Eloy has really caught lightning in the bottle with this amazing fun and versatile role-playing game system. You can easily create nearly almost any type of character. It is not only kid friendly but also adult friendly. You can really run away with this system and build almost any world or genre you can imagine. Character creation is a snap, within only a few minutes you will be creating well rounded and fun characters. The system is light and very easy to learn. Not only great for group play but I think it also plays well for solo play. This is a super fun game system, give it a try, you will not be disappointed....
The Citybook series was one of my favorite game aids when they were first produced, and I'm glad to see them again. My copies are sorely beat up and in some cases missing. The various settings described in the Citybooks make it easy to drop a full scenario in front of a party on those occasions that happen all too often when they go off on their own in completely the opposite direction from the dungeon you had planned. I've run The Grey Minstrel Inn, from Citybook 1, at least five times over the years, with different tweaks each time. The settings are system-neutral but easily adapted; I've used them with T&T, two versions of D&D, and a home-grown game system with ease. Highly recommended!
Fun sandbox type exploration and butt-kicking quest for low-level characters. A lot of fun little bits in the story and has all the exploration and wilderness rules in one place. The very first 'encounter' had my game group laughing as they competed against each other for the lord's approval. After that it becomes more free-form, with the party hunting down the dangers in the area. The adventure is huge, almost 140 pages, the introduction says there are enough encounters to take a 1st level party all the way to 7th level by the end, but I think it will be more than that after we throw in some wandering monsters in the wilderness. By the time my group hit second level, all the character classes had the chance to use their skills to contribute, which was nice. I'll update my review after my party gets further through it, but it's been great fun so far....
I still have to try this game but from a first quick reading it looks like a small, well-done job.
Quick and easy, it focus on the theme and seems to deliver an enjoyable experience.
The artworks, a bit “old school” in my opinion, are not a few and appealing too.
Overall, I am very happy with it!
Great prints : variety in prints using "dragon layers" so the walls dont all look the same.
Easy to build
Cleaver design - bump proofing with EZ lock pillars.
Great fun to build
Stores easily (i have all of my wall sections and arches stored in the D+D starter box)
Time consuming to build enough for a reasonable sized dungeon**
I run a wargames club at my school and this was a fantastic product for us. It has enabled us to cheaply produce an excellent modular dungeon set with resources we (or anyone else would find easily available)
The instructions are clear and even as novice card modellers we were able to build the pieces easily. They look fantastic on the table!
The sheer variety of pieces included is staggering and makes for some very interesting games!
They suggest printing onto card (by far the easiest way) however knowing the level of rough and tumble the pieces would have to endure I decided to put them onto thicker card stock.
A great little thing this is indeed. The mechanics, the story and the world of the Dark Eye make this one of the best solo adventure/gamebook products I have come across. I would love to play more of these as an extended solo campaign or as introductions to other classes and locations in the Dark Eye.
Date Added: 07/18/2017 00:41:23
This book has some really good monsters in it, maybe only the Ekek could be used for a party between levels 2 and 3 the rest are super powerful, but that is ok, not everything as to be killed at first level. I have found a use for all the monsters but the Tiyanak and some I might even convert to other editions.
I'll be honest, I don't even remember backing this Kickstarter, but I am so glad that I did. This is like Nephilim in space. Or you could run a government campaign and it would be like Kult in space. Either way, it's a glorious combination of tropes. It's written for D6, which is a perfectly functional system, or you can convert it into just about anything, because the concepts that make it so brilliant aren't system-dependent at all. Highly recommended.
I highly recommend this product. It is an excellent setting book with beautiful art and layout. I'm generally not a big fan of setting books, but this is an imaginative setting with some excellent concepts that grip you right away. And, those concepts are cool both for the players and the DM. For example, the former goddess of justice and valor has become the mournfull and dark godess of death! This appeals to the DM (making the gods dynamic and interesting, while tying into the threats Karthun deals with) and to the PCs (one of my PCs is trying to worship her old values and try to undo the change). Another example is the impending doom coming to the land, which becomes a compelling force for both players and DMs and ties to all of the setting aspects, from different cities to cosmology to the gods to the different player races.
Bottom line: this is a superb read, a beautiful book, super fun as a setting, and filled with ideas you can borrow for any setting....
**Quick Review **
Buy this game, it's at the very least I source of different ideas, and maybe you'll also get a lot more out of it, like I have.
Do RPG mechanics sometimes get in the way of game flow, or even box-in peoples’ creativity? I’ve come across this line of questions on many occasions. The typical debate comes down to agreeing that rules abstraction is required, which I don’t fully agree with, but look at how most games leave character psychology to the players with no rules needed to track character mood or stress. For example, I am not a fan of the cyberspace/hacking design used in many RPGs. I’ve been working on a game for years in which I am using computer language structure as a part of my vast magic system, so I decided to do a search on RPG + hacking, to see if anyone had recently made some interesting mechanics. I was pleased to quickly find something new: Cryptomancer.
After a few minutes of reading about Cryptomancer I genuinely paused t...
# **Great Game and Great Support From The Author! Buy It!!**
After searching high and low for a WWII ruleset, I decided that I would buy Nuts! Final Version as my game of choice.
I was swayed primarily by the forums on TMP to make this purchase. In most "what ruleset should I buy?" threads within TMP, Nuts! had come up over and over and over again.
The thing that stood out most to me is the ability to play solo. I don't often get to have games face to face, so I was looking for a ruleset that would support a single player. The very same ruleset also allows ,ultiple plays to play on the same side versus the ruleset. And finally you can play head to head. At first I thought it was too good to be true, but again thread after thread spoke highly about the game.
With the ability to play solo, comes the Reaction System. And to me, this was the clincher as to why I should buy the ruleset. How many times have you played a game where you know exactly what you're going to do? Probabl...
Do you enjoy video game franchises like Persona, or Danganronpa? To generic it up a bit, how about teenagers getting into trouble? Occult mysteries? Weird science? Techno magic-with-a-k? Good! Now put all those things into a blender and pouring out the deliciousness that is the Breakfast Cult RPG. Running on the Fate Accelerated engine, BC lets you tell the stories of teenagers with bizarre and poorly understood powers and then watch as they get in way over their heads. FAE is a very flexible system, and works well with Breakfast Cult as you can have characters ranging from occult wunderkind to semi-retired magical girls to Death Note simulacrums. The more inventive and weird you can make your characters, the better, and Fate Accelerated can back you up. The art is also wonderful, a manga-esque style that really helps with the Lovecraft/John Hughes love child tone that I feel is the game's sweet spot.
Even trimmed down from FATE's original form, Accelerated is a bit of a s...
Simply a great book. The setting and style are beautifully brought to life, the writers absolutely deliver a strong concept and immersive, detailed world. They also managed to bring some great new gameplay ideas to the table, while also being accessible, and explaining the FATE system for anyone that has not tried it yet.
It is the ultimate resource for those who love steampunk, wuxia, and FATE!