The Players Introduction sets the scene: while browsing in an adventurers' supplies emporium, the party discovers the proprietor in a distraught state. His supply ship has been lost at sea, and worse than the loss of the cargo apparently he had what he refers to as a 'family heirloom' aboard... and he's willing to pay well to have it retrieved. When the party starts to ask about it, it turns out that the ship has run aground on a reef rather than sunk, but the crew refuse to return to it despite it not being that far away. Smell a rat? Or is the lure of the reward too great?
The DM's Background explains the real story behind the wreck and the true nature of the family heirloom. Interestingly, the adventure provides a good test of the party's honesty. Brief notes cover the trip to the wreck - you'll have to fill in any details or encounters you deem necessary - then the party will have the ship to explore. There's a good plan and notes on what's where aboard. Rather oddly, the ship h...
This book is outstanding. It's exactly what I have been looking for in a science fiction game. The artwork is inspiring without being overbearing and the rules are well laid out. The game does not seem like a clunky reskin of the fantasy elements of D&D.
It has one additional benefit that may not be immediately obvious: you can port the alien species rules into your fantasy-themed game to create interesting new character races!
Well done, Scrivened. Time to start me a new campaign...
Have had a chance to use several things from this book in actual play. The classes appear to be well balanced against the classes listed in the core book. After purchasing the core book, I would say that this would be the next book to purchase. Definitely recommended.
**What to expect?
**Once more my players were newbies to RPGs. This adventure has a clear goal and a clear subset of goals. That made it very accessible to them. They knew what to aim for, how to "win". At the same time, the adventure has a somewhat plot-pointish setup with places you can go and events the GM can move around.
The adventure is great for introducing new players because it spurs their imagination with familiar themes, but presents them with an intriguing new perspective. For my own game I left out the rules about sugarmancy magic, to not confuse them with how all the powers work. The magic effects just worked without roles and were only limited by the sugarmancy ingredients available.
Experienced players on the other hand will have fun fooling around with the powers and with the many opportunities to interact with the house and the characters, like the pets and possibly some humans.
New GMs will have plenty of material to work and expand from.
Experienced GMs will b...
This is a novel approach to a front line INT-based combat character that's fun and pretty workable. You use very focussed magic to summon weapons to fight for you and replace normal extra attacks with the ability to summon more/different weapons which gives you a lot of flexibility. You also have a small group of spells you use for even more fun and games although most of them are utility spells rather than combat spells as you might expect.
There are some serious formatting issues on one page that make one of the character archetypes unreadable which is the only reason I haven't given it five stars....
I found this a nice addition. I could have probably done the work for the spells (about 40) and the races (four of them) but it's always nice not to have to and get something that's play tested and reasonably balanced.
I suspect a lot of this, if not all of it, is in the hardback rule book, but this is nice if you don't want the whole thing.
The first sourcebook for *Starlight Manifesto*, this book imagines a TV show, *Starlight Manifesto*. and offers an entire first season of 13 episodes, taking inspiration from a certain venerable US show with a cult following.
Reading this, I sensed that I was binge watching a show on Netflix which I could only describe as "What if Star Trek had been created by Berin Kinsman, Verity Lambert and J Michael Straczynski?" The adventures dance around some familiar landmarks of old *Trek* territory - one could see elements of one episode and think "I know where this one's going," only to be blindsided when the story suddenly veers off into something else. Imagine binge watching *Trek* on Netflix and getting as far as "Mudd's Women," with elements of "The Perfect Mate," and while you're at the front door getting the pizza delivery someone switches the episode to "Balance of Terror," and you'll get the general idea of what happens in this sourcebook (Note: actual gameplay differs from advert...
The backstory of the One Grung Above crew are fun, but what we're really turning out for is the race. And I like what's there. But no sub races? Going off the Grung entry in Volo' s guide to monsters, they really should have put in at least 3 (green, orange, gold). And a list of suggested names would be great.
Very little of this is usable in a professional product, and what is usable in theory will probably not be relevant to your project, whatever it is. I strongly advise against buying this. If you're looking for stock art then I suggest that you check out Purple Duck, Kimagu, Fat Goblin Games, or Misfit Studios. You can even find better art than this just by looking at the free products on DTRPG.
This is a scanned file from a printed source.
The quality is poor, but readable. There's almost no discernable margins, so don't expect to print it out and bind it. In fact, a few pages got the edges cut off, but just barely. It's still legable.
The scan produced a light grey background, with dark grey text.
One good note is that the scan produced text and not images, so you can search the .pdf for text.
Being someone who has always wanted a simplified VtM, when I saw Blood Dark Thirst, I was intrigued. Already a fan of Venger's different take on RPGs, I bought this PDF right away!
Firstly, I will go over what I like about this product. It really does a good job making the Vampire RPG concept much easier than what I have played before. The tedium of having to look up which abilities to add to what attributes in order to know what to roll to accomplish whatever I'm trying to do... is gone! The rolls that are made for skills and attacks are simple and intuitive. An awful lot of the fat has been trimmed here. Also, I could care less about Vampire politics and factions and endless metaplot. It appears that Venger feels the same, as this game seems to focus much more on being a vampire and doing vampire things. The world and plot are firmly in the grips of the Gamemaster. I do like the similarities to White Wolf's systems where they do appear, such as Blood Points, Willpower and Blood Bo...
I really like it - even though I feel it could do with a bit of polish it's a perfectly workable system and really handy as a mobile phone app. In faxct, with a D20 die roller app on your phones and a form fillable character sheet, you wouldn't even need dice and paper. All a group would have to do is download the app. Pretty neat, and completely free.
I'd use that for introducing players to RPGs and the D20 system no problem.