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Hostile Takeover
by Sean H. [Featured Reviewer] Date Added: 05/24/2013 10:13:57

Cyberpunks, interested in how the other half lives (and works)? Hostile Takeover is a resource to allow you to play characters working for the megacorporations who rule the world in the near, dark future. Both as a guide for corporate-based games and as a resource for building and playing the corporations, Hostile Takeover is a useful and amusing resource.

Hostile Takeover is a Savage Worlds/Interface Zero source book on working for the mega-corporation from GunMetal Games. It is divided into two parts:

• The New Employee Orientation Handbook, which is the players’ section with options for characters (including new edges and flaws) and the new rules that affect them, such as the sweet expense account rules and a short catalog of toys to be purchased with such. • The Policy and Procedure Manual, which is the game master’s section including advice on running a corporate game, mood, and a discussion of how to build interesting corporations using trapping along with seven example corporations.

Both sections have in-world commentary by former and current employees of the mysterious company which provide some amusing insights.

While a campaign framework is provided in Hostile Takeover it is only that, a framework, considerable work will be needed to expand it into a playable campaign. That being said, there are some useful tools here. There is a good amount of advice and general tools that could be applied to any cyberpunk/megacorporate setting but possibly not enough to justify buying it if you do not play Interface Zero/Savage Worlds.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/



Rating:
[4 of 5 Stars!]
Hostile Takeover
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Interface Zero Hacking 2.0
by Radosław G. [Verified Purchaser] Date Added: 04/06/2013 09:34:03

I have mixed feelings about this. I could write more but follwing should be enough: It's cheap but incomplete however what is there is mostly good.



Rating:
[3 of 5 Stars!]
Interface Zero Hacking 2.0
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Interface Zero Hacking 2.0
by Guy S. [Verified Purchaser] Date Added: 02/17/2013 16:53:55

Hmmm...although very aggressively priced I was a little disappointed with this product. It purports to present a full relaunch of the IZ netrunning rules but in fact falls short mostly as it was never finished. What you get is an admittedly intriguing alternative to some of the netrunning rules concertraing mostly on introduction of the 'Power Globe' device as a unique netrunner tool, and removing the universal hacker powers formerly considered the norm for all TAP equipped citizens. What you don't get is the much hinted at exxtended rules for avatar based hacking, leaving at least this prospective GM of the system suspended between options. I am advised that the reason this was not completed was that the IZ 2.0 rule set will provide the full version and as a supporter of the Kickstarter project I anticipate this greatly. As it is though, I do not feel this product added a great deal for me at this stage and if i decide to run the system before IZ2.0 emerges I'll use the rules pretty much as-is or with the downloadable 1.5 variant you can find elsewhere.



Rating:
[2 of 5 Stars!]
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Interface Zero Game Masters Screen
by Guy S. [Verified Purchaser] Date Added: 02/17/2013 16:47:18

This is rich and essential resource for any GM of the IZ manfiestation of the Savage Worlds system, puttingall the key information you might want in a glance. Produced as a high quality pdf with a swathe of excellent artwork for the 'player-facing' part of the screen and a wealth of handy tables and help-alongs for the gamesmaster, I recommend this heartily as and aid to swift access of essential stuff that will stop that all too irritating action hiatus that comes from having to fidn something in the rules.



Rating:
[4 of 5 Stars!]
Interface Zero Game Masters Screen
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Interface Zero 1.0
by Will L. [Verified Purchaser] Date Added: 01/13/2013 10:01:36

I really love the Savage Worlds system and I've been really wanting to get into a cyberpunk setting. It's also really nice that you have two options to run and play with this book. You can either just stick to the Savage Worlds rules or you can use the Interface Zero rules. Note, Interface Zero rules, death especially, REALLY HARD. The GM section is also really very helpful. I've personally never GM'd before but this book lays everything out for vets and n00bs alike. Have fun runners ;)



Rating:
[5 of 5 Stars!]
Interface Zero 1.0
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Road Rage: Life in the Fast Lane
by chris m. [Verified Purchaser] Date Added: 10/12/2012 13:01:39

Great supplement, good chase rules and great inspiration for racing campaigns! Good art of the jump bikes too!



Rating:
[5 of 5 Stars!]
Road Rage: Life in the Fast Lane
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Road Rage: Life in the Fast Lane
by William W. [Verified Purchaser] Date Added: 09/25/2012 14:43:28

Everything you need to run a Jump Bike Racing campaign or add a racing element to your current campaign. The Jump Bike racing rules are sort of a hybrid between Chases and Dramatic Tasks from SWD core rules. I think they do a good job of making races feel significant and substantial, all the while keeping the rules Fast, Furious, and Fun like you expect from Savage Worlds. On top of that you've got new Occupations, Edges, Gear, sample tracks, a way to generate your own random tracks, and even some NPCs to fill them with. I can't think of single thing that's missing. Good product. 5/5!



Rating:
[5 of 5 Stars!]
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San Francisco: The Ruins by the Bay
by Evyn M. [Verified Purchaser] Date Added: 07/24/2012 20:34:09

Not written by a local, There is so much more to the 9 counties than just SF. Otherwise not bad.



Rating:
[3 of 5 Stars!]
San Francisco: The Ruins by the Bay
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The Yaurcoan Empire
by 2 G. 1 M. [Featured Reviewer] Date Added: 06/20/2012 00:51:48

The Yaurcoan Empire sourcebook is a fantastic resource for Totems of the Dead, especially if you want an Incan themed game. If I can put my historian hat on a for a moment, The Yaurcoan Empire won’t get you through a class on the Inca, as the Empire presented in the book is a mash up of the Incan Empire around the time of its “discovery” by Pizarro. I like to think of the Yaurcoan Empire as a bit of alternate history with the assumption that the Spanish never showed up…and it has Pterosaur riding warriors and Pleistocene animals wandering around (like Terror Birds). This, to me, makes it incredibly awesome!

The book itself is short but sweet, covering all sorts of material without bogging the reader down in minutiae. There is at least one adventure seed per page, and I’m not exaggerating about that. There is a part that covers the history, religion, and culture of the Yaurcoan Empire and its subject people. Like the Incas, the Yaurcoa dominate a bunch of local tribes, some of whom resent the dominance and others who are busily assimilating, as well as many shades of gray in between the extremes. The religion section is interesting and really illustrates this cosmopolitan atmosphere.

The Gazetteer section is also incredibly informative and useful for a GM who is going to run a game set in the cities of the Empire. Each city comes complete with a sentence or two of history, some cultural differences highlighted, and a little news (adventure seed!). The places are wonderfully thought out, and yet tease you with a lack of detail begging to be filled in! The entire book is written with an eye for tantalizing your imagination with ways to bridge gaps between short bursts of inspirational prose. There are neat details like a mention that there are hidden valleys in the mountains containing monsters, treasure, secret estates, and ancient ruins. They even mention a couple of peoples from the distant past (one a race of giants that still inhabit some of the valleys) to help you flavor your own ruins.

There is only a page of new crunch in here, which definitively shows that it’s more of a GM’s book than one for players. The new edges and equipment is still pretty cool, though. In the GM’s section of the book there are stats and backgrounds for a few major characters mentioned in the current events of the Empire, which does a really good job of showing you how to build a character from a similar background. Each description has a few good story hooks in it, too. There are two pages of “secrets,” which are really just adventure seeds, and they add a lot of ideas!

The bestiary section is really cool, too, which is really a feature of this line (the GM’s Guide has a massive bestiary). It has the stats you would need to run the adventure at the end of the book. The adventure is only a page, and would require a little bit of exposition on the GM’s part. It does a solid job of giving someone a good kick start to the two-fisted nature of the game.

Overall, if you like Totems of the Dead, pick up The Yaurcoan Empire. It’d be six dollars well spent, as at the very least it will keep you inspired to do something. The best praise I can heap on The Yaurcoan Empire is that it screams to be played. The entire time you read it as a GM your head will spin with ideas to run a game set in the Empire itself.



Rating:
[5 of 5 Stars!]
The Yaurcoan Empire
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Hostile Takeover
by Michael H. [Verified Purchaser] Date Added: 05/28/2012 04:16:17

For more discussion about Savage Worlds and other RPG's please visit my blog at http://solaceofsavagery.wordpress.com

Hostile Takeover is a 41 page supplement for Gun Metal Games excellent cyberpunk setting, Interface Zero. The book focuses on adding elements of corporate intrigue, politics, policy and power plays to a campaign. It is divided into two sections – the first is designated as “The New Employee Handbook” for players, and the second is titled “The Policy and Procedure Manual” for Gamemaster’s.

The player’s section is written as if it were a manual for a new hire at a corporation. It contains information for understanding the setting and has advice for using the standard Savage Worlds mechanics in a way that is stylistically consistent with the genre. There are also new Hindrances and Edges for players to choose from that reinforce the setting (I got a kick out of the “Non Disclosure Agreement” hindrance).

The GM’s section, as you’d expect, has a lot of advice for introducing corporate play into Interface Zero. Early on it talks about avoiding turning your game into an office simulator, which I found interesting and helpful since, to me, that seems the quickest way to kill the fun factor of the setting. There are entries on running different types of corporate style games, as well as a detailed section on creating unique companies that have a sense of character. There is also an excellent chapter called “Murder in the Board Room” that shows you how to use common Savage Worlds mechanics (chases, mass battles, etc..) in new ways that emulate different facets of the genre (like using the mass battle rules to resolve a corporate takeover). This approach is very creative and keeps with the classic Savage Worlds idea of trappings. The book is end capped with a list of common NPC’s that your player’s are likely to encounter in an office environment.

This is a cool book and a pretty neat idea. On the surface, the prospect of role playing in an office sounds painfully dull. This book had the challenge of refuting that idea and it does so quite well. Presentation, like all Gun Metal Games releases, is stellar. Layout is well done and the whole book is very polished. This title is well dressed, ready for business and bleeding cool.



Rating:
[5 of 5 Stars!]
Hostile Takeover
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Interface Zero Game Masters Screen
by Keith (. T. A. [Featured Reviewer] Date Added: 04/07/2012 13:08:51

Interface Zero GM Screen for Savage Worlds by Gunmetal Games

Remarkable Art and on the practical side, the screen gives the GM all the useful charts to keep the action moving and the hacking nerve wracking.

Art: Nothing communicates a setting better than excellent art. For me, strong visuals like these keep me in the groove of the game.

A quick recap of the charts:

First Page: The Shoot and Move Charts Attacking Options and Modifiers Skills / Derived Stats / Range Modifiers / Non-lethal Combat / Movement Stealth Rules / Modifiers

Second Page: IZ Interactions and Network Hacking Allied Personality / NPC Initial Reaction / Calling in Favors / Test of Wills / Zeek Fatigue Public Access Network / Home Access Network Corporate Access Network / Government Access / Military Access Network

Third Page: IZ Trauma, Damage, and Healing Cybertrauma / Biotrauma / Fire Damage / Radiation / Encumbrance Gritty Damage / Shaken / Incapacitation / Injury Table / Natural Healing

This is a useful product done well and the price can't be beat.

The Savage Troll rptroll.blogspot.com

Note: This review was excerpted from a blog review: http://rptroll.blogspot.com/2012/03/interface-zero-gm-screen-for-savage.html



Rating:
[5 of 5 Stars!]
Interface Zero Game Masters Screen
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The Yaurcoan Empire
by Michael H. [Verified Purchaser] Date Added: 03/31/2012 11:35:02

For more discussion about Savage Worlds and other RPG's please visit my blog at http://solaceofsavagery.wordpress.com

The Yaurcoan Empire is a 23 page supplement released by Gun Metal Games for their Totems of the Dead setting for Savage Worlds. The region described within the book lies south of the Maztlani lands, and its settlements lie all around the Andred mountains (about where Peru is on a real map).

The book is split up into seven sections. The first half covers general information for the “Mountain Empire”. Areas of focus include architecture, agriculture, religion, peoples, and settlements. The second half of the book is primarily GM information and includes a couple of new edges, a new power, prominent npc’s, a bestiary, and an adventure.

At 23 pages this title is a pretty light entry. Having said that, what’s presented is thorough and useful at the table provided you are going to run your players through the region. The pdf sports a 2 column layout and is layered to facilitate printing. The black and white interior is easy to read and the included art is awesome.

Content wise this book carries on with drawing inspiration from the rich native cultures that are the real world counterparts to the fictional peoples presented in the game. Flavor is drawn heavily from this cultural source forge and then recombined into an inspiring assortment of useful game materials.

I’m happy to see Gun Metal Games releasing support material for Totems. I’d have loved to have seen a heftier book that covered more ground, but this book accomplishes what it sets out to do. With any luck these releases will continue and support for this great setting will stay strong!



Rating:
[5 of 5 Stars!]
The Yaurcoan Empire
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Interface Zero Game Masters Screen
by John P. [Verified Purchaser] Date Added: 03/16/2012 12:26:21

Great GM screen! The art is from several of the products that are currently out and the working part of the screen has all the charts and info that any GM would want.

All in all great value for the $$$



Rating:
[5 of 5 Stars!]
Interface Zero Game Masters Screen
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Interface Zero Hacking 2.0
by Dillard R. [Verified Purchaser] Date Added: 03/13/2012 14:20:08

Two dollars is a steal. If you have bought Gun Metal Games before you may even be able to get a coupon for a dollar off. Check out their website.

IZ 2.0 in it's glorious entirety is scheduled to come out later this year. This product offers the Basic Hacking rules only. Advanced stuff like hacking vehicles, weapon hacking and even brain hacking will be coming out with the new and improved version.

What you do get is Fast, Fun and Furious. Gone are the "ghosting" rules. Added are rules for "hyper gloves" that allow you to manipulate Hyper Reality at range (albeit hand grenade ranges).

The rules are simplified and fall in line quite nicely with the normal modifier system used in Savage Worlds Explorer and Savage World's Deluxe additions.

Everyone that wanted a hacking system for Savage Worlds that is FFF and doesn't lose the flavor of Cyberpunk these are a great introduction at a great price.

Like Savage Worlds itself this system is "simple like Chess". Easy to learn, with all the levels of complexity you could hope for or need with little likelihood of getting bogged down.



Rating:
[5 of 5 Stars!]
Interface Zero Hacking 2.0
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Interface Zero Game Masters Screen
by Thomas B. [Featured Reviewer] Date Added: 03/06/2012 23:56:25

WHAT YOU SHOULD KNOW: GM Screen's as we know them are fading fast. There was a Savage Worlds GM screen a while back that was clear plastic panels that you could slip cardboard panels for the game you were running in. The Interface Zero GM screen is along those lines...a "do it yourself" GM screen. The three art panels consist of some gorgeously thematic art, running a decent range of IZ material, including an android, cyborgs and mercenaries...(and a cyberpunk street samurai looking figure). The three rules panels include the Gritty damage rules, Zeek fatigue and the Hacking 2.0 rules.

WHAT WORKS: Great art, all the relevant IZ setting rules...about what you would want from a GM screen.

WHAT DOESN'T WORK: It feels a TAD cluttered...but there's just a metric crap ton of tables on this thing (all relevant to your needs).

CONCLUSION: Unless you hate GM screens, this is a very good pick-up for $3 if you have access to a good printer. Much better deal than the $20 GM screen standard we've seen in the past, especially if you have one of the clear Savage Worlds screens to slide the panels into.



Rating:
[4 of 5 Stars!]
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