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Ahris Fantasy Roleplaying Game and Setting
by Lawrence [Verified Purchaser] Date Added: 10/03/2023 08:57:39

I am a big fan of the 2d20 system (Modiphius), but I find most incarnations to be epic (Conan, Achtung Cthulhu, Dune). Sometimes you want to run something that is more everyman, but it would be nice to use the familiar 2d20 system. That is where Ahris comes in, it is a grittier and more grounded version of 2d20 fantasy.

I am also pleased to say the author has taken the lesson of some other 2d20 products and organized this game book well.



Rating:
[5 of 5 Stars!]
Ahris Fantasy Roleplaying Game and Setting
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Guadalcanal Series Mission 1: Jungle Rot
by Damian [Verified Purchaser] Date Added: 09/22/2023 13:55:12

A decent enough little scenario set in the early days of the war. I'd rate it higher but (and please be aware this may only be my copy) it takes forever to load which means it's tough if you need to refer back to something, if this problem can be sorted I'd give it an extra star.



Rating:
[3 of 5 Stars!]
Guadalcanal Series Mission 1: Jungle Rot
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Achtung! Cthulhu 2d20 Quickstart
by Kari M. [Verified Purchaser] Date Added: 09/17/2023 11:54:23

Ran this at a local convention, the players loved it and it works well as a quick intro into the Achtung! Cthulhu game and system. There are a couple editing mistakes, but overall it is a fun mission. Wish there were seperate player character sheets that could be handed out besides what is in the back of the book. Some nice printer friendly character sheets would be good.



Rating:
[5 of 5 Stars!]
Achtung! Cthulhu 2d20 Quickstart
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Star Trek: The Animated Series Supplemental Guide PDF
by Gilles [Verified Purchaser] Date Added: 09/17/2023 03:49:11

It's a nice supplement for Star Trek Adventures covering the animated series. You will find stats for the main characters of TOS plus a few new ones, NPCs, creatures, villains and a few ships. It is not an essential pdf and its main interest (to me at least) is that you will have a few interesting stats in one place. I like the graphics and clear presentation, the content doesn't talk to me as much as with the other books. For USD 12, it's a fine purchase.



Rating:
[3 of 5 Stars!]
Star Trek: The Animated Series Supplemental Guide PDF
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KULT: Divinity Lost - Tarot Cards
by Lorène Y. [Verified Purchaser] Date Added: 08/28/2023 14:08:07

Just get the Tarot Deck Rules, it has the same picture quality as this pdf



Rating:
[1 of 5 Stars!]
KULT: Divinity Lost - Tarot Cards
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Solo Game Master's Guide (PDF)
by Bob P. [Verified Purchaser] Date Added: 08/21/2023 16:03:46

This book gives great insights in the why? and the how? of solo roleplaying. I very much appreciate the point of view, and it provides another perspective that will help me as I start to make my choices and scenes heading into my solo campaigning journey. Oh, the tables are nice, too.



Rating:
[5 of 5 Stars!]
Solo Game Master's Guide (PDF)
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Sentience 2d20 Revised Core Rulebook
by Jonathan C. [Verified Purchaser] Date Added: 08/20/2023 18:41:58

Great system if you're a fan of classic science fiction! great opportunities for everyone at the table to explore what it means to be alive through the viewpoints of their characters. A lot of flexibility in the system for people that want to create their own world. Give it a shot on game night!



Rating:
[5 of 5 Stars!]
Sentience 2d20 Revised Core Rulebook
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STA Captain's Log Solo Roleplaying Game (TNG Edition) PDF
by Joel S. [Verified Purchaser] Date Added: 08/15/2023 17:16:28

I think it is fairest to compare this to One Ring Strider Mode or Ironsworn/Starforged. In this company I think it falls a little short, but perhaps it is just different.

There is no character progression. You can shift your stats a bit but you do not grow from Zero to Hero in this one. If that's important to you this might not be for you.

About 2/3 of the book is just nicely organized Star Trek lore. If you are a Trek fan it is worth buying just for this.

There are some great random tables/oracles that are very Trek specific. Again this is one of its strengths.

Character creation is a drawn out process. If you enjoy making detailed characters you will like this. If you rather have simple characters, then you may struggle with this. The problem is no one really acts alone in the star trek universe. You are part of a crew. Captain's Log does not deal well with this and the complex character creation is not helpful when you really need a crew of several people. Pre-gen crew members would be a welcome addition to this as would pre-gen spacecraft. Getting ready to play is a multi hour process to generate ships and crew. Captain's Log also doesn't address companions or allies in its play through, a major oversight in a Star Trek game. I would love to have a catalog of 40-50 crewmembers already generated that I could assemble into my bridge crew or take on away missions.

The weak point is the 2d20 system. But honestly you don't get to the rules of the game until chapter 5, 179 pages in. Then all the rules are laid out in a fairly brief 45 pages. This is not a "fiction first" system. In examples of play the book repeatedly has you roll then afterward narrate the details. Combat is always a minor part of Star Trek but it is important. It feels very squishy and abstract, but then everything feels a bit squishy and abstract in this system. First one to land 3 hits wins. After playing for a couple hours to where I felt comfortable with the system I converted my characters over to Savage Worlds and had much more fun and didn't look back. Still using the oracles and a lot of the background info (I already know most things Trek but it is a nice reference.)

The overall structure of the game focuses on what feels more like a writing exercise for an episode script. Each mission has 15 scenes divided into three acts and many of the things that will happen in these acts are known before you begin. You fill in some blanks along the way but it very much feels like the episode outline is developed before play begins. I tried this before ultimately rejecting it. I don't need my RPG to have an episodic story arc that is quite so neat. I like multiple overlapping dangers and surprise twists at any point, and this playstyle didn't seem to lend well to that.

As to exploring, something that One Ring and Starforged does very well, this doesn't seem to capture it at all. I would have appreciated something of a hex map crawl like Starforged, One Ring or even Forbidden Lands.

A bestiary of villains, both individuals and ships, would have also been nice but is completely missing, though combat is so lacking in detail that I don't know what stats would actually differentiate a rabid tribble from a gorn.

Bottom line, The oracles are nice and it is a serviceable compendium of Star Trek lore, but I would recommend hacking in an entirely different system to play, one that excels at sandbox exploration and has more meaningful use of companions and character development. I would also recommend a more fiction first approach.



Rating:
[3 of 5 Stars!]
STA Captain's Log Solo Roleplaying Game (TNG Edition) PDF
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Star Trek Adventures: Core Rulebook
by Andrew l. [Verified Purchaser] Date Added: 07/31/2023 12:34:31

When I first encountered this RPG, I was blown away. The beauty and simplicity of the dice system hit me hard, and bubbled on my brain for months. Narrowing the scope to just SF officers, and therefore being able to have just 5 stats and 6 skills was a masterstroke, in my opinion. Couple that with this idea of a 2d20 dice system which generated a linear curve of 0-2 successes, and was readable by players right off the dice because you roll to get < stat+skill just blew me away, completely. Add the idea that if you roll near 1 it's a complication and near 20 is an advantage, sweet icing. I was less happy about the core rulebook when I bought it, though, becasue 90% of the book was Trek lore. I eventually got myself the starter set which had the core rules, and gave away the big, hardbound book to a friend who wanted it.



Rating:
[4 of 5 Stars!]
Star Trek Adventures: Core Rulebook
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Dune: The Great Game: Houses of the Landsraad (PDF)
by Maleesha T. [Verified Purchaser] Date Added: 07/23/2023 21:34:08

This an amazingly detailed book and it has great info on the galaxy that Dune takes place in and the Houses, that I really just bought it for that. Its also very pretty :)



Rating:
[5 of 5 Stars!]
Dune: The Great Game: Houses of the Landsraad (PDF)
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Titanic Triumph (Core Rulebook)
by Chris M. [Verified Purchaser] Date Added: 07/23/2023 13:15:06

From the first time I played Modiphius' Conan 2d20 system, I thought it would be an excellent system for a medium-crunch superhero game. Titanic Triumph does a great job of utilizing the core mechanical elements of the 2d20 system (like Momentum and Doom -- here called Chaos -- and the dice system) and intergrating them into the genre and super powers. The book itself is well-written and very well organized with a nice, clean layout that is easy to read. I like how the powers are organized into physical, mental, meta, and talents. The inclusion of meta powers that lean into the 2d20 system mechanics is very clever, and if it doesn't suit your particular approach as a GM, you can just disallow that section of powers (although I think that would be a shame).

It's hard to find good medium-crunch ttrpg systems in the superhero genre space imo -- they tend to be too rules light or heavy crunch like the classic games in the genre -- but Titanic Triumph lands nicely in that middle space, and I think the system is fast and easy to learn for people new to it. I've played a lot of 2d20, and it doesn't take long for players to get the hang of it and enjoy fast-paced, fun combat. The term "medium crunch" shouldn't scare you -- it's not overly fiddly in combat as D&D-type games tend to be, and you can build a cool superhero using these rules in less than an hour without needing a spreadsheet.

Along those lines, this is very much a roll-your-own system at this point. There are a few example characters for reference and a brief adventure outline, but if you're going to run Titanic Triumph, you're going to have to build your own villains and craft your own adventures (although adapting either from other systems is a breeze compared to other high-crunch superhero systems). Anyway, I definitely recommend this game, which lands at a great price point for the amount of fun it delivers, if you like 2d20 or are looking for a good medium-crunch superhero game that combines gamist, narrativist, and simulationist approaches in a nice, balanced way.



Rating:
[5 of 5 Stars!]
Titanic Triumph (Core Rulebook)
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Liminal: Pax Londinium
by Avram S. [Verified Purchaser] Date Added: 07/21/2023 10:30:57

This supplement for the UK-centric modern fantasy Liminal presents their version of the city of London. This book is full of interesting plot hooks and NPCs for a Liminal game set in London. The writing and characterization in the book is top-notch. One difficulty with the book, which the book acknowledges, is that it offloads a lot of the heavy lifting about the city of London to other sources. As an an American who's only been to London for a single day, there was a lot about London I simply don't know and this book is no help with that. Even geographic designations or descriptions would have been useful.

In summary, I highly recommend this book for Liminal adventures set in London. It is even useful for other modern fantasy games. However, the buyer unfamiliar with London should be aware that they will need to do some outside research on the city of London to make full use of this book.



Rating:
[4 of 5 Stars!]
Liminal: Pax Londinium
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Fallout: The Roleplaying Game: Winter of Atom PDF
by James S. [Verified Purchaser] Date Added: 07/15/2023 15:37:23

This might be one of the best expansions that Modiphius has ever released. It builds on the base Fallout RPG system in interesting and flavorful ways, and the core campaign of the book is an amazing read. It successfully builds on the Commonwealth setting without leaning too hard on the big factions of Fallout 4, giving the players, minor characters from Fallout 4, and the new NPC's introduced a chance to shine. The new NPC's and settlements are the real meat of this book, and Modiphius knocked it out of the park. Information is provided in clear and concise ways that makes it easy reading for me as GM, and they hit the sweet spot of providing enough details that I feel I understand characters and places really well while also leaving room for me to introduce new elements that I'd prefer or that result from player actions. The advice they offer for everything from the best way to describe horror elements depending on your audience to the "fallout" from the player's actions during quests is really great.

If I had a quibble with thos book it's that it does leave some important parts of the Commonwealth out. Most notably Bunker Hill is only mentioned in passing, which seems odd for a story that deals a lot with supplies in the Commonwealth during winter. But this is a minor quibble for me, and the books is overall well worth its price of a little over twenty bucks.



Rating:
[5 of 5 Stars!]
Fallout: The Roleplaying Game: Winter of Atom PDF
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Cohors Cthulhu RPG Quickstart (PDF)
by Bob V. G. [Verified Purchaser] Date Added: 07/09/2023 13:26:21

Recently, I soloed my way through Cohors Cthulhu RPG Quickstart (82 pages) which does include an awesome adventure that could be modified for any RPG.) For the solo engine, I used a yes/maybe/no oracle. I did use the six PCs that are included in the quickstart. The adventure started right after an attack on a caravan. The caravan master is in a fight to the death with a dream-frenzied villager. The PCs kill the villager and the caravan master is wounded. The PC Egino casts one heal spell on him, but technically, all of the PCs have “scrapes and bruises”. So, the PCs loot the bodies and then escort the caravan master to the nearest village.

They meet the village leader and at dusk, they all go into Miltrude’s Hall and bar it from the inside. They sleep for two hours and then they hear a commotion outside. They open the door and then find themselves in combat with a dream-frenzied berserker. They kill him, bar the door again, and sleep for another five hours. In the morning, three cultists are harassing a villager. The PC Gerfrid scares them off. The PCs figure out that the trouble seems to be coming from a nearby farmstead. When they get there, they have an encounter near the barn. They are forced into combat against a dream-frenzied villager, a cultist protector, and a drude. The three enemies are defeated, but Herodion the PC also goes down. Egino attempts to heal him with a healing spell but the botches the attempt which kills Herodion (Oops!).

There are now five PCs left and they have not even entered the manor yet. So, Egino casts The Gods Guide You. It is successful and the PCs can now get to the troublemakers without worrying about the cultists (the cultists are occupied with barriers and complications). At this point, the PCs kill Gislin, Ingolf, and Lao-Ur. When Lao-Ur is being killed, it brands the PC Cossus with a brand/tattoo. The cultists run off, the PCs loot the bodies and then go back to Miltrude. She thanks the PCs but her face goes pale when she sees the brand on Cossus.

Give this Quickstart a try!



Rating:
[5 of 5 Stars!]
Cohors Cthulhu RPG Quickstart (PDF)
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Rangers of Shadow Deep - PDF
by John M. [Verified Purchaser] Date Added: 07/04/2023 12:13:38

Amazing game! But the fact that the PDF doesn't come bookmarked is, to be frank, silly. Easily a 5 star game but in this day and age bookmarked PDFs are the norm, especially a game with this level of production. I wrote Modiphius to double check I had purchased the correct, most up to date, verision. No response.



Rating:
[3 of 5 Stars!]
Rangers of Shadow Deep - PDF
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