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Other comments left for this publisher:
Bedlam Hall
by Erik J. [Verified Purchaser] Date Added: 10/13/2017 20:51:03

I would love to write this review in the same tone in which Bedlam Hall is themed and go on at length about this 'abysmal' product, but I think most people would miss the irony and assume I was bashing the product, so in the interest of conveying my experience accurately I am going to dispense with the dour language and instead tell it to you straight, because this book deserves it.

I had the distinct honor & privilege of participating in a game run by David himself, courtesy of one of my friends supporting the KS very generously. I am so glad that my girlfriend and I made the time to play this game, and to stay up late doing so (we're on the east coast, David is on the west coast and the start time had to be late enough for him to get home from work...so the game ran well past my normal bedtime).

This was my first time playing in a PbtA game, and it was an absolutely delightful experience. In fact, it was the first time any of us had played in one, or any narrative style games at all for that matter, except for one player (the person who supported the KS) who has had experience with FATE in the past. For those that have never played in a PbtA game, you are able to fill-in details about the world in which the game is occurring, and make-up backstories for yourself -- and the other players -- on the fly. The entire session is created collaboratively based on the whims, wacky ideas, and moods of everybody at the table. The result was a coherent world that was entirely of our own making, that was utterly hilarious.

We fell right into the mood of this game, and immediately began backstabbing each other in order to undermine the other house staff, while boosting our own prestige. Okay, so I was the first person who actually made the first move to sabotage someone else, but then it was Game On and every employee for his or her self. We had people looking each other in the eye across the table declaring their attemps to undermine the other person, only for the dice to cross them...so there were...complications. None of us were rolling particularly well, so there were many of these complications. One thing I absolutely loved was that failing a dice roll did not in any way impede the forward progress of the story, it only added hilarity of the entire thing because we were so utterly incompetent at manipulating the scene around us to get ahead. A certain member of our group also quietly began slipping notes to David in the background, and managed to completely change the outcome of our story without any of us having any idea just how conniving she was! She was so quiet and innocent most of the night...

Long story short, some of us did not survive the night, and we only experienced a small portion of what this delightful product had to offer, since one of us (cough me cough) managed to blow himself up and nearly destroy the house at the same time. None of this was railroaded, and it occurred organically based on decisions we made, and I had absolutely no inkling of what was about to happen. I was laughing so hard I was crying while playing this game, and I had one of the best Friday evenings I have had in a long time.

Thank you David Kizzia & Monkeyfun Studios for creating this absolutely wonderful product, for introducing me to my first narrative gaming system in such a spectacular way, and for hosting an epic game that I will fondly remember for years to come.

Please support this designer and give this game a try. If you've got a gaming group that is comfortable looking each other in the eye and slipping a metaphorical dagger up under the other person's ribs in order to get ahead and share in an utterly delicious shared story, then you will have a great time playing Bedlam Hall.

[5 of 5 Stars!]
Bedlam Hall
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Creator Reply:
Thank you for the kind words! Acting as your Master of the House was a true delight and would love to do it again.
Spirit of 77 - Double Feature #1 - Disco Ambulance and Women's Prison of the Apes
by Mark P. [Verified Purchaser] Date Added: 06/26/2015 15:14:05

Two action packed, disco-rific adventures in the Spirit of 77 setting. These are well written with lots of crunchy bits to add depth to your campaign. This setting captures the flavor of the Seventies and is just plain fun to play. One of the things I particularly liked about how they put these together is their inclusion of multiple plot choices on how certain characters or scenes can go down. This makes it easy for the GM to customize the adventure to fit the style of play of your gaming group. I would highly recommend this.

[5 of 5 Stars!]
Spirit of 77 - Double Feature #1 - Disco Ambulance and Women's Prison of the Apes
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Spirit of 77 Core Rulebook
by Michael L. [Verified Purchaser] Date Added: 05/31/2015 03:21:11

I first heard of this game locally here in Los Angeles at a local convention, and through other friends there heard it was pretty fun. Not being a big 70s fan (I lived through them), I thought "well ok I'll try something new"...and showed up expecting the standard convention blargh-struggle of a game.

Damn...I was WAY wrong.

I met the creators of the setting, who by borrowing on the Apocalypse World rules framework, had created something that took on a life of its own. An open game that really opened up the Agency of a player into something huge and fun. The first two rules of this game are: 1) Have fun! (if it doesn't work, don't do it or change it...just have fun with it) and 2) To Do it, DO IT, which basically means if you want to do something in the game, frame the scene with whatever you need and make it happen. With rules like that starting it off, I knew this game would have "Story Crunch".

(Story Crunch is something I've come to define as games that put more emphasis on telling a story, and framing their game around it. I don't find "indie" a good name for what goes on here. Rules Crunch and Story Crunch...that's how you need to see things. I live for the crunch of a good story.)

Their two-pronged way of making characters with roles and backgrounds creates so many permutations, that you want to play a new character almost every time you sit down...and CAN. The group I ran through was ready to go in 20 min of just simple prep and rules explanation. Rules were light on the DJ's (GM's) side of things in order to keep things flowing. Players state what they want to do based on the actions in the system, whether it be Delivering a Beatdown, Smokin' His A$$, Getting what you want, Giving the Third Degree, or Freeing your Mind...and many others. It is simple and free flowing.

The GMing tactics were a bit of a surprise...the published adventures (which are in the supplement "Wide World of 77") are written like notes...not scripted. Here's a basic idea for the plot...with 4 or 5 good hooks into it, and a TON of suggestion on characters and motives and how to match them up to your players. The scenario I ran out of Wide World of 77...The Kaboom Show...had likely 15-20 different endings or routes players could go that I could see with my own 3 players...let alone a larger group. Open information to guide your players and tell a great story.

Just like how it should be.

Give it a look. It is worth its weight in gold if you want to try something new and fun. This is a $100 book wrapped up in a $10 PDF.

Spirit of 77 is just like Shaft...One Bad...SHUT YOUR MOUTH! :D

[5 of 5 Stars!]
Spirit of 77 Core Rulebook
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Spirit of 77 Core Rulebook
by Eric A. [Verified Purchaser] Date Added: 05/30/2015 15:23:20

I haven't actually played this game as of yet but it's a killer read. There's multiple roles I'd like to play and I have a ton of adventure ideas. Can't wait to get it to the table!

[5 of 5 Stars!]
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