City on the Edge provides a good introduction to Chult for new players as well as an easy starting point for new DMs. The module is broken into 5 Missions which can be played as separate sessions or as one larger campaign. While the writing and story arcs are enjoyable and easy to follow the module states that each of the missions are planned to take 1 hour. For most of the groups I have run these adventures for the time has worked out to be 2 hours or more unless the party is discouraged from roleplaying interactions or exploring the city during the adventures....
This is a great set of modules for new players. Each one has a different feel, so it serves almost as a sampler of what D&D can be. The smaller segments also allow for more debriefings with the players to get a sense of what they liked and didn't like about each type of encounter, allowing both the DM and players to be pleasently surprised by things they unexpectedly enjoyed.
It does have one major issue, and that is there are a few incorrect words which hurts it's readabilty, and slows down the flow of descriptions....
This was a fun adventure, and I enjoyed how it gave the player the ability to roleplay and an encounter other than combat. My one issue would be that if you have already played DDAL05-01 then the players are already in Parnast, and so having them have left only to journey back is a bit awkward.
I love the Streets of Fire Series. The best part is the great backstorys of each character. Whethere you are playing in The G-Core world or your own these easy to add Rogues enhance any Superhero Game. Dozer is the stand out..... but Maul has becaome a favorite of my group and a sympathetic ant-Hero as well......and if the Jersey Crew were on TV Now.......admit it you would watch the show and root for poor Red Jersey Cheetah
Need a Quick Superhero Session......Think Giant Monsters. This Amazing G-Core Collection has a great back story and some great Giant monsters that take you back to the Creature Double Feature on Saturday Mornings.Sword Fin even reminds me of some body.............Great Product......A Must Have
The Best Part is how easy it is to put into your superhero game............I have my own homebrew world inspired by G-Core......adding Giant Monsters and a deadly X Swarm Invasion........can make every Superhero Game Better.......Now if we had a Giant Turtle of some sort.. (wnk)
A Great Price and a Great addition to any G-Core or FASERIP Super Hero Game
I recently had a chance to use B/X essentials 3 core books with a group of new players at a convention game. By new, I mean no tabletop RPG experience whatsoever. The organization, layout, tables, clarity and presentation are superb. Brand new players were able to quickly reference and understand information during character creation and play. Well done! In the future I'd like a DM screen too.
- Dresden Files Accelerated ist bereits die zweite Rollenspielumsetzung des Hintergrundes rund um den Privatdetektiv und Magier Harry Dresden. Während Dresden Files RPG noch auf dem alten Fate basierte, verspricht die neue Version einen modernisierten, schnelleren und einfacheren Zugang – doch kann sie das Versprechen auch halten? Henning hat es sich angeschaut.
Wie der Name schon andeutet, basiert Dresden Files Accelerated auf der leichtgewichtigeren, schnelleren Fate-Version Turbo-Fate, im englischen Fate Accelerated. Turbo-Fate zeichnet sich unter anderem durch rund 250 Seiten weniger Regeln gegenüber dem überarbeiteten Fate Core aus.
Diese Verschlankung zieht sich auch durch die neuen Dresden Files. Die alte Version ließ komplexe Charaktere zu und wurde anscheinend mit der Leitfrage entwickelt: „Wie können wir die Welt von Harry Dresden möglichst gut simuliere...
Compact rules light version of Shadowrun rules that run very quickly. All special abilities are channeled through a universal Shadow Amp system that seems like a good idea. We made characters in under an hour and played during our first session.
Problems with the game
1) Could be organized better, you can flip all over to find all the rules for a particular subject that really could have been consolidated.
2) Mistakes, some pregens and amp designs violate the rule.
3) Drones and spirits are overpowered as written
4) This doesn't really need to be a round robin narrative game, it works great as a traditional GM run game. Not sure the Cues and Tags really have much use either way.
5) Most importantly, if you're interested in GMing this game, you have to know how Shadowrun is supposed to work already. There are whole subject areas that are just not explained in the rules aside from a quick mentions (Notably astral space, most of the Matrix, good luck if you don't know ho...
One of my favourite adventure.
If you run the ToA HC, you should at least read this adventure. gives some insight and information about Malar's Throat. Also comes with a Urban Chase complication specific to Port Nyanzaru.
The absolute highlight of this advenure? YOU GET THE POSSIBILITY TO BUY A BELT BAG... LIKE A REAL BANANA BELT BAG!
This is way too cool IMHO.
Ok joke apart, I don't want that last comment to be interpreted as "well if the coolest thing is you get to buy a bag, the module must not be so great".
The story is great and greater as part of the trilogy of tier 1 adventures. There are nice mechanics and checks that make this unique and different from the previous seasons' adventures.
ps : you want to roleplay a grung that serves as a guide for your players? say no more, run this module...
Not incredible but still super fun.
The whole Tier 2 trilogy is great and a must run for anyone who likes at least a bit Chult and everything going on there.
There is a pretty nice foreshadowing of the tier 3 and tier 4 modules as well as even other tier 4 adventures of AL. I won't spoil anything but if you prepare a bit and run stuff in a semi-closed group, you can build a super intersting story with this one and all the modules of the season 7.
The adventures are interesting but not much.
What I found the most a shame is that there is no conclusion to this adventure. DDAL07-01 had 4 miniadventures and the fifth was the conclusion. That was pretty great.
Here you are sent on a mission to 5 spots and you never hear of the outcome of it... this is a letdown for me who really like the story behind the modules.
But what makes it 4 stars and not 3 is that taken as stand alones, the mini-adventures are really fun to run and to play. Nice mechanics and everything.
Also great to have tier 2 adventure that you can run on a short time-slot....
That's a great module.
What is great is that there is a lot of way this can be played and end. I've run it twice and play it once and all experience were completely different.
your players like combat? they will be served
they prefer roleplay? they will be served too!
the intrigue also is pretty well written and easy to follow... something the writing make it weird and hard to understand the author intent but here everything is pretty good from that point of view!
This was actually the first tier 2 I've done as a player and it will stay a memorable experience. Just prepare it will because of the intrigue behind it, it is ideally not something you should run after having read it 5 minutes just before play. Can be done this way but not optimal....
This is the first module I ran. Pretty fun and interesting.
You have some investigation to do in the begining. A lot of RP occasions. A lot of clues to find here and there by the players. Feels like a Sherlock Holmes adventure.
Then the other party is great too. A nice chase.
The final fight is GRRRRREAT. Not something you would see coming. Foreshadows pretty well everything that is happening in Tyranny of Dragons. Also, the magic item is usually preeeeetty much appreciated by the players.
This is MUST play for players and un MUST run for DM.
As I always say when I speak of S01 adventures, you should REALLY run this season as a whole. Like a mini hard-cover. The story-arc is so great. The NPCs are nice. This module is great as a stand alone but becomes way greater when included in the season....
While I don't think this is quite as polished as Scrivened's Hyperlanes book, I still think that this is a really compelling 5e supplemental. By building off of D&D 5e's rules, it allows you to play using rules that you already know while still bringing something new to the table. I'll be using this to create a Fantasy-Western setting.