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Shadow of the Weird Wizard
Verlag: Schwalb Entertainment
von Edward [Verifizierter Käufer]
Hinzugefügt am: 03/09/2024 22:16:15

Ring Side Report- RPG review of Shadow of the Weird Wizard

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Shadow of the Weird Wizard System- Shadow of the Weird Wizard Producer- Schwalb Entertainment Price- $19.99 here https://preview.drivethrurpg.com/en/product/457226/shadow-of-the-weird-wizard?affiliate_id=658618 TL; DR- A LOT more but not what some expected. 99%

Basics- Family friendly fantasy Schwalb! Shadow of the Weird Wizard is Schwalb Entertainment's family friendly fantasy RPG. Let's look at the basics then the breakdown.

Base Mechanics- This game is d20 based with the normal base numbers you would expect. There are only four attributes (strength, agility, intelligence, and will). The interesting part is your abilities directly determine a bonus to any roll. If you are asked to make a will roll, you look at your will attribute, subtract 10, and add that number to a d20 roll. So if you have a will of 13, then then the bonus is +3. Simple. This goes for everything from attacks to opening a lock. The number you are aiming for most times is a 10 for a success.

Boons and banes- Aside from a d20, the other die this game uses often is a d6. If you have an advantage in a situation, then you roll a boon or a d6 and ADD the value to the d20 roll. If you have a disadvantage you roll a bane or a d6 and you SUBTRACT the value from the d20 roll. If you have multiple boons or banes, you roll multiple dice but combine only the most extreme penalty or bonus to your d20 roll. Boons and banes counteract one another, so two banes and three boons mean you get one boon on the roll.

Combat- Combat is a bit simpler than Shadow of the Demon Lord. Here, each side takes a turn with the GM or Sage going first. All their NPCs go first moving, attacking, or casting spells, and then the players can choose whatever order they want to take. Each turn a player can move and take an action. These actions are attacks, spells, and anything else a player can think of.

Leveling up- This is the biggest change Schawlb brings to the world of RPGs. Leveling up in all the Shadow games is simple and occurs quite often. After a four hour adventure, you level up. Not after multiple sessions. Not at specific XP levels. Just after every completed game. Leveling up is also predictable. Level 1 and 2 you get levels in your base class or your novice path. Level 3 and 4 you choose an expert path. 5 is back to your novice path. 6 is your expert path. 7 and 8 are a master path. 9 is your expert path, and finally 10 is the master path final level. The classes/paths are split into four basic areas: fighter, rogue, wizard, and cleric, and this is the same for both the expert and master paths as well. So you can be a novice cleric, then a mountebank (rogue), and finally an alienist (wizard) and the flow will be fun and works well.

Ok, now my breakdown.

Mechanics or Crunch- I like the Shadow games. This is no different. This one doesn't have the slow/fast turn mechanics of the Shadow of the Demonlord, but that will make this appeal to a wider audience of gamers. Aside from that, this game’s goal is to be fast. Schwalb wants to make an approachable game that flows fast. And this does. 5/5

Theme or Fluff- Schwalb is not known for being family friendly. His other stuff is just bizarre and gross AND I LOVE IT. This is meant to be a very different experience. It's well done, but if you want the gothic horror of Shadow of the Demon Lord, you will be disappointed. However, if you want a family friendly game then this is the Schwalb Entertainment that you would bring to the table. 5/5

Execution- This is a solidly put together game that meets all the base requirements I need and want in a book. There is art that breaks up text blocks. There is a solid layout to ease reading. And there are hypertext to make this a breeze to move through quickly. The one thing I do not like is the lack of a walkthrough of making a character and leveling up. I know it's not hard, but those things are something I think really helps the new players. That said, this is a near perfect book for production. 4.9/5

Summary- I have always loved what Schwalb Entertainment puts out. It's a very different philosophy compared to other RPGs and companies. This is no different, but it is a change from the normal tone of Schwalb. Not bad, but different. You have to know exactly what you are getting here. This is a player book, not a full system book. The original Shadow of the Demon Lord was an all in one book. This is not that. If you think that this one book will do it all, you will be disappointed. But this book doesn't skimp on content as you get a crazy amount of things for your money. I just would like a few more examples for perfection. 99%



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The Little Book of GM Gems, Volume 1
Verlag: Dragonlaird Gaming
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 12/24/2023 22:28:52

Ring Side Report- RPG review of The Little Book of GM Gems, Volume 1

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- The Little Book of GM Gems, Volume 1 System- None Producer- Dragonlaird Gaming Price- $4.99 here https://www.drivethrurpg.com/product/458456/The-Little-Book-of-GM-Gems-Volume-1?affiliate_id=658618 TL; DR- Listen to ancient wisdom! 99%

Basics- Want some free advice? Little Book of GM gems are articles from Knights of the Dinner Table providing ideas for GM of all levels. Let’s break down what’s here.

Mechanics or Crunch- This isn’t a setting or a crunch book. It’s an advice book, so there are no mechanics here. -/5

Theme or Fluff- If this is an advice book, how’s the advice? Honestly, It’s solid. It’s not new, as it's from the Knights of the Dinner Table Comic, but it's good. This is pretty timeless advice that new GMs can use and old GMs can use a refresher on. 5/5

Execution- Overall, this is a well laid out book, but there are a few small issues. Hyperlinks, decent font, good layout, and pictures all make this an easy read. There are some issues with background and the use of a cramped cursive font in the intro of each chapter is a bit hard to read. This is good, but not perfect. 4.9/5

Summary- This is a well done product, but if you should buy depends on what else you have. If you have every Knights of the Dinner Table comic, then this might not be the best purchase. I don’t (one day, but not now!), so this is a solid read as I get some good advice. I’ve gotten some of this advice before from older GMs at cons, but not everyone has that opportunity. This product fits that niche of passing along good advice to GMs who haven’t gotten the expertise from meeting other GMs. It’s not completely new, but it is completely good. It’s a solid product, but make sure you are getting what you want. 99%



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Weird Wizard Quick Play
Verlag: Schwalb Entertainment
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 08/12/2023 22:54:38

Ring Side Report- RPG review of Shadow of the Weird Wizard

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Weird Wizard Quick Play System- Shadow of the Demon Lord Producer- Schwalb Entertainment Price- FREE here https://www.drivethrurpg.com/product/447890/Weird-Wizard-Quick-Play?cPath=46428?affiliate_id=658618 TL; DR-Classic fantasy from the Schwalb?! 100%

Basics- We must face the weird wizard! Shadow of the Weird Wizard is Shadow of the Demon Lord brought to a much more traditional and family friendly world from Robert Schwalb. Let’s break down the quick start and then the review!

Mechanics- This is classic Shadow of the Demon Lord game play. It’s d20 based but numbers are MUCH smaller than your classic DnD 3.5. Bonuses to rolls are attribute - 10. A 12 means you get a +2 to the roll and a 7 would mean a -3. If things are good you get boons where you roll a d6 and add, and banes are roll a d6 and subtract. You get the sum total of boons and banes together and you get a total of up to 3d6 taking the best/worst to any roll.

Combat- Schwalb’s games are not crunch forward. It’s VERY quick! Monsters go, then players go. Each turn you get a move and an action. Interestingly enough, most dice rolls are either a d20 or a d6.

Ok, Let’s discuss.

Mechanics or Crunch- I will admit my bias here, but I love Shadow of the Demon Lord's simplicity. You won’t have 20 pages of character sheet at level 10 (as high as this system goes), but you also get to play and understand quickly. But, it is a choice. If you need 20 different levels to pull in your game, this won’t be the system for you. Me? I love my 500 points of character building in Shadowrun and love my 1 die systems, so this is just a well done, slick system that will have you playing in under 10 minutes. Aside from that, the other controversy here is game length. Each session you level up. So if you start out level 0, you get about 11 sessions to play. That seems way too short, but in a conversation with the man himself, he brought up that most game groups might not even last that long till life takes them apart. His focus is on much more tight stories that you can complete. And again, that won me over. 5/5

Theme or Fluff- This is the most controversial part of Schwalb’s work, but this system doesn't do what we would expect here. Weird Wizard is MUCH more traditional fantasy than Demon Lord. Demon Lord I felt was a bit more gothic and MUCH MUCH More grotesque. Now I love me some off the wall Schwalb based horror, but I can see how that would be too much for some people. This isn’t that. This feels much more in line with your classic fantasy. It’s got some interesting elements with the fey, but it's wizards doing strange things and having to be put down. And given what I’ve seen it looks like it will be a fun ride along the way. 5/5

Execution- This is a free product, but it does give a bit of what to expect in the final production. It’s pretty bland in terms of art, but again it's there for a system intro. And I have to say, I like it. The art of the kickstarter is good, so if that’s an indication of a full product, I’m happy. The other books have hyperlinks, art, and all the things I now require to be happy. For a free product, this points in a solid direction. 5/5

Summary- Pretty much whenever Schwalb puts out a kickstarter, I drop about 100 bucks getting all the digital toys. And this is no different. I love the simplicity of the system and the craziness of the world that is built. It’s interesting to discuss a new project where the controversy might be the lack of that gore/craziness. If you want a game you can play with the kids, those of a less cast iron stomach, or those who just want to be regular fantasy knights and dragon slaying heroes, then this is your game. A more traditional world with Schwalb’s simple mechanics, and solid production gets you VERY far with this product and I can’t recommend it enough. Check out this free product. 100%



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Space Station M - Monster Manual Zines for 5e, DCC RPG, SURVIVE THIS!!, and System Neutral rulesets
Verlag: Bloat Games
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 07/23/2023 22:05:34

Ring Side Report- RPG Review of Space Station M - Monster Manual Zines for 5e, DCC RPG, SURVIVE THIS!!, and System Neutral rulesets

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Space Station M - Monster Manual Zines for 5e, DCC RPG, SURVIVE THIS!!, and System Neutral rulesets System- 5e, DCC RPG, SURVIVE THIS!!, and System Neutral rulesets Producer- Bloat Games Price- $10.00 here https://www.drivethrurpg.com/product/434966/Space-Station-M--Monster-Manual-Zines-for-5e-DCC-RPG-SURVIVE-THIS-and-System-Neutral-rulesets?src=hottest_filtered&affiliate_id=658618 TL; DR-Solid retro player toys and monsters 97%

Basics- Time to fire the cold beam and then fire some missiles! Space Station M is a love letter to Metroid video games, being both a monster manual and an armory with art and creature breakdowns for all the classic monsters you find in almost every Metroid game.

Mechanics or Crunch- This book gives you the crunch of Metroid! You have the monsters you expect and they do the things you think they should do. I didn't feel anything was broken or game breaking in either the foes you face or the toys they drop when they die. I am impressed that this is both the monster manual and the treasure vault for these in one. 5/5

Theme or Fluff- If you know what you are getting, you are going to get a solid product. This is NOT an adventure. It’s monsters. If you expect a story you can play through, you will have a bad time. But, the book says that explicitly, so it's not a trick on their part. What is here is solid, and the monsters feel like they should. The equipment is almost everything you would expect, but I miss the grapple beam and the ball power ups. 4.75/5

Execution- PDF? Yep. Hyperlinked? No….. Solid Art? Yep. Good layout? Yes. Overall these are a solid books with good art, layout, and a fun art style. The things that I miss are hyperlinks and maybe pictures for all the equipment. Nothing is horrible and it’s a perfectly good product, but I’ve grown to expect hyperlinks. 4.75/5

Summary- This is a solid product, if you know what you are getting. I thought there would be an adventure. That is completely on me. It makes no claim to that. Once I got over that, I saw the product for what it is: solid, retro game vibes and modern mechanics for my favorite sci-fi franchise. I'd like a few more toys and hyperlinks, but you will enjoy this if you want monsters and items to throw into your 5e, Survive This, and DCC/MCC games. 97%



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Outgunned - Quickstart
Verlag: Two Little Mice
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 05/06/2023 16:20:28

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Outgunned System- Outgunned Producer- Two Little Mice Price- $0 here https://www.drivethrurpg.com/product/433185/Outgunned--Quickstart?affiliate_id=658618 TL; DR- Shadowrun lite action movie?? 98%

Basics- Getting too old for this! Welcome to the world of 80s action movies! Outgunned is a light weight RPG focused on action movies from the 80s. Let’s break this down and see what’s up!

Actions and dice rolls- This game has attributes and skills. When you do anything, you pick an attribute and an associated skill, count the number you have in each, and then roll that many d6s. This number can never go below 2 and can never go above 9. Your goal is to get sets of the same number or symbol on the shared dice. Two is a basic success and three of a kind is a critical. Most actions you want to do require critical success.

Feats and rerolls- You further customize your character by getting feats. These abilities often get you rerolls for specific actions. You can also reroll dice if you get a basic success to try to get a better success. BUT, you lose that success if you fail.

Adrenaline- As story candy! Adrenaline is the story candy of this game that you earn by acting like your characters. You can spend one to get an extra die on a roll, one to activate some feats, and you can spend six to get the spotlight. Spotlight is when you are a god among men doing crazy things, saving lives, ignoring pain, or whatever the heck you want!

Combat rounds- Combat is very free form in this game. The heroes take a turn doing anything, and the bad guys respond. If the heroes succeed on their actions they can do whatever game plan they had or just injure the bad guys. For the response players need to tell the director/GM how they avoid damage and make a roll. Failure means losing grit/HP. There is not a number of bad guys, but instead a giant pool of grit that the bad guys share, so you don't get one shot kills on bad guys too easily, but you do get an action movie vibe where heroes kill a wave of thugs.

Ok, on to my thoughts.

Mechanics or Crunch- This is a prelaunch for the kickstarter, so you can’t see everything. But I am intrigued. The basics of add two numbers, roll that many dice, and count sets is an interesting one. The bad guy hit point pool is fun and an easy way to keep the action movie feel. I do have some rules questions on how to do all that, but the full rules will hopefully explain more. 4.75/5

Theme or Fluff- Ya, this feels like an action movie. I’m honestly surprised there are not that many puns in the book, but it feels like an action movie in terms of the rules, art, and characters. 5/5

Execution- PDF? Yep. Cheap intro? Yep. Hyperlinked? Yep. Free adventure? Yep. Pregens with nice art? Yep. SOLD! That’s all the things I need out of an intro to get me and my friends to the table. I read it in about 15 minutes and now I think I could run the provided adventure. 5/5

Summary- As I get older, rules light and fast is more and more fun. I also like brainless action movies where bullets and popcorn flow in equal, reckless abandon. This feels like that. I have the basic system of Shadowrun (add number and roll d6s) with the simplicity of an indie game. I have some questions on mechanics, but its a FREE intro. Those will hopefully be fixed in the full game. I’m in for the kickstarter, and you reader should at least check out the free PDF. Solid intro to this game. 98%



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Outgunned - Quickstart
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Dragonbane Quickstart
Verlag: Free League Publishing
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 04/23/2023 19:31:28

Ring Side Report- RPG Review of Dragonbane Quickstart

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Dragonbane Quickstart System- Dragonbane Producer- Free League Publishing Price- FREE here https://www.drivethrurpg.com/product/409397/Dragonbane-Quickstart?cPath=27806_43182?affiliate_id=658618 TL; DR- DnD 5e, The Dark Eye, Call of Cthulhu, and for some reason Savage Words had an awesome baby! 91%

Basics- Time for something different! Dragonbane is a new edition of an older Scandinavian RPG. Let’s look at this new yet old RPG!

Base mechanics- This is the mix of 5e and The Dark Eye. Everything is a d20 roll where you try to roll under a skill. More skill ranks mean more likely to succeed. The solid 5e parts are the notions of advantage/boon and disadvantage/bane. It functions just like in 5e! But even more fun is pushing the roll. That's exactly like Call of Cthulhu. You failed a roll? You can reroll, but things get worse if you fail.

Combat, turns, and reactions- Time for Savage Worlds to stride in! Combat initiative is a deck of cards numbered 1 to 10, so not a perfect copy, but high card goes first instead of high roll goes first. Players on their turn take an action and move like DnD, BUT you can instead interrupt another action to dodge or parry an attack. You roll a d20 vs a skill level to attack or dodge and if you succeed, you deal damage or jump out of the way. Damage is rolled like DnD, but armor reduces damage instead of adding to an AC. When you act, you turn your card over until the next round starts. When anything hits zero HP it's down.

Willpower and magic- In addition to hit points, you also have will power. Will power is kind of like MP in any other RPG. You spend will power to cast spells and to do special abilities. Some abilities and spells have levels where you spend more power you hit even harder. And just like above, you roll vs your own skill to do the ability.

Ok, thats the basics! Time for the review.

Mechanics or Crunch- The mechanics here are all the things I love. Roll under is an amazing mechanic! Advantage and disadvantage and d20 dice for fantasy are always a solid addition. Cards are a fun way to do init that is not crazy hard to do, but different enough to be novel. I love Final Fantasy and adding magic points in is a fun way for me to do something just a bit different. I love what’s here for mechanics! 5/5

Theme or Fluff- This is the hard part for me about this book. The pictures are good, the book has a simple adventure AND sample characters. The worlds looks interesting, BUT there isnt any real discussion of the world and environment. I like what I see, but I just wish I knew what it was about more. 3.75/5

Execution- This is a free, hypertext, PDF with an adventure, MAPS, characters, character art, and solid layout. THIS IS WHAT I LOVE! 5/5

Summary-Just go get this. It’s free and it’s well done. This is all the toys I love in an RPG oneshot. It's got all the things I want in a solid book. My one major issue is I want more worldbuilding. That’s a problem I hope is solved in the complete book, so I can’t suggest this enough! 92%



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Basic Roleplaying
Verlag: Chaosium
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 03/12/2023 17:50:26

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Basic Roleplaying System- Basic Roleplaying Producer- Chaosium Price- $15 here https://www.drivethrurpg.com/product/24384/Basic-Roleplaying&affiliate_id=658618 TL; DR- Want to play Runequest in whatever world you want? 95%

Basics- Why not do EVERYTHING! Basic Roleplaying is Chaosium’s basic game design for their systems, with rules for a basic RPG and then additional rules to build out different type of games from magic spells, mutations, weapons, and combat actions.

Basic mechanic- This game uses the same percentile system as most of their products. Take the basic skill or attribute and try to roll under it. Attributes are your standard DnD ones, but then you multiply by 3 for hard checks or 5 for normal checks and attempt to roll under that value. Roll under and succeed!

Powers- Powers come in LOTS of varieties here. Mutations and super powers almost function like feats in other games. Magic, psychic abilities, and sorcery are more akin to spells in Call of Cthulhu with a character using power points.

Combat-Combat is a bit more advanced than Call of Cthulhu, but builds well and shows its influence on Runequest. In turn order, you do an action. Opposed rolls like attacks allow an opponent to do dodges or parries, but each dodge or parry has an escalating chance of failure. From there you consult a chart to see how hard you hit or miss.

Ok, thats the basics, let’s look at my thoughts!

Mechanics or Crunch- Do you like Runequest? I do, but it’s not my favorite. I prefer the simplicity of Call of Cthulhu for managing mechanics. Then again, you can’t get the gritty nature of combat like you do in Runequest. It’s much less “roll and check your percentage” and more “let’s compare skills/attributes, then check a chart,then maybe oppose roll” So, there is a trade off of what you want in the game. None of that is bad in any way, but how deep do you want the game to be? Some days you just want a simple ham sandwich and some days you want nine layers of flavor. Both are good at the right time. The one thing that I feel Call of Cthulhu misses is feats or character qualities. This has it, but I still don’t completely get what I want as its not just “You’re better at X or get a reroll with Y.” Sure its simple, but I would like that small thing to make this game just a hair closer to DnD’s bonuses. Overall, solid crunch that misses a few things by a just a bit. 4.5/5

Theme or Fluff- Theme is hard to judge here. This is the basic game, so its basically for everything. I feel its well done, but its also VERY general. But thats on purpose. If you wanted a high fantasy game or a superheroes game, this book would honestly work for both. It also has a bit of art and themes for both as well. 5/5

Execution- What’s here is good, but the book just needs a bit more pizazz. There is art, decent layout, the text reads easy, and there are hyperlinks because this is 2023. That said, the book is completely black and white all the way though, so even though I’m reading a book on a tablet it feels like I’m reading a hardcover in the 80s. That’s nitpicky, but that’s the worst I have to say. 4.75/5

Summary- How much you like this book comes down to how much you like how Chaosium handles games in general. Do you like percentile-based systems? Chaosium does it the best with Call of Cthulhu. I would argue the second best is Runequest. This book feels like the precursor to the latest edition of Runequest with lots of mechanics being identical between them. So, to find out if you like this book and system, just ask yourself “Do I want to play Runequest set in X?” If you want Runequest in a sci-fi setting, then this is a good book. If you want Runequest in Tolkien, then this would be a good book. I would turn down none of those, so I like this book. Still, want my feats and some color art, but for the price and all the things you get with it this is a fantastic general system to get into right away. 95%



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Basic Roleplaying
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Colonel Bull's Body
Verlag: Dragonlaird Gaming
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 04/21/2022 18:29:20

Ring Side Report-RPG Review of Colonel Bull's Body

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Colonel Bull's Body System- Savage Worlds/Deadlands Producer- Dragonlaird Gaming Price- $7.99 here https://www.drivethrurpg.com/product/376305/Colonel-Bulls-Body?affiliate_id=658618 TL; DR-A great intro to Deadlands. 98%

Basics- THE DEAD WALK! A friend of yours has died, but now some see horrors off in the distance. You don’t care either way as getting his body back for burial nets you a massive pay day. Can you find his body and get your money?

Mechanics or Crunch- Solid work here for DeadLands. There is investigation, combat, and roleplaying in equal measure here so all three pillars of a good session are on display. This is just good, well done crunch. 5/5

Theme or Fluff- More solid work here by Dragonlaird for their story. My one, very slightly negative point is that it's predictably Deadlands. There is always some evil sorcerer guy off-screen doing a bad. That makes this Deadlands, but it could be a bit too predictable for your hardcore Deadlands fan as not much comes out of left field. 4.75/5

Execution- Dragonlaird excels again with their making of a nearly flawless book. Hyperlinks, layout, text size, scannability, art-everything is just on point. My one issue is cost. It's 8 bucks. Not horrible, but it's that much for about one solid or two shorter four hour sessions. But, you are getting what you pay for with this one. 4.9/5

Summary- I’ve always wanted to get deeper into Deadlands. It's an interesting world, and Savage Worlds is a fantastic RPG system. Colonel Bull's Body is an excellent intro adventure for both. It’s got classic Deadlands themes and solid Savage World mechanics. Your older Deadlands fans might not get as much out of it, but for those looking for a good intro or a solid session, this would be a great one to pull out for game night. The price is a bit high, but you are getting what you pay for with this product in terms of art, design, and layout. Another great product by Dragonlaird. 98%



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Colonel Bull's Body
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SCP The Tabletop RPG
Verlag: 26 Letter Publishing
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 10/01/2021 08:41:21

Ring Side Report-RPG Review of SCP The Tabletop RPG

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- SCP The Tabletop RPG System- SCP The Tabletop RPG Producer- 26 Letters Publishing Price- $19.99 here https://www.drivethrurpg.com/product/334521/SCP-The-Tabletop-RPG?affiliate_id=658618 TL; DR-Secure this book! 96%

Basics- Secure, Contain, Protect! SCP is probably the internet’s best and worst kept secret. The SCP is the largest collaborative storytelling project in the world, outside of the Lovecraft Mythos, and all of the Lovecraft Mythos fits into the SCP! The SCP is a clandestine organization that is lawful neutral at best, doing horrible things in the name of saving as many as they can. Players take the roles of SCP personnel, attempting to deal with the things that bump in the night and hopefully kill as few as they can along the way. Let’s look at the pieces.

Breakdown-

Base mechanics- Character generation is point buy, but you buy dice. When you do anything you roll up to four dice. From those four dice you take the maximum of two of them and add any skill ranks you have in the action. If you hit the difficulty, you succeed!

Dice-This game uses everything from D8s to d20s. When you buy dice, for every three D8s you buy, you can then buy 1d10. This gives you an extra bonus. For every two d10s you buy, you can buy a d12 and get an additional bonus. You can build an absolute unit for strength but if you can’t do intelligence actions, you will have some major problems! Remember your team when you build characters.

Exploding dice-If you roll the maximum result you get an extra dice that you roll and use. You can get some truly powerful rolls when your D12 explodes into a d20!

The rest-The rest of the system breaks down like most other similar systems with lots of skills. The skills are the bread and butter of this game as you focus your abilities to do awesome stuff.

Now the breakdown!

Mechanics or Crunch-This game feels like a fun remix of Savage Worlds. The idea of different sized dice and the mix of multiple dice means you get more average results. I love random dice, but sometimes you just get hosed by probability. When you throw four d12 at a problem, the law of averages doesn’t bite you as hard as it can, most of the time. It’s simple and easy to play. This system’s only problem is there are a ton of skills. The good of a ton of skills is you can truly build that character you have in mind. The bad of a ton of skills is your awesome mountain man can be lost in the big city as overspecialization is fun but if you are not keyed into the adventure, it can lead you to be sidelined. That's the only real issue I have with the crunch here, so this is a solid system!. 4.5/5

Theme or Fluff- SCP, are you the good guys or the bad guys? YES! The fluff here backs up the nature that the SCP are here to help, but maybe not here to help you in particular! If you want to play a morally grey character, then this gives you the solid background to do it well. 5/5

Execution- PDF? Yes. Hyperlinked? Yes. I like the layout, the text, and the makeup of the whole book. There are pregens and an adventure to get you playing right away. I really love how the character creation is set up with step by step instruction, even pointing to the areas on the character sheet. My one minor problem is some of the set up. The book divides itself based on the class of personnel. Which isn’t bad, but it means you have to go to multiple places to see all the toys and equipment. It's not a major issue, but a small annoyance. Otherwise, this is a solid book that shows how I want things done. 4.9/5

Summary- Let’s not be a bad guy, let’s not be a good guy, let’s be the one keeping everyone safe. The SCP is a fun playground where horrible things are done to prevent something even worse. That’s a fun setup and combined with solid mechanics and an amazing book this is well worth your money. If you like Savage Worlds and want the best collaborative horror you can find on the internet in your game, this is a solid addition to game night. 96%



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DCC Day #2: Beneath the Well of Brass
Verlag: Goodman Games
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 07/15/2021 14:42:54

Ring Side Report-RPG Review of DCC Day #2: Beneath the Well of Brass

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- DCC Day #2: Beneath the Well of Brass System- Dungeon Crawl Classics Producer- Goodman Games Price- $6.00 here https://www.drivethrurpg.com/product/352617/DCC-Day-2-Beneath-the-Well-of-Brass?term=beneath+the+well+of+brass?affiliate_id=658618 TL; DR- Great intro fun with some crazy story elements. 97%

Basics- Dragged by a brutal “king”, you have to find the secret of immortality or your village dies. You are nobodies when you go into the volcanic tunnel under a mountain, but you will emerge heroes if you survive!

Mechanics or Crunch-This is a great adventure for starter heroes. The players will get a kick out of this adventure as they get the basics overall. One issue is that there isn’t much combat here. There are traps, some crazy bits, and a finale, but not a ton of fights. A bit more would make this more fun. Also, most of my players get through this adventure in about three hours, so it's a bit short. A few more fights might help this one. But what is here is nicely balanced, and a fun intro for your newer players. 4.5/5

Theme or Fluff- Oh DCC, never change! This story is crazy as you just get dumped into the dungeon, and then planar transport before level 1! Solid crazy stuff here; hellknights, a city of djinn, and a thug who needs killing all feature into this adventure. This adventure is just crazy gonzo fun for your players. 5/5

Execution- PDF? Yes. Hyperlinked? Yes. THIS IS LESS THAN 20 PAGES AND IT HAS HYPERLINKS! Goodman games knows how to put out some solid stuff. It has crazy, old school art. It’s easy to read. It’s fun to read on its own. It’s all the things I want in an intro adventure. 5/5

Summary-Solid work here for DCC Game Day. If you want to have some quick intro fun for your players to enter the world of DCC RPG. This is a well written, well crafted, easy to read adventure that is something almost every DCC gamer and honestly every RPG player should try. Check this one out quickly! 97%



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Achtung! Cthulhu 2d20: Operation Vanguard
Verlag: Modiphius
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 05/27/2021 22:12:17

Ring Side Report-RPG Review of Achtung! Cthulhu 2d20: Operation Vanguard

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Achtung! Cthulhu 2d20: Operation Vanguard System- Achtung! Cthulhu 2d20 Producer- Modiphius Price- $6.99 here https://www.drivethrurpg.com/product/355128/Achtung-Cthulhu-2d20-Operation-Vanguard?affiliate_id=658618 TL; DR- Almost perfect but not what I wanted. 97%

Basics- Time to go, soldier! You just stopped a Black Sun ritual, so now it’s off to stop more Nazi shenanigans! What could they be doing off at sea?

Mechanics or Crunch-Achtung! Cthulhu 2d20 does almost all the things I want and does them right, and this adventure has that as well. Solid monsters and encounters lead you through a stealth to destruction mission with lots of fun along the way. Just well done crunch if you like the 2d20 system. 5/5

Theme or Fluff- The theme/fluff/story is where I have my one major problem. The story itself is great. Investigate Nazi base, destroy, stop bad guys-all the fun things players want to do in Pulp Weird War II. But, this was billed as the sequel to the starter adventure, and it is, but it's just a second adventure after the first. They are not connected in any real way. It doesn’t tell as much of a continuing story aside from "go destroy more weird stuff." Go destroy the weird stuff is honestly 90% of A!C 2d20, and that’s why my players and I are here. But, I wanted the escape from France of the last adventure. My players LEVELED the castle in the last one as nothing stops evil like 40 TONS of stone to the head. So my expectations were slightly let down. If you don’t have the same expectation, you will have a blast. 4.5/5

Execution- PDF? Yes. Hyperlinked? Yes, extremely well done. I LOVE THIS PRODUCT. A page with pictures to cut out to give to players for handouts, hyperlinks EVERYWHERE, easy to read, nice stat blocks, and TWO VERSIONS as a less graphics intensive one makes my tablet run better all make me a happy GM. This is how I want books made. 5/5

Summary- Oh A!C 2d20… you make me so happy. It’s a well done, slick system, and this is a well done slick adventure for it. I just wish this was more "direct sequence" and less "continuing adventures", but oh well. If you don’t have my singular crazy obsession with continuity, then you will absolutely LOVE this book. From crunch, to story, to just general production, I’m glad to have this one. 97%



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Dungeon Crawl Classics #66.5: Doom of the Savage King
Verlag: Goodman Games
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 05/16/2021 21:03:04

Ring Side Report-RPG Review of Dungeon Crawl Classics #66.5: Doom of the Savage King

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Dungeon Crawl Classics #66.5: Doom of the Savage King System- DCC RPG Producer- Goodman Games Price- $6.00 here https://www.drivethrurpg.com/product/129075/Dungeon-Crawl-Classics-665-Doom-of-the-Savage-King?affiliate_id=658618 TL; DR- Appendix N shoot first ask questions never? 97%

Basics- Time to kill the unkillable! Doom of the Savage Kings starts out deep in the action as the players come upon a local lord tying a young woman to a pole to be eaten by a beast to sate its bloodlust. What happens next is completely up to the “heroes”! Save the girl? Serve the Lord? Either way there is an unkillable beast that needs slaying if the sacrifices are to stop.

Mechanics or Crunch-This is an early one for DCC RPG, and it shows a bit. The mechanics are fine, but sometimes the Judge may have to tone down the challenge for the players to survive. Especially mine, as my players never met a situation where certain death deterred them in the slightest! It works well for higher player counts, but lower ones will need a bit of adjusting. Doom of the Savage Kings mechanically is an early very deadly, very fun adventure. 4.5/5

Theme or Fluff- This adventure is PURE Appendix N. Village sacrificing people to save the rest like “The Lottery” and an ancient tomb where weapons will slay not-Grendel? FANTASTIC! This adventure is gonzo fantasy that makes DCC DCC. 5/5

Execution- PDF? Yes. Hyperlinked? Yes, basically. This has what I need to run this adventure. Maps, quick rundown, and detailed enough encounters. It reads fast as my initial read through was five minutes before the game and my players had a blast completely abandoning the adventure’s basic path within five minutes. If you like the basic layout of DCC, then you will like this layout. Like always, Goodman Games DCC modules read like the old modules you used to get with some art in the middle, maps at the end, and a summary at the start. Since I’m living an era of gaming I wasn’t part when it came round the first time, it’s a blast to be part of it this time as the editing has massively improved the experience! 5/5

Summary- Doom of the Savage Kings is classic DCC RPG. It’s a bit harder than it needs to be so maybe some love from a Judge will save the PCs from their bad rolls if not their stupidity. The book itself is well laid out, and the plot is top notch. Players will have a blast saving a town, delving into old crypts, and killing the monster stalking the helpless in the fog. If you need your Boewulf fix but want to do it with some crazy DCCRPG rules, this is hands down a fantastic adventure to get into. 97%



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Broken Compass - Adventure Journal
Verlag: CMON
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 04/21/2021 21:53:15

Ring Side Report-RPG Review of Broken Compass- Adventure Journal

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Broken Compass-Adventure Journal System- Broken Compass Producer- Two Little Mice Price- $24 here https://www.drivethrurpg.com/product/336888/Broken-Compass--Adventure-Journal?affiliate_id=658618 TL; DR- Good light pulp adventure game with a few flaws. 87%

Basics- Onwards to adventure! Broken Compass is a classic pulp RPG where the characters play adventurers like Indiana Jones as they run across the world solving ancient puzzles and surviving gun battles with groups of minions among the skeletons of those that have come before. This is much more of a rules light, roleplay heavy game. Let’s see the pieces themselves.

Character Build- Character generation and build is incredibly easy. Each character has a bunch of skills that you can think of as attributes in DnD and fields you can think of like skills in DnD. Each skill has multiple fields that are linked to it. All players start with 2 ranks in each skill and one in each focus. You get the skill and foci for your character via choosing two tags the describe your character in two words. You also choose expertise that further describes what things your characters are good at. You then get a bit of gear and you’re done. It’s VERY quick.

Base Mechanics-Fitting quick character building, the mechanics are also very quick. When you face a problem in this game, you choose a skill and a field within that skill. The GM called the fortune master may give you additional dice called advantages or make you lose dice called disadvantages. In addition, you may get additional dice or penalties depending on your condition aka how you feel. You roll a number of six sided dice equal to this total. The goal is to get sets of dice with the same value like three of a kind. For basic challenges, you need two of a kind. For challenging encounters you need three of a kind and so on. Some conditions and events require you to get multiple sets to succeed like shooting a gun as a challenging encounter while driving a car in a storm as a basic encounter. If you fail but have one set but not enough of that set, you can risk the result and reroll any dice you want to hopefully get the successes you need. In addition, if you have expertise from your character background in what you are doing, you get a reroll for free on that activity.

Challenge vs danger- There are differences between reading an ancient scroll and shooting a nazi. This is reflected by challenges and danger. Challenges are fail forward encounters where a player attempts something that might fail, but if they fail the story continues. This may alert the enemy or cause you to miss a vital clue yet find the hidden temple just not notice the trap at the entrance. Dangers are fights or traps that might hurt a player. If you fail a check, you take damage in the form of luck. Basic challenges cause you to lose one luck while more advanced things cause you to lose much more luck. When you are out of luck (the book is VERY pulp heavy!), you have to spend a luck coin to stay in the fight. Between fights, you can rest up and get back your luck.

Let’s dig deep into my thoughts on this game!

Mechanics or Crunch-This is a fast game that is not for crunch heavy gamers. The game is very light and lets the players just free form ideas as long as the GM goes with it. It’s also reminiscent of Numenera as the GM doesn’t really roll dice. Players roll dice and success or failure determines what happens, not GM rolls or attacks. When a player is attacked, the player tells the fortune keeper how they avoid the attack. It's very fast. The one problem I have is I would like a bit more complexity. It’s solid enough, and I like rolling d6s and hoping for sets. But, I like a bit more crunch for the system. Feats or special abilities would help a bit here. Also leveling up doesn’t really get you much. That’s good as the players can hop in to basically any adventure, but it also means long term play doesn’t net the characters many gains. The system I compare this the most to is Numenera, and in that system when you level up, you get a bit more. Also in Numenera, there is just a bit more crunch for players to dig into. Broken Compass is fun and light, but I want a bit more crunch in this system. 4.5/5

Theme or Fluff-Hands down this is an amazing, fluff filled game. Every character is set up to look like a pulp stereotype, both modern and old school. The adventures are written to be replaceable and generic but relatable in that classic way as things like OLD MAN, ANCIENT TEMPLE, RIVAL are used to be plug and play with different characters but the fortune master is given tons of different materials to help make the story. Is the OLD MAN a survivor of the great war who saw the temple in the Jungles while on patrol or is the RIVAL a silicon valley billionaire out for world conquest with the Eye of Ra? Its light in a good way so you can put this into any time or place with that good pulp feel. Stories flow from Amazon adventures to exploration under the Egyption pyramids. Every page has lots of fluff and art that makes a player or a fortune master feel like they are part of a classic pulp book in the discount bin of a grocery store. If you want to feel like your Indiana Jones or at least someone reading an Indiana Jones story, this is a solid book to read through. 5/5

Execution- PDF? Yes. Hyperlinked? Yes! I like this book, but don’t love it. The book reads well, is well laid out, and has great art. There are even pregens and a quick adventure where the players and the fortune master can get playing asap instead of having to figure out character generation and adventure creation on their own. Those are all great reasons to check this book. But, the major fault of this book is I need more on how to run the game. There are explanations of how single players encounter things, but I need a bit more on how multiple players encounter a thing. Does everyone face the threat or just one? Even fighting one on many, how does that work? A bit more would really help me better understand how to run this game. This is a solid game, but it needs a bit more explanation to make it rock solid. 3.5/5

Summary-I like this game, but it has some small faults. The idea of rolling a bunch of dice and hope for sets of numbers is a fun one. The theme is great and well presented. The book overall is a solid read and way to get into the game. One major issue I have is I want more crunch, so players feel like they are progressing. Good for one shots or short campaigns, but longer multi story arcs might not be as much fun. The other major issue I have is I need more explanation on how to run this as a fortune master. The system works, but I have questions if I’ve done it right. That’s never a good feeling to have. If you play with people who just want to have a good time, it will be fun. But the power gamer out there won’t enjoy this as much. If you want some good pulp, this is worth your golden idol. If you need a bit more crunch and a bit more explanation, maybe look in another tomb. 86%



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Black Powder Rebellion - Firearms and Historical Campaigns (PF2)
Verlag: Beyond the Horizon
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 03/19/2021 00:11:39

Ring Side Report-RPG Review of Black Powder Rebellion - Firearms and Historical Campaigns (PF2)

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Black Powder Rebellion - Firearms and Historical Campaigns (PF2) System- Pathfinder 2nd Ed Producer- Beyond the Horizon Price- $6.95 here https://www.drivethrurpg.com/product/350371/Black-Powder-Rebellion--Firearms-and-Historical-Campaigns-PF2?term=black+powder+rebellion?affiliate_id=658618 TL; DR- I need guns… LOTS OF GUNS. 98%

Basics- OVER THE WALL! Black Powder Rebellion - Firearms and Historical Campaigns is a third party book focusing on using historical settings and guns in Pathfinder 2nd Ed games. The book introduces guns from all across the history of firearms, history and settings information for players and GMs, and even character options to take any character and make it a gun toting hero.

Mechanics or Crunch- The goal of this book is to add guns and world history settings to Pathfinder, do so without magic being the major focus, and then give the players options to build characters in that world. And in that, it succeeds completely. There are LOTS of guns in this book with only one fake gun that I know of. That's some dedication to realism across multiple time points in history. Character options are also solid crunch as archetypes are put to good use in this book allowing any class to pick up a gun and go to war. Solid crunch for any group that wants to add guns to their sessions as both a GM and a player. 5/5

Theme or Fluff- How much history do you know? I might not have majored in history in college, but I love to learn it. I also grew up teaching hunter safety in the US. There are gun things I learned from this book from across history that I have not heard yet! That is some solid dedication to the gun and world history. From old school single shot guns, to samurai with guns on horseback, to trench warfare, if you want some historical guns in your PF2 game and the story behind them, this is the accessory for you and your friends. 5/5

Execution- PDF? YEP! Hyperlinked? YES! This is a solid book that is well written, well laid out, and reads easily. It wasn’t a slog even though this is a history book. Heck, this book even hyperlinks out to other media to help you LEARN more. That's good use of the medium! My complaints are, as always, pictures. A few more would make this read a bit easier to read in the text chunkier areas. Also, this book digs DEEP on some firearm types. I would like a few more pictures, so i know what the gun looks like. That said, for the price of less than seven bucks, this is a solid book and a good effort by the team. 4.75/5

Summary-Want some guns in PF2? Want to play historical games in PF2? This is the book you need. Solid options, solid themes, and solid equipment all make a solid book. I always want more pictures, but that is the ONLY complaint I have for this one. Another great book at a good price for this team. 98%



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Achtung! Cthulhu 2d20 Quickstart
Verlag: Modiphius
von Edward K. [Verifizierter Käufer]
Hinzugefügt am: 03/11/2021 21:08:56

Ring Side Report-RPG Review of Achtung! Cthulhu 2d20 Quickstart

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Achtung! Cthulhu 2d20 Quickstart System- 2d20 Producer- Modiphius Price- FREE here https://www.drivethrurpg.com/product/347802/Achtung-Cthulhu-2d20-Quickstart?affiliate_id=658618 TL; DR- Let’s kill some Cthulhu Nazis! 97%

Basics- The Weird Wars are back! Achtung! Cthulhu is a horror/action RPG using the Achtung! Cthulhu world and the new(er) 2d20 system put forward by Modiphius. Let’s dig into this historical horror.

Base mechanics-The 2d20 system is a roll-under system. Every time you do an action, you use a skill and an attribute. You add your skill and attribute together and try to roll under that total on each individual die. If you roll under your skill, you score two successes and if you roll under the total you just score one success. Get enough successes, you do the action. You need between 0 and five successes.

Momentum, threat, and fortune- Since you only get two dice and you might need up to five successes, you need more dice in a hurry. You can get more dice from momentum. Every success above what you need earns momentum for the group. You can spend momentum to get more dice. You can also give the GM threat to get more dice, but threat is GM momentum. You also have fortune. Fortune is story candy. You automatically crit and earn two successes.

Combat-Combat works just like skills, but if you hit, you roll six sided dice with either 1, 2, or 1 and a bonus event on them. The bonus things might start fires or do extra damage and depends on the weapons and the person using it. When you take damage, you subtract either armor or your resolve (mental armor) and take stress. When your stress fills up, you are out and you take an injury. This could be from going crazy or from taking a hit to the face. Too many injuries and you’re out for good!

Ok, now my thoughts on this.

Mechanics or Crunch- I like what’s here. I love Call of Cthulhu, and 2d20 feels enough like that but it has some things that feel like DnD. There are feat like traits. There is a more combat emphasis, and the flow of threat and momentum makes things a bit more dynamic than either parent game. There are parts I want described more like spending threat. This is a quickstart for free, so it's ok if it's not a complete rules book now, but I want more of that in the final product. That said, the crunch here feels good and full of combat goodness with hints of story built in to keep the action rolling. 4.5/5

Theme or Fluff- Hate Nazis? Want to hate Cthulhu Naizs? I’VE GOT A GAME FOR YOU! The ultimate killable bad guys are the main villains here, so it always feels fun to fight those guys. It is Weird War, so get ready for some strange elements, from spellcasting Americans to Australians with combat dogs. But, here is where things shine. 2d20 is built on this back and forth of rolls, story, and tension. Momentum and threat roll back and forth across the table making things fun. There is absolutely nothing wrong with some old school gaming, but for story and theme, I love when the mechanics build into that. This system does that well. 5/5

Execution- PDF? YEP! Hyperlinked? No, but it's a quickstart, so I’ll forgive it. It reads well, reads quick, and has great pictures. Now those pictures are from the original Acthung! Cthulhu, so I hope for new art, but it's all good. The player section is at the back and easily prints out to a separate PDF, so my players will not be spoiled. Honestly, it's 45+pages of good introduction to the system that you can read in under half an hour and get playing your first game. 5/5

Summary-This is a free PDF, so check it out! It's also a solid RPG with a great mix of theme and mechanics. Lots of fun to be had from this quick read that you will be playing fast. Go kill some bad guys and save the day in the Weird War! 97%



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