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30 Character Motivations
by Dark M. [Verified Purchaser] Date Added: 05/05/2011 17:19:38

30 Character Motivations by Adamant Entertainment

This product is 12 pages long. It starts with a cover. (1 pages)

Introduction (2 pages) This explains what they are, how to use them and then gives two examples. It is suggested each character only be allowed a single motivation.

Motivations (8 pages) Each motivation has a positive and negative version of them. Both version give the character bonuses to stuff, just different things. The ones included are as follows. There is also one new feat. Controlled, grants you a bonus to go against your motivation. Honorable / Unscrupulous Brave / Cowardly Concerned / Apathetic Accepting / Contemptuous Chaste / Lustful Forgiving / Vengeful Compassionate / Cruel Dutiful / Rebellious Just / Partisan Generous / Avaricious Ambivalent / Envious Amorous / Despising Loyal / Treacherous Modest / Proud Honest / Deceitful

It ends with a OGL. (1 pages)

Closing thoughts. The layout and editing are ok, the artwork is color and fair. The pages have a gray jagged torn parchment look. Which looks nice but makes it less print friendly. As for the motivations for the most part they match pretty well to what you would expect. Some I disagreed with but all and all not bad. Let me say I like the idea of this product. Now with that said I did have a few issues. One the negatives are helpful too. I kinda would have rather them have more negative aspects to them. Also they are not really balanced I thought some of them was much stronger than some of the others. The weak ones I would say is worth a feat likely. The strongest though I would say is worth three feats. Such as one of them gives you a +2 luck bonus to all saves.

So I liked the idea but felt it needs some work and I would have liked to have seen it done slightly differently. Maybe for each positive motivation you had to take a negative one to counter balance it. I think that would have been better personally. All and all it's not but a bit pricey. So if the idea interest you it is worth picking up. So what's my rating? I am going to have to give it a 3 in the end. It is a neat idea and the RPing idea's it helps provide and character fleshing out I felt was worth half a 3 star.

Trust me, I'm a Succubus.



Rating:
[3 of 5 Stars!]
30 Character Motivations
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Gangs of Freeport
by Michael T. [Featured Reviewer] Date Added: 04/27/2011 20:05:18

Gangs of Freeport is an adventure for four characters of 5th to 7th level. This review contains spoilers. To identify my group’s experience with the adventure, I used the PLAYTEST tag.

In Gangs of Freeport, the PCs find themselves swept up in events as a mysterious power, making use of techniques both mystical and malign, shows signs of succeeding where others failed. The various gangs of the city work together, and the Sea Lord's Guard proves helpless to stem the rising tide of crime. Only through keen observation, determined investigation, and the judicious use of bloody violence can the characters uncover an old evil behind the threat, and take steps to put it down.

PLAYTEST: Some days, no matter how much I try to plan, things go awry. Whenever we don’t have enough players for the D&D game, my plan was to start up a D20 Modern game, which has a larger pool of players. But of course, those folks weren’t available either. So I figured I’d play D&D with the two fighters of our group. Except that Beldin’s player didn’t show up either. That left Vlad. Vlad’s something of an everyman hero, and his player Matt is an old school gamer. He likes to kill things and take their stuff. And yet, Vlad is often underestimated because he’s “just a fighter.” Vlad’s much more than that, and Matt demonstrates in this solo adventure that he can more than handle himself.

As the adventure begins, the PCs have been recruited for a simple task: escort a shipment of foreign silks and textiles from the docs to a merchant’s warehouse, clear across the Warehouse District. On the way, they come under a surprisingly well organized and orchestrated assault by gang members intent on stealing the shipment. Although the opponents are not impossibly tough, their tactics make them a threat to be reckoned with.

PLAYTEST: What made this adventure possible as a solo adventure was that the fighter had a ring of spell storing, which allowed him to cast a variety of spells (including fireball, among others) to take on multiple opponents.

Having witnessed the battle, a criminal by the name of Cristophe Cirgall, one of Bloody Jack’s lieutenants, approaches the party. He explains to the PCs that he has discovered outside influence in the gang, and was nearly murdered for failing to partake of the new narcotic. Obviously, he cannot go to the Guard, so he offers to compensate the characters if they will assist.

PLAYTEST: Instead of Cirgall, I used Finn, the leader of Finn’s Syndicate. It made Finn being beaten up and asking for help all the more pathetic.

During their investigations, the PCs likely visit a Cutthroat hideout, the Broken Mug tavern, and a capsized ship currently serving a sinister purpose. By combining the clues they obtain in those locations, the PCs can begin pointing fingers, and evidence, at those responsible.

PLAYTEST: Central to the plot is “white smoke” a narcotic that makes it easier to use mind-influencing magic on the population. This is how the gangs are slowly being taken over. I changed the drug to ghoul juice, picking up where The Consequences of Vice left off.

Commissioner Williams still cannot trust his own Guard, so it remains to the PCs to follow through. Only once they have confronted the so-called “serpent priests” in the Eastern Quarter, and captured Tillinghast himself before he escapes his hidden camp, will they truly have broken the back of the nascent guild, just as Marquetta did a century gone by.

PLAYTEST: I pulled few punches. The bad guys play to win, but they play smart, and in a few cases some unexpected things happen. I also applied rules I don’t always remember to use to the bad guys—the lack of Precise Shot when a spell caster attacks with a ray, for example. That kept things in Vlad’s favor. When Vlad faced off against Aboir, he failed – and Aboir acted as a cleaner of sorts, erasing all memory of him from Vlad and sending him after Tillinghast.

Gangs of Freeport involves redirection, drug addiction, and a lot of investigation, which makes it an interesting change of pace for the usual Freeport adventure. With a few tweaks, it can be tightly tied to the previous Freeport adventures to help the PCs bring down the criminal element while helping another one rise to the top.

Continue reading on Examiner.com: RPG review of Gangs of Freeport - National RPG | Examiner.com http://www.examiner.com/rpg-in-national/rpg-review-of-gangs-of-freeport#ixzz1Km8sQmo4



Rating:
[4 of 5 Stars!]
Gangs of Freeport
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Venture 4th: Pact of Ghosts
by Timothy B. [Featured Reviewer] Date Added: 04/26/2011 23:16:58

An interesting addition to the 4th edition game. I liked many of the powers and did not feel they were too overpowered or underpowered. I also liked the different flavor they gave to the Warlock class. 3rd party publishers of D&D4 material are at a severe disadvantage. They can't add their material to the DDi and that makes them less attractive. But if you can get past that this is a very good class build and one I plan on using in my games.



Rating:
[4 of 5 Stars!]
Venture 4th: Pact of Ghosts
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Thrilling Tales 2nd Edition (Savage Worlds)
by Marcus B. [Verified Purchaser] Date Added: 04/16/2011 08:10:19

I never was a huge Fan of Pulp RPG but this converted me! Great inspiring book. I especially love the Adventure generator which really does inspire and delivers weird, exciting, pulpy adventures and the NPCs for it too. Great overall job!



Rating:
[5 of 5 Stars!]
Thrilling Tales 2nd Edition (Savage Worlds)
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Thrilling Tales 2e: The Malay Coins
by Samuel K. [Verified Purchaser] Date Added: 04/06/2011 20:22:56

If I could give half-star ratings here, I'd probably give this a 3.5 - I like it better than the Radio Marauders but not quite as much as the Valley of Mystery or Curse of the Jade Monkey. It's good, but it feels more like a sketch or outline than a fully developed adventure. That's not necessarily a bad thing, though - as they say, it is designed in such a way as to make for easy expansion by the GM into a series of more detailed adventures, which I suspect most GMs will want to do. Again, no maps (I'm contractually obligated to complain about that ... ). There are some errors as well (e.g., Li-Ming Jade's Parry score should be 9, not 7), but nothing too serious. Recommended, but only after you get Valley and Curse.



Rating:
[4 of 5 Stars!]
Thrilling Tales 2e: The Malay Coins
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Thrilling Tales 2e: The Valley of Mystery
by Samuel K. [Verified Purchaser] Date Added: 04/04/2011 19:24:09

Another winner from Adamant! This is a nice, healthy adventure (I suspect it would take a couple of sessions to complete) with an Indiana Jones / Lost World sort of flavor. As one would expect from this genre, there are some distinctly non-PC elements, but as long as the players understand that it's meant to capture the style of these sorts of pulp stories - warts and all - it shouldn't be an issue for any but the most sensitive of gaming groups. As usual, I'll complain about the lack of maps, but otherwise, I highly recommend it.



Rating:
[4 of 5 Stars!]
Thrilling Tales 2e: The Valley of Mystery
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Rebels of Mars (Savage Worlds)
by Dillard R. [Verified Purchaser] Date Added: 03/20/2011 17:27:44

Definitely worth two dollars for any SW GM with a little time change up the campaign to fit his own. Or to use with Mars SW.

Five dollars would probably be too much.

Although titled Rebels of Mars there is little to do with the Rebels.

A small force of Earthmen have shown up on Mars and are entangled in Martian politics, love triangles and slavers. They aren't the lead characters either. The PC's are mercenaries hired to find someone that has run afoul of the Rebels. We don't even run into the rebels until the last two adventures out of five.

There are some vague possibilities for further adventures for the rebels, but these seem to be merely two or three sentence hooks not real plot points.

Character motivations, plots and plans are not fully discussed until the end of the book in the Dramatis Personae section. However, the adventures keep referring to these motivations, plots and plans throughout the campaign.

With only 5 adventures PCs are not likely to advance more than 3 times. As a campaign/story arc it is very light and requires a lot of work on the part of anyone wanting to use it as something meatier.



Rating:
[3 of 5 Stars!]
Rebels of Mars (Savage Worlds)
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Thrilling Tales 2e: The Radio Marauders
by Samuel K. [Verified Purchaser] Date Added: 03/18/2011 20:51:26

I recently reviewed Curse of the Jade Monkey, and quite favorably at that. I'm afraid I can't be quite as positive about The Radio Marauders. Don't get me wrong - it's not bad, but it is flawed. There are some minor formatting issues (e.g., the occasional word with a space in the middle of it, or two words crammed together), and a couple of conversion oversights (e.g., a reference to an INT roll, which I'm guessing is supposed to be a Smarts roll). My main problem, however, is a rather odd plot. Specifically, there are occasions in which the GM is strongly advised to make sure that the PCs fail certain actions, for fear of the adventure moving along too quickly. Honestly, I don't think I've come across that before. An adventure shouldn't be predicated on PC failure, especially if the PCs are high level (and this adventure is recommended for various numbers and ranks of characters, including a single Legendary character - who is probably not going to fail at a lot ... ). Still, the basic ideas in the adventure are good, and for two bucks, it's certainly worth getting, but I suspect most GMs are going to feel the need to do some re-writing or improvising in order to make it run better - I know I will.



Rating:
[3 of 5 Stars!]
Thrilling Tales 2e: The Radio Marauders
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Thrilling Tales 2e: Curse of the Jade Monkey
by Samuel K. [Verified Purchaser] Date Added: 03/16/2011 22:40:08

A great adventure - my favorite of the several Savage Worlds Thrilling Tales adventures that I've looked at so far. It's a medium-short adventure, perfect for a single afternoon or evening of play. It's very linear, which is the style for these sort of pulp adventures - not a problem, just something to keep in mind. It really captures the pulp hero genre, putting me in mind of Indiana Jones (including an optional "Short Round" style NPC sidekick) or the classic Big Trouble in Little China. My only gripe: no maps. That seems to be the norm these days, so maybe I shouldn't complain, but for a game like Savage Worlds, that does so well with miniatures, it seems like a shame not to include them. Highly recommended.



Rating:
[4 of 5 Stars!]
Thrilling Tales 2e: Curse of the Jade Monkey
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MARS: Savage Worlds Edition
by Dillard R. [Verified Purchaser] Date Added: 03/15/2011 18:26:43

Price is what puts this in four star range. Two dollars is a steal for the buyer. When it was 15 dollars it was a rip off.

The setting book is adequate. It has everything necessary to play a campaign on Burroughs Mars and that is about it. Adequate is the watchword here. It defines pretty much the entire book. Burroughs fans can "get" this book, but it seems unlikely to me that anyone else would. I don't understand the addition of the Clone Wars Synthmen and the War of the Worlds cephalopods however.

Adequate does not rate a 15 dollar price tag.

But it is great for two dollars.

The art and stories are evocative and imaginative. The art was clean but lacked "slick" except in a couple of places. Some of the art was a bit juvenile, but this was a minor amount. Two pictures got in there that clearly needed to be edited before being put in the hands of young readers.

Overall a good deal at two dollars.



Rating:
[4 of 5 Stars!]
MARS: Savage Worlds Edition
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Warriors of Mars
by Dillard R. [Verified Purchaser] Date Added: 03/15/2011 17:48:29

I bought this product at the full five dollar price. I too snapped it up...and immediately suffered from buyer's remorse.

I still don't know if it is worth two dollars.

Showdown is a table top miniature wargame, and a good one.

I was disappointed that Warriors did not have an army list (just something typical not definitive).

I was disappointed that it did not have a generator for scenarios or any campaign suggestions.

The scenarios are pretty generic. It would have been nice if they would have been tied to some sort of campaign or something from Mars RPG setting.

It does have an exhausting (if not exhaustive) list of different types of soldiers...but no info on how they are deployed or used.

There are tables that are useful. There are new weapons and edges that are actually new and not rehashes of old stuff.



Rating:
[2 of 5 Stars!]
Warriors of Mars
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UnderWorld: An Adventure Game of Subterranean Fantasy
by andrew b. [Verified Purchaser] Date Added: 03/11/2011 13:59:19

This is a fun sourcebook which is easily incorporated into most game systems. It is ecclectic and humorous and yet very flexible and rule-lite, making it a good fit for almost any setting involving New York City, fantasy, and with pariah-like themes (Shadowrun and World of Darkness come immediately to mind). I cant stop reading this thing and I bought it along with five other cheap modules just to see whats up. For two dollars, this is a wonderful find, the only thing I bought that was really worth much more than I paid for it. If you like a quirky setting/sourcebook where mole people and mad scientists and people lost in time can comingle and get into trouble, dont pass up this one. It is probably the most intersting book you will never hear about.



Rating:
[4 of 5 Stars!]
UnderWorld: An Adventure Game of Subterranean Fantasy
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Tome of Secrets
by Paul B. [Verified Purchaser] Date Added: 02/01/2011 08:26:35

One of the things I most appreciate is the writeup of the Warlock class. The Pathfinder modernized specifics make it a viable class for those of us who don't like MMO-at-the-tabletop WotC 4.0 rulesets. Other components such as chase rules, Morale (Dread, Fear, Insanity rules), and the like round out the Pathfinder core well for use with other settings.



Rating:
[5 of 5 Stars!]
Tome of Secrets
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FREE d20 to FATE Conversion Guide
by Rod M. [Verified Purchaser] Date Added: 01/10/2011 15:34:29

So far so good.. Everything I've received from drivethru has been satisfactory.



Rating:
[5 of 5 Stars!]
FREE d20 to FATE Conversion Guide
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Thrilling Tales 2nd Edition (Savage Worlds)
by Warren S. [Verified Purchaser] Date Added: 12/29/2010 17:19:58

The Savage Worlds RPG is perfect for a pulp campaign. Trilling Tales 2nd Edition (Savage Worlds) makes the job super easy for a prospective Game Master. It's also a fantastic pulp sourcebook.



Rating:
[5 of 5 Stars!]
Thrilling Tales 2nd Edition (Savage Worlds)
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