know the system in and out first.

If I have any complaint it's that I wish there was an expansion to it, or honestly more reasons for players to enter "the abyss", potentially some kind of reason to enter it given that the tables for this area teak up more than half the book and there's only a small handful of ways to get shoved into there, unless I missed something.

Otherwise, if you are a DM who loves creepy stuff and surprising your players you can't do much better.



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Alone Against Fear
Verlag: Ganesha Games
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 09/15/2020 12:49:23

Quite good. It reminds me a lot of a roguelike moreso than a traditional pen and paper game. Yes, the events can get a tad repetitive over time, but there is a sort of "meta" going on underneath with specific items being able to unlock extra scenes. Fascinating and actually worth the $12 for a solo RPG player.



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Delta Green Quarantine Bundle [BUNDLE]
Verlag: Arc Dream Publishing
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 09/15/2020 12:48:02

An excellent deal that remains one of the best deals for gaming during the quarantine.



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Realms of Crawling Chaos (Labyrinth Lord)
Verlag: Goblinoid Games
von Chris D. [Verifizierter Käufer]
Hinzugefügt am: 09/15/2020 12:47:31

Realms of the Crawling Chaos is a fantastic supplement for any OSR game, which not only focuses more closely on Lovecraft's own material v.s. the expanded universe created by later authors, but takes the material with less kitsch and more seriousness than what you would expect for a "add cthulhu to D&D" supplement. I have not run any of its content yet so unfortunately, I cannot speak for the balance but I can speak for the writing and content, which is pheonominal to a large extent. The book restricts itself to only entities introduced in Lovecraft's own work, his collaborations during life, and his contemporaries whom he referenced during his lifetime, so don't expect Byahkees, but do expect Clark Ashtom Smith's Tsathogguah, or the White Apes from Facts Concerning the Late Arthur Jermyn and His Family. There is quite a lot of material curbed from the often unexplored earlier works of Lovecraft, and as a result the feel of it is quite different from what you traditionally get from a Lovecraft supplement, focusing far more on the sincere fantasy aspects of Lovecraft's work than the science fiction. What results is a world that is just as lethal as any OSR game, but with new unknown wonders that offer variety from the typical Tolkein-esq tropes. It also offers a considerable amount of advice for getting the tone and themes right for a game with these concepts. This advice is considerable, and the book is deliberately designed to suggest a setting for keepers rather than give you an entire hard locked setting to play around in.

There are new races, both for basic and advanced LL, one of which is secretly a group of Innsmouth hybrids (for extra fun, don't let your players know what the Sea Bloods ARE except that they are effectively a cleric race class, and then run the generational mutations as time goes on and let the rest of the party slowly realize what they are), another are white aps or white ape hybrids. All of the new races are quite interesting and offer up a lot of potential roleplaying scenarios of prejudice and paranoia, but what is fascinting about this is since the players play as these types they get to experience the horror of this themselves. It's uncomfortable, and not for everyone, and I can definitely see many tables not being comfortable with a player race called "Subhumans", but the roleplaying opportunities for exploring gritty dark and uncomfortable topics are fascinating and adult without ever really drawing attention to it directly. For example, in the alchemy section there is an "Oil of Sea Blood revelation" which could easily be used by an angry mob on a Sea Blood PC hinting at much of the potential prejudice and mob rule that could come about if the secret of their blood was ever revealed. Similarly, Subhumans need to masquerade as ugly humans or face persecution and death. My only gripe about these new races, is white apes seem a tad too exotic to give to players straight out the gate from the beginning, and that the basic versions of these races might not always have enough benefits to make up for the considerable disadvantage they may have socially due to their race. I also wish there was a basic race which functioned as a "magic-user", as although Sea Bloods work as Clerics, humans would be the only ones in basic capable of casting magic. Maybe they are the only ones that foolish.

I decided that when I run my own game of this, I am going to omit elves and halflings from the setting, and make dwarves more of a subterranian semi-xenophobic culture, pale skinned, who's eyes are so adjusted to the darkness that they need tinted goggles in any light more than that of a torch. They are also the natural enemies of ghouls.

The monster bestiary is nice, and the new magic system of alchemy is quite interesting. I am surprised it took any game this long to create a spell for the "spirit bottles" from lovecraft's The Terrible Old Man. My only gripe with monsters is the truly laughable illustration of a mi-go, but it is a part of the art which is doing a great job aping that early TSR style, and at times does a good job going for the style used in 1st Edition Dieties and Demigods' Cthulhu section. However, the real show stopper is the chart in the back for the creation of random magical artifacts. I adore the idea that in a setting like this, not every magical object players may find will be useful or even something they should come within 20 feet of. Not every piece of treasure will be something they can sell, and they might even need to try to destroy some of it given how dangerous it is.

All in all, I have become a little obsessed with this book, as it has given me so many new ideas for worldbuilding of my own setting using Labyrinth Lord and the quality of this book actually directed me toward checking out the Labyrinth Lord rules. The only thing I wish I could see more of is examples of more other-worldly and wonder and horror inspiring dungeons or adventures, stuff like the cities of the white ape from Facts Concerning the Late Arthur Jermyn and His Family, or that gorgeous drawing of R'lyeh from Shadows of Yog-Sothoth. It might not even have to be something that extreme, but tips for creating realms with an uneasy feeling, maybe even a detailing of a Sea Blood village, or where the Subhumans live. This is a setting that I would love to see more of. Medieval Cthulhu stuff exists, but actual fantasy Lovecraft? That is rare and there is simply too much unexplored territory here to be left. This book does something I wish more RPG books did and that's create a sense of mystery once you start to piece its ideas together.



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