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HarnWorld Three Region Maps and Lythia Continent Map [BUNDLE]
Publisher: Columbia Games Inc.
by Alex G. [Verified Purchaser]
Date Added: 08/12/2017 14:37:24

A useful bundle of regional maps to supplement the Harn regional map, available elsewhere on this site.

Anyone who had original hardcopies of these regional maps, or who wanted the full scale regional maps to go with the smaller scale regional maps included with the Pilots' Almanac supplement, can immediately recognise the usefulness of these maps, because these can be brought to a game session and zoomed in without having to risk those precious A2 maps by lugging them around to and from sessions.

One can keep the hardcopies safe and sound, now, and bring these to the game, and not have to worry about someone spilling coffee or Mountain Dew on the original hardcopies.

Also, the ability to zoom in on areas of the map at different scales is a feature which makes these electronic maps highly useful in any gaming environment.

In all, I give this my highest recommendation.



Rating:
[5 of 5 Stars!]
HarnWorld Three Region Maps and Lythia Continent Map [BUNDLE]
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Revelations in Cold Iron
Publisher: Dancing Lights Press
by Alex G. [Verified Purchaser]
Date Added: 08/12/2017 14:00:38

I had been waiting to see what this first game based on Dancing Lights Press' Lighthouse Roleplaying System would offer. The concept of a cultlike group taking over the world is very much like the Seers of the Throne from Mage: the Awakening, and the Cult of Moloch sounds like one of the Great Ministries, if Moloch replaced the Paternoster Great Ministry.

In contrast, Cold Iron, the group to which the protagonists belong, is a Tier Three conspiracy group straight out of Hunter: the Vigil, along with a choice of Endowments based on the imposition of logical fallacies on the minds of targets.

The setting is dark fantasy, though "dark comedy" would perhaps be a more apt description, because what humour there is, is very black indeed. The distinction between protagonists and antagonists is hideously blurred - both sides would make use of SJW groups, alt-right / gamergate / MRA trolls, right-wing radio hosts spouting tinfoil hat conspiracies, anti-vaxxers, flat Earthers, vegans, gun nuts, survivalists and hate groups to impose their reality.

This is a very modern roleplaying game, one very much of the year of its release, 2017: a game of social media revolutions; of trials by television and newspaper headline; of fake news and Newspeak, and outright propaganda masquerading as journalism; of oligarchs sitting off the coast of Corfu on their private yachts, controlling entire nations from an iPhone; where, when a mad, frothing politician rises to a position of immense power on some bizarre ticket like chemtrails or building a wall, nobody on either team is entirely sure whether it was their influence or the enemy's influence that got him into power - and where the point is entirely moot, since both sides would happily take advantage of the regime to their own ends.

One quibble - the headline "Gaslighting is magick." I've been a victim of gaslighting. It is one thing that personally detracts from the overall pleasure of this rulebook and setting. But that is a subjective, personal issue.



Rating:
[5 of 5 Stars!]
Revelations in Cold Iron
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Publisher Reply:
Thanks, Alex! I understand your sensitivity to the way the term "gaslighting" was used. I kept taking it out and putting it back in, wondering if it was too dark or too on-the-nose. Ultimately I kept it because I thought it aligned with the in-game concept of subjecting people to subjective, fake realities, very much a tactic used by the Cult of Moloch.
Thousand Years of Night
Publisher: Onyx Path Publishing
by Alex G. [Verified Purchaser]
Date Added: 06/23/2017 16:52:25

Basically, a book for players of Elders in Vampire: the Requiem, with rules which make them playable and challenging.

Every aspect is covered, from the mechanical aspects of generating someone who's got a few centuries of unlife under their belt, to unique character generation rules.

The book describes "new" Clans, but these will be familiar to you if you have other supplements such as VII, the Mekhet Clan Book and Requiem for Rome, namely the Akhud, the Hollow Mekhet and even the Julii. These are Second Edition V:tR mechanics for the originals, superseding their original writeups (and providing writeups for some for the first time). Similarly, the Covenants are brought under the spotlight, including one new Covenant purely for Elders, not seen or described before.

A chapter is devoted to the relationship between Elders and time and history; how the passage of time changes them, and how they touch history. There are tie ins with the Dark Eras Chronicles, because this book describes playing those Elders in various historical eras.

What's it like to portray a being with Intelligence or Manipulation 7, or Wits 6, or Dexterity 8? This book looks into that, too, along with what it's like to play beings with skill dots above 5. You may need Chronicles of Darkness: Dark Eras for a look at older pre-modern skills, though there is a summary here.

What else? New powers - Prestantia is back, making it fun to be an Akhud. Elder Devotions. New Cruac and Theban Sorcery Rites, for Elders. New Coils and Scales of the Dragon. New Merits.

A look at unlife, torpor, retaining your Humanity when even the definition of Humanity keeps changing, companionship, relations with foes and allies, new Banes, Elder Banes, Touchstones for Elders, ghouls, new monstrous enemies to fear, crossovers with mages, changelings and Primordial Beasts ...

There's a LOT of new information in this book, all of it geared towards Elders, aimed at creating Requiem Chronicles as far above the regular game in terms of scope as the regular game is above the mortals game from the Chronicles of Darkness blue book.

I'd been looking forward to a really good new book for Second Edition Requiem. Until something even better comes along, this is the first one that really cuts the thirst. As it were.



Rating:
[5 of 5 Stars!]
Thousand Years of Night
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Chariot: Fantasy Roleplaying in an Age of Miracles
Publisher: Howard David Ingham
by Customer Name Withheld [Verified Purchaser]
Date Added: 05/21/2016 09:32:47

I've been following Howard "Wood" Ingham's writings since his days at White Wolf, writing material for Vampire: the Requiem and Hunter: the Vigil, among other games. I've long been a fan of his.

When Wood began priming the pump for this game from his G+ account, I knew this was going to be something different. Something special; a delicacy. This game exceeded my highest expectations.

Chariot: Fantasy Roleplaying In An Age Of Miracles is Wood's labour of love. This is his voice; his passion; the fantasy world of his childhood dreams. The Age of Miracles, in this case, is the Atlantis of the Theosophists. At turns dark as the Abyss and bright as the Sun, I have to say on a personal note that of all the versions that have ever been written, this is the Atlantis which appeals the most to me.

I currently only have the PDF, though eventually Kindle and hardcopy copies will become available through other outlets. The PDF is 169 pages, with hand drawn interior colour art and maps. The mechanic requires the use of Tarot cards rather than dice; Tarot cards here enhance the narrative with their own colourful symbols.

The stories in this book are not about gaining XP and levelling up - they are about love and death. The point of the game is heroism, altruism and saving what you can. Your characters are demigods, there to save ... something. Somebody. What, or whom, you save is entirely up to you - so what person or treasure is sufficiently meaningful to you? What being or teaching or secret or artefact makes you care enough for it to want to put it on the last boat leaving the harbour? Conversely, what would you hate so much as to want to die wrestling with them, to ensure that they drown along with you?

The book addresses strong - even triggering - adult themes, and carries a fair warning, reproduced here:- "This book is not for children. It deals with adult themes, and contains images of nudity, male and female. Also, if you are offended or distressed by depictions of slavery and abuse, or if such things bring to mind experiences of your own, please read with care or not at all. I don’t want to hurt anyone."

Whether you want to play this game over the course of a few sessions, or set up a drawn-out, doomed campaign set among increasingly violent catastrophes as the final days of the continents of the Places Before loom ever nearer, Chariot is a game that you should try out at least once - whatever kind of stories you might wish to run, whether you wish to play low-brow dungeon exploration or explore high concept campaigns such as creating a political movement to end the culture of institutionalised slavery and outright bigotry that is the Hamartia at the heart of Old Atlantis.

My friend Wood Ingham loves this Atlantis, and has always wanted to share his childhood vision of this doomed continent. So here it is, for you to enjoy. Chariot is a fantasy roleplaying game unlike any other I have encountered, and I cannot recommend it enough.



Rating:
[5 of 5 Stars!]
Chariot: Fantasy Roleplaying in an Age of Miracles
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Mage the Awakening 2nd Edition
Publisher: Onyx Path Publishing
by Customer Name Withheld [Verified Purchaser]
Date Added: 05/10/2016 13:09:24

Mage: the Awakening Second Edition is the third of the Big Three games to be reissued with the Chronicles of Darkness / God-Machine rules mechanic. It presents the same setting as the first edition - five Paths, the familiar Orders from the first edition, Watchtowers, the Supernal, the Abyss - but between First and Second Edition, many changes have been made.

Mages are all about Mage Sight, Obsessions, chasing down Mysteries and balancing politics with Gnosis, while trying to stave off degeneration btought about through Acts of Hubris which erode their Wisdom. Spellcasting still risks Paradox and the Abyss, but there is a major change - the separation of Covert and Vulgar magic, a holdover from Mage: the Ascension, has been done away with. The Paradox rules have been changed, and all of the trappings such as rote mudras, tools, gestures, High Speech and so on are collectively called Yantras.

The first edition caused contention in some fan circles, particularly such aspects as the art and the Atlantis monomyth. This game has incredible full-colour art, the monomyth has been de-emphasised and there is an overall fresh new approach to the game which has managed to balance elements from the first edition with newer elements, sustailably replaced new rules to replace unworkable older rules, and at the same time rewritten vast swathes of the setting yet at the same time keep the general shape of the first edition setting in a recognisable form.

This new version of Mage: the Awakening has struck gold. I recommend it to all fans of Mage. And to those who want to know what it is like to be one of the Awakened, Second Edition is the one you should definitely be playing.



Rating:
[5 of 5 Stars!]
Mage the Awakening 2nd Edition
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Beast: The Primordial
Publisher: Onyx Path Publishing
by Customer Name Withheld [Verified Purchaser]
Date Added: 04/02/2016 12:18:39

The latest Chronicles of Darkness core rulebook to come from the Ontx Path Publishing studio, and the first to be released after the name change to Chronicles of Darkness from World of Darkness, Beast: the Primordial is about monsters, and their purpose in a hideously overcrowded world.

Using the new game mechanics introduced in The God-Machine Chronicle and later released as The World of Darkness, Second Edition and later still as The Chronicles of Darkness, Beast: the Primordial is literally about monsters in human form, and the lessons they have to teach humanity.

Features:-

  • The core back story is that Lilith, the Mother of Monsters, birthed all of the big horrifying creatures - the giants, gorgons, gryphons, Krakens and shadowy beast which lurk in the dark - and that these creatures dwell in a distant part of the Astral called The Primordial Dream. Some people have nightmares of these creatures all their lives, until one day they are given a choice: give in, assume your first best destiny, or eat a blue pill. Those who accept are Devoured by their monsters, called Horrors. When they wake up, they are human no more, but rather Beasts. Their whole existence is about causing nightmares, teaching lessons and feeding off fear and pain.
  • Every Beast has a Lair, in which their Horror, their monstrous soul, dwells.
  • Beasts are always hungry. They can only be fed through preying on people, or punishing wrongdoers and so on. They can walk in people's nightmares and growing their Legend, so that their power can grow through telling and retelling of their stories like Grendel and the Kraken.
  • The enemies of the Beasts are Heroes; deluded individuals who rejected the call to become Beasts but who, instead, chose to become hunters and killers of Beasts.
  • This game is designed for crossover play with any and all of the other ChoD likes, from the blue book to Vampire: the Requiem all the way up to Demon: the Descent. However, it can be used on its own.

I did not know what to think when the name of this game first appeared. I did wonder whether Onyx Path had run out of steam or something. However, the game surprised me and greatly exceeded my expectations. So far, I have only scratched the surface; but already, several story ideas have formed, and as a Storyteller this is usually a very good sign, promising much for the game.

I look forward to running Beast: the Primordial, the second new game to emerge which does not have an Old World of Darkness counterpart (the first being Promethean: the Created of course) and seeing how the players like playing these brand new types of monsters.



Rating:
[5 of 5 Stars!]
Beast: The Primordial
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World of Darkness: God-Machine Rules Update
Publisher: Onyx Path Publishing
by Alex G. [Verified Purchaser]
Date Added: 04/30/2013 17:25:21

After almost nine years, the World of Darkness core rules are given a makeover, and a considerable makeover it is.

Already, I see some interesting new game mechanic rules for this game, which actually provide new opportunities for dramatic play. Changes at all levels - chargen, Specialities, a system that replaces Vices and Virtues, a replacement system - Integrity - that replaces Morality, and Merits have been entirely rewritten both in terms of their new mechanics but also incorporating Merits from WoD supplements such as Dogs Of War and Second Sight, and also Merits from the Hunter: the Vigil core rulebook. Two Merits I wrote for Dogs of War appear in this sourcebook.

Breaking Points are a mechanic which replaces Sins, just as Integrity replaces Morality and the new Virtues and Vices replace the older ones. One cannot help but compare the new rules mechanic with the Hunter "Code" revised Morality system in the Hunter: the Vigil core rulebook. Indeed, the Integrity rules can replace that whole section and fit in seamlessly with the Hunter: the Vigil core rules.

Revisions for Vampire: the Requiem are in the offing with the forthcoming Strix Chronicle - but I can see White Wolf having to come up with new rules revisions for every single one of the games, probably requiring sourcebooks which are the equivalent of Blood And Smoke for Werewolf: the Forsaken, Mage: the Awakening, Promethean: the Created, Changeling: the Lost, Hunter: the Vigil, Geist: the Sin-Eaters and Mummy: the Curse. I suspect the new Demon will come charging out of the stables with the new rules incorporated into the core rulebook and likely won't need a new sourcebook.

Still, with this rules supplement - which is more like a deep core revision - there are liable to be a lot of hornet's nests kicked over when the fans realise how deep these changes go. And I really cannot see Onyx Path going very far down the road now without having to rewrite the core rulebook to incorporate these new changes. I smell a New World of Darkness II in the future ...

This sourcebook, not to mention the full Chronicle sourcebook, ought to make the next few years as interesting for the World of Darkness line as the Time of Judgement line did back in 2004 for the old game and the countdown to the then-new one.



Rating:
[5 of 5 Stars!]
World of Darkness: God-Machine Rules Update
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Arcania of Legend: Blood Magic
Publisher: Mongoose
by Alex G. [Verified Purchaser]
Date Added: 02/18/2012 16:40:56

A solid book, well thought-out and focusing on magic, blood, life force, power, sacrifice and heredity.

I haven't seen so much emphasis on blood since the Vampire: the Requiem Players Guide "The Blood." Only the powerful yet dangerous blood magics of Shadowrun come close to the feel of this book.

The illustrations and book are all in black and white. A shame. It seriously needed to have red-tinged colour interior art.

Each chapter focuses on one aspect of blood magic: in the first, the role and nature of sacrifice and some common sacrificial methods and techniques of sacrifice are discussed.

The next chapter discusses bloody miracles - Divine blood magic, including new and very powerful blood-themed spells such as Purify Blood, Sense Blood, Rain of Blood and Vampiric Touch. The chapter has a very heavy South American Aztec emphasis.

The Blood Sorcery chapter answers a lot of questions raised on the Mongoose fora about what a Grimoire is - is it just a single leather-bound book, or a whole tradition or methodology. The answer is: the latter. A Grimoire could be an oral tradition passed down through memory, precepts written on the walls of a chapter of the sorcerous order or anything, really, as long as they represent a body of knowledge. This chapter discusses the use of blood rather than Magic Points in sorcery, giving sorcery a suitably dark reputation.

The spells listed, such as Abjure Life, Clone, Enslave, Switch Body and Torment are the least horrifying possibilities listed for such dark sorceries.

The next chapter introduces yet another way of looking at magic. Concert casting; enchanting using the Enchant skill; summoning of entities such as demons; these new skills are thrown into this chapter.

The book rounds off with a thorough discussion of how blood magic can be incorporated into a fantasy setting, looking at pulp fantasy, swords & sorcery, high fantasy and other genres, and a list of inspirational sources.

If you want really powerful magic in your game - the sort of magic that has a hundred people chanting, and suddenly the skies over a whole kingdom are bleeding and raining blood - this is your book.

Highly recommended.



Rating:
[5 of 5 Stars!]
Arcania of Legend: Blood Magic
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Renaissance - D100 black powder SRD
Publisher: Cakebread & Walton
by Alex G. [Verified Purchaser]
Date Added: 12/30/2011 15:59:43

A supplement fully compatible with RuneQuest and Legend, Renaissance uses a setting contemporaneous with the Renaissance period in Europe.

This document is the SRD for the game, and contains complete rules to run the game, from character generation to equipment lists, game engine, combat mechanic and two forms of magic - alchemy and witchcraft.

Set in the Age of Black Powder and sail, you create characters who are of their age - drawing from recognisable social backgrounds ranging from peasants through to the middle classes, all the way up to the gentry and nobility. Professions, from Agitator and Alchemist through Journalists (yes, really, you can play a middle class journalist in this game!) to the likes of Watchman and Witch, are covered.

The setting feels familiar - more contemporary than other Basic Roleplaying-style settings, with black powder weapons, recognisable institutions such as Oxford University and things like currencies in Pounds, Shillings and Pence rather than Silver Pieces and Copper Pieces.

In its feel, the setting and game feel strongly like a similar game, White Wolf's old game Mage: the Sorcerer's Crusade, which was set in a similar time of progress and adventure.

You can use the SRD on its own, port the setting whole cloth into Legend or simply poach the Alchemy and black powder rules for your Legend game. Ditto, you can bring in the Divine Magic rules from Legend and have your Renaissance witch characters dedicate POW in literal Pacts with deadly infernal forces. In any case, I highly commend this useful document.



Rating:
[5 of 5 Stars!]
Renaissance - D100 black powder SRD
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Spirit Magic
Publisher: Mongoose
by Alex G. [Verified Purchaser]
Date Added: 12/30/2011 15:10:26

Excellent supplement to the Legend Core Rulebook. Due to space and cost considerations, Mongoose had to leave the Spirit Magic section out of the core rulebook. However with the release of Legend they kindly packaged the section, incorporating the "Shamanism for Fun and Prophets" article from Signs & Portents Magazine 89, and released it under the OGL.

If you check the Legend Core Rulebook, you'll find that it still mentions "four kinds of magic." Spirit Magic is the fourth kind, making this book essential to Legend, particularly if you want to give your shaman characters spirit magic with real bite to it, a match for any of the other magic types - Common Magic, Divine Magic and Sorcery.

I do more than recommend it - you will need it.



Rating:
[5 of 5 Stars!]
Spirit Magic
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Monsters of Legend
Publisher: Mongoose
by Alex G. [Verified Purchaser]
Date Added: 12/30/2011 14:39:33

Highly recommended. The recently-updated version includes Chaos features and rules for ogres, though it comes at a smaller file size and the covers, sans the covers of the Legend Spirit Magic book.

One thing I wished they could have done - a "build your own monster" chapter. All, perhaps, in good time.



Rating:
[4 of 5 Stars!]
Monsters of Legend
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Alien Module 4: Zhodani
Publisher: Mongoose
by Alex G. [Verified Purchaser]
Date Added: 12/03/2011 16:06:43

This book contains everything you need to know about the inhabitants of that area to Spinward and Coreward of the Third Imperium - the Zhodani.

As with other Mongoose Traveller Alien Modules, Mongoose Traveller Alien Module 4 (MTAM4) has a familiar structure: opening with uniquely Zhodani careers and character generation, then an article on the more advanced psionic Talents the Zhodani have developed, followed by articles on the Zhodani, the race, their history, and the present and immediate future for the Consulate - specifically the forthcoming Fifth Frontier War.

A glossary of Zhodani terms allows Referees and players to add an exotic atmosphere to their Zhodani games, and the equipment list focuses on psi-gear, glosses over augments and drugs, then goes on to look at Zhodani combat armour and Zhodani bots, then vehicles and ultimately Zhodani spacecraft - with some really beautiful illustrations showcasing Zhodani spacecraft design.

Encounter tables, reaction tables, Patrons, animals, NPCs all follow, with an article on Zhodani worlds and a detailed look at Ziafrplians Sector (a step to the left and one step Coreward of the Spinward Marches) follow, concluding with sections on adventuring in Ziafrplians and an article on Zhodani Campaigns.

In all, a thorough and comprehensive look at the mysterious Masters of Mind, including elements which newcomers would be likely to be surprised about - the Core Expeditions, and how they come about; also the phenomenon known among Traveller grognards as "The Empress Wave," and an NPC minor race called the Addaxur.

If you're already familiar with the Zhodani from previous articles, a lot of this material won't surprise you - but then, this material was written for people who have never run the Zhodani before, and would not know what to expect of them, so this book will be full of pleasant surprises to them.

It is to those newcomers to Traveller, who have no previous material on the Zhodani to compare, that I recommend this book. MTAM4 and the Mongoose Traveller are all you need to play Zhodani campaigns effectively.



Rating:
[5 of 5 Stars!]
Alien Module 4: Zhodani
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Dresden Files RPG Casefile: Evil Acts
Publisher: Evil Hat Productions, LLC
by Alex G. [Verified Purchaser]
Date Added: 09/18/2011 06:49:13

The title, "Evil Acts," misleads a little. You expect some sort of game of treachery - then you discover that the term refers to the Acts of "The Tempest," the William Shakespeare play around which this scenario centres.

The game comes with partially-generated potential PCs, and some NPC characters essential to the game - Prospero, Miranda, Ariel, an evil entity called Sycorax, and so on. All actors playing the roles of the characters in the play. All wizards or supernatural entities that pass for human.

The story goes that Prospero, sensing that his magic and age have conspired to start tearing his soul apart, seeks to use the enactment of this play as a ritual to allow him to "break his staff" and abjure his rough magic once and for all, without killing him. However, asl always, things do not go as planned - so the player characters have to do something to make sure that they do.

After all, the play's the thing, wherein we'll catch the conscience of the King ...

A solid, yet light hearted, introduction to The Dresden Files RPG. In terms of ite presentation, the article looks solid and stylish, with the whole book looking like an occult investigator's case notes dossier, and nice, clean line art throughout.

Overall, a good way to start the game, if you want a pre-generated adventure to use as your first story for the game.



Rating:
[5 of 5 Stars!]
Dresden Files RPG Casefile: Evil Acts
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Shadowrun: Quick-Start Rules: Fourth Edition
Publisher: Catalyst Game Labs
by Alex G. [Verified Purchaser]
Date Added: 07/12/2011 20:06:02

A good, solid introduction to the core mechanics of Shadowrun v 4.0 in 24 pages, covering basic character generation, tests, combat and the basics of magic in the Awakened World.

Pre-generated characters include Bounty Hunter, Hacker, Street Samurai and Combat Mage, covering as many bases as possible.

Spell casting, Augmented Reality and a combat scenario set in a Seattle streetsde Stuffer Shack follow, with a chest sheet and advertisement for further SR4 products such as the Sixth World Almanac and Runner's Toolkit, as well as for the Shadowrun website.

A good, tight but limited product. A taster, as it were, to get the reader to open up to the much wider range of possibilities available in the basic Shadowrun 4 core rulebook and supplements.



Rating:
[5 of 5 Stars!]
Shadowrun: Quick-Start Rules: Fourth Edition
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Campaign 1: Secrets of the Ancients
Publisher: Mongoose
by Alex G. [Verified Purchaser]
Date Added: 07/12/2011 19:55:54

This product comes in the form of a zip file containing the ten Secrets of the Ancients chapters, along with the introductory "Secrets of Secrets" chapter summarising the plot of the adventure.

Over the course of the last few months, Mongoose had sporadically published each chapter of this adventure on their website. This is the first time they were made available as a single package; they are otherwise available, all separately, on their website, also for free.

What is this adventure about? Basically, the plot of this story follows the plot of the Classic Traveller scenario "Secret of The Ancients," where the characters receive a MacGuffin which leads them to an Ancient city inside a gas giant's atmosphere, and thence to an Ancient spaceship and a journey beyond any living experience, to meet an impossible being who has an incredible story to tell them.

Well, I say it follows the plot "closely." In some ways, anyone who has had to sit through the original scenario may find that this revisioning has a lot more going for it (for instance, the chapter titled "The Secret," which gives away the actual secret, was originally effectively what is known in the writing trade as a "Mary Sue" - Marc Miller's invulnerable superbeing, Grandfather, delivered a monologue to the characters that turned out to be so boring that he walked off halfway through his own screed, leaving it to his android understudy to finish for him.

In this version, the characters have less of a sense of being railroaded through to a long monologue, and more of a sense of having to make choices, and following through on those choices and their consequences.

In this version, it promises, at least one actual Ancient dies in the course of the telling. At one point players get to run a game with an unheard-of scope: that of Ancients themselves, told in the form of a flashback chapter where they are Ancients. And the end game chapter comes to a point where the characters can make a decision which could affect the entire known universe, for good or bad.

I am definitely commending this scenario, although I must say that this is not a good entry-level game for complete newcomers to Traveller. Definitely for players who have had some experience of the game and setting.



Rating:
[5 of 5 Stars!]
Campaign 1: Secrets of the Ancients
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