These are so great; round out the set of artwork from the ICRPG core book very nicely (or just add some great general artwork for use with any game system.
I love that the dimensions/margins are set just right so that you only need to cut across two lines (technically three cuts: one cut in half, then two cuts into quarters) without having to "trim" around like so many print-and-play items out there.
For an extra polished look (and durability + waterproof-ness) get an inexpensive thermal laminator and 25 (or 50 in case you need spares) 8.5x11" pouches on Amazon. Cut into quarters, put 4 into each pouch with about a 1/8" margin around each card, laminate, then cut into quarters again. They come out beautifully!...
I walked into this strictly based on DTRPG "top seller" status and stellar reviews. I am so glad I did.
Feels like a great blend of Dungeon World and D&D 5th Edition. Also the "Dungeon Mastery" section contains some great general advice and ideas that you can incorporate into any game.
Highly recommedn you check out the author's YouTube Channel (https://www.youtube.com/channel/UCCh5vto8JFstb9Sma9zV25g) and the ICGP Google+ group (https://plus.google.com/communities/113794869422304907451) if you're thinking about it or if you purchase and want to get some more ideas/resources....
This is a useful supplement for a very easy to use, low-power game which I like working with. The artefacts are also low-power, which fits the structure of the game, and many of them are of practical use.
It's spring time, and the local rangers have announced that the mountain passes are clear enough for travel once more... so the party heads off there for whatever reason (a couple are given in the DM Background if you or they do not have a good reason of their own). In the heights of the mountains, there's a chasm crossed by a bridge guarded by a tower at either end. There's quite a lot of backstory for the DM about what's gone on there in the past, and this is where the adventure proper begins - you probably will wish to play out the party deciding (or being hired) to travel through the mountains, getting any equipment that they need and getting high up in the mountains, but you're on your own for that.
There's a good (but not player-friendly) map of the bridge over the chasm, again any maps you require to get there will have to come from elsewhere. On the plus side, there's plenty to explore when you get there - and assorted bandits, monsters and others to object to the party's pr...
In ihrem neuen Settingband Scherbenland entführen Judith und Christian Vogt den Leser in eine Welt voller slawischer Mythen, dunkler Magie und religiösen Konflikten. Das Ganze wird dann noch mit einer ordentlichen Portion Schießpulver und Militärspiel angereichert. Kann die ungewöhnliche Kombination fesseln, oder handelt es sich eher um eine zischende Fehlzündung?
Nach Eis & Dampf legt das Autorenpaar Vogt mit Scherbenland ein neues Setting für das Fate Regelsystem vor. Dieses Mal geht es allerdings nicht in eine Steampunk-Welt, sondern in eine osteuropäisch angehauchte Welt, die sich technisch ungefähr auf dem Niveau der Napoleonischen Kriege befindet. Beides eher wenig präsente, damit aber auch unverbrauchte, Themen in der Rollenspielwelt. Fate-typisch geht es dabei allerdings eher actionorientiert und wenig historisch-simulierend zur Sache, auch wenn neue Mechaniken das Setting in seinen Besonderheiten unterstützen.
Wie bereits gesagt, handelt es sic...
A good list, not necessarily for traps. It does have same traps, but I think if you really want trap ideas, Grimtooth is a lot cleverer. This is almost better as a list of plot ideas. Some are better than others, but it's a one-page list, and well worth $1
I don't think I've ever had a player try to pickpocket someone, so I've never used this list for its title. However, it's a great list for when players are looting, or when you're populating a dungeon.