DriveThruRPG.com
Browse Categories
$ to $















Back
pixel_trans.gif
Other comments left for this publisher:
You must be logged in to rate this
pixel_trans.gif
XXXXXXXXX
by A. C. P. [Verified Purchaser] Date Added: 02/03/2022 21:09:19

Enjoyed the mechanics of this ruleset when playing it though the first intro adventure, The Laughing Horror. My entrepreneur-wannabe-thug managed to use his computer skills to get some valuable info, though he did not fare so well during the combats.



Rating:
[5 of 5 Stars!]
XXXXXXXXX
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
NOTHING NADA NUNCA NIET
by A. C. P. [Verified Purchaser] Date Added: 02/03/2022 21:06:32

Having played through this adventure as a playtester, it was a great intro into the mechanics and feel of NowUltra RPG. I can also say I did laugh, and it is my position that the inclusion of the jokes alone makes this a must-have. Fight me!



Rating:
[5 of 5 Stars!]
NOTHING NADA NUNCA NIET
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
MMMMMMMMMMMMMMMMM
by A. C. P. [Verified Purchaser] Date Added: 12/21/2021 20:53:15

I was one of the playtesters for this ruleset, and I have to say that the combination of the flexible M20 rules with the judicious addition of "gritty" rules to match the name strikes a perfect balance. I was really enjoying playing this as a gritty "straight-Western" RPG.

Then the Weird stuff (see Appendix B) started to happen, and... bruh! :D



Rating:
[5 of 5 Stars!]
MMMMMMMMMMMMMMMMM
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
NOTHING NADA NUNCA NIET
by Bob V. G. [Verified Purchaser] Date Added: 09/16/2021 11:59:33

Recently, I soloed my way through the adventure The Laughing Horror (free/pay what you want at DriveThruRPG, 28 pages). It is for NowUltraRPG Roleplaying Game (same place and price). It is forty pages and it is what you get when you combine Microlite20 and d20 Modern Roleplaying Game (print edition 2002). I used Zathrum as the solo engine.

For this modern (year 1992) adventure, I did use the athlete, doctor (physics), student, and criminal characters that are included in the adventure. I did roll up one additional character, Lila the psychic investigator. So, Ryan the criminal took control of this investigation. He has no patience and hates when there is too much talking and no action. The characters went to the city hospital to check on Alan’s father. He had been “infected” with dozens of others. They had a chat with the friendly nurse and soon discovered that Dr. Craxhyd was up to no good. Ryan had the four other PCs hide in a cleaning closet that night while he checked out Dr. Craxhyd’s office on the tenth floor. He discovered an IBM Thinkpad 300. He was able to get past the screen saver, but couldn’t navigate into the documents. So, he just grabbed the computer, some discs, all of the serums, and some mail that was lying around. Later that night he took Max to his place (Ryan’s) where they could get into the computer files (Ryan is turning Max into a criminal). The next day, Ryan calls everyone and tells them that he is going to the police with all the evidence. He lied. Again. He takes all of the evidence and most of the serums to a newspaper guy he knows for cash. The media exposes the deranged doctor and the police raid the hospital. The serum is given to all of the victims, but Alan’s father ends up suffering from a side effect of the serum – altered personality. Oops, so I did not get a perfect “score”. Oh, I almost forgot. Ryan does a raid on the doctor’s house before he contacts the press. He steals easy-to-carry valuables totaling $3,500.00. What a guy. What will happen when you solo this?

This document includes 1 map, 4 stat blocks for the opposition, and 175 bad jokes (I am not kidding). Give this fun adventure a try!



Rating:
[4 of 5 Stars!]
NOTHING NADA NUNCA NIET
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Creator Reply:
Thank you for the review! Glad you had fun with it. Your story took a very different turn from the game my friends and I played. That is the wonder of RPGs!
pixel_trans.gif
XXXXXXXXX
by Bob V. G. [Verified Purchaser] Date Added: 09/16/2021 11:56:55

Recently, I soloed my way through the adventure The Laughing Horror (free/pay what you want at DriveThruRPG, 28 pages). It is for NowUltraRPG Roleplaying Game (same place and price). It is forty pages and it is what you get when you combine Microlite20 and d20 Modern Roleplaying Game (print edition 2002). I used Zathrum as the solo engine.

For this modern (year 1992) adventure, I did use the athlete, doctor (physics), student, and criminal characters that are included in the adventure. I did roll up one additional character, Lila the psychic investigator. So, Ryan the criminal took control of this investigation. He has no patience and hates when there is too much talking and no action. The characters went to the city hospital to check on Alan’s father. He had been “infected” with dozens of others. They had a chat with the friendly nurse and soon discovered that Dr. Craxhyd was up to no good. Ryan had the four other PCs hide in a cleaning closet that night while he checked out Dr. Craxhyd’s office on the tenth floor. He discovered an IBM Thinkpad 300. He was able to get past the screen saver, but couldn’t navigate into the documents. So, he just grabbed the computer, some discs, all of the serums, and some mail that was lying around. Later that night he took Max to his place (Ryan’s) where they could get into the computer files (Ryan is turning Max into a criminal). The next day, Ryan calls everyone and tells them that he is going to the police with all the evidence. He lied. Again. He takes all of the evidence and most of the serums to a newspaper guy he knows for cash. The media exposes the deranged doctor and the police raid the hospital. The serum is given to all of the victims, but Alan’s father ends up suffering from a side effect of the serum – altered personality. Oops, so I did not get a perfect “score”. Oh, I almost forgot. Ryan does a raid on the doctor’s house before he contacts the press. He steals easy-to-carry valuables totaling $3,500.00. What a guy.

Give this fun game a try!



Rating:
[4 of 5 Stars!]
XXXXXXXXX
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Creator Reply:
sounds like you had some fun. Glad to hear it!
pixel_trans.gif
title1
by william c. [Verified Purchaser] Date Added: 08/04/2019 15:12:19

I bought these expecting a polished version of the old free wargame rules DBACW, but from the onset let me be honest, these rules are very disappointing. Given that they are titled and proposed as quick play ACW or later war rules, yhey do seem to be simply an iteration of the authors earlier ruleset "C'est la guerre" with a couple of nods to the period such as including Rifled Muskets etc. I could be harsh and say the author has not truly designed the rules for this later period at all

First of all I have no objection to abstracted games, but if this was the case why does the author then include rules for advanced weaponry but never explain what that actually means. In one part the Sharps carbine is noted for which you pay an extra cost, but then more because of extra range presumably because carbines (in the rules) have zero range but this is one of the undescribed advanced weapons

There are plenty of other omissions as well, for instance no description of terrain types, but the movement charts note bad going - what is that. Line of sight is never defined but effects command ranges

Next flaw the infantry movement rates are miniscule, infantry in line moving 3cms a turn - yes cms not inches - but ten why move in line at all when you engage in shooting you are not penalised for your shooting or being in a denser target. Although there is a paragraph stating one of the best ways to breakinfantry is to flank them this is near impossible.

The inclusion of combat engineers into a tactical game is strange. However adding the sniper type is frankly ridiculous at this level of combat, use these with cavalry and you will win every time

The biggest issue is that for some reason cavalry are the queen of the battlefield. Cavalry are the only type to get an additional move and so can easily flank enemies or simply charge directly at infantry or artillery units and simply blow them away, abstract or not the rules should reflect the period

As a whole the rules come over as a beta version rather than a full playtested set and as such need tightening up eg several infantry grades are mentioned but only regular infantry are specifcally mentioned in the combat results table does that mean the other types are not (obviously entry should simply be infantry). Another example was Artillery it took me a while to find the note that they are targetted as infantry.but this was not in the Shooting section

A fully fleshed out sequence of play needs to be added

More work needs to be done to expand the role of infantry and its increasing role as the dominant force on the battlefield and nueter the role of cavalry. Add terrain types and their effects, the river rules about unceratinty of crossing are good and could be aplied to woods etc. Expand the weapon types on offer and add a bit of variety and at the same time suggest some form of army listing, even if these are very generic.

Sorry to be harsh, but I hope to have been fair and would be happy to help to improve this ruleset,



Rating:
[2 of 5 Stars!]
title1
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
title1
by Malcolm D. [Verified Purchaser] Date Added: 06/12/2019 19:09:41

These rules purport to be for later 19th century wars, but they take no account of breach loading guns used by the Prussians and lump all field artillery into one category. Whilst this is OK for ACW and Crimea - and it may play well for those conflicts - this is no good for Franco-Prussian, or Russo-Turkish wars. There were no sample armies nor were there any scenarios so it is difficult to get an idea of how the author proposes his vague units to be used.



Rating:
[2 of 5 Stars!]
pixel_trans.gif
Creator Reply:
In the section describing the point system, and in the table regarding weapons and range, I encouraged players to create their own army lists with special weapons treatments and hacks as they think best. I considered trying to come up with sample army lists and weapons, but it seemed hopeless to me. Each army from each period and conflict would/should possibly qualify for their own book rather than a brief sample list. I was imagining the hate mail I would receive for each over-simplification or error I made. I also do not believe I have the expertise to attempt such a monumental task. Instead I am relying upon the gamer to use the point system to create their own army lists and specialty weapons classes (and hopefully then share their discoveries and insights with me so that I could share them with other players). As you point out, just the Franco-Prussian and Russo-Turkish wars provide a dramatic difference in weapons. Please note, I will probably supplement this set of rules with army lists and weapons systems at a later date at no extra charge. For now this is what I was able to accomplish. Thank you for your criticism.
pixel_trans.gif
C'est la Guerre - Fast Play Wargame for the Age of Muskets
by Steven P. [Verified Purchaser] Date Added: 05/01/2017 11:29:58

C'est la Guerre is an excellent rules set that provides enough flavor of the Horse and Musket period for a good game, without bogging one down in the details that can make a game tedious. Anyone familiar with DBA or its derivatives will be able to get into things quickly. Play is fast....My first opposed game, with a former DBA player, took about ninety minutes, playing twelve complete turns, while bringing him up tto speed.

Armies vary in size, based on quality and type of troops. My Seven Years War Prussians fielded fourteen units. The opposing Russian list had twenty. Most will fall somewhere in between. We played on a 4x3 foot table, using 25mm figures.

After setting terrain, and determine which edge each player sets up from, both players roll to see who will go first. This is followed by rolling a d6 to see how many initiative points you work with. Various action cost you points...moving a unit, rallying a unit, etc. you can maximize you efforts by moving in lines or columns, or using a 'command group' based around your command unit. Distance from 'command' means that an action costs more.

After movement, both sides enage in fire, followed by melee. combat involves opposed dice rolls, modified by factors based on unit type and quality Results range from 'no result' to 'push back', flee or destroyed'. casualties may occur, which will induce negative modifiers to the unit involved.

Musketry range is very short, which is good and proper. Close in, trade volleys, and have at it with the bayonet. The real challenge is moving into postion to do some damage with the enemy trying to break your formations with artillery and skirmishing cavalry.

Lists are provided for the major wars of the 18th Century, including the the Great Northern War, the Wars of Marlborough,the Jacobite Rebellion, the Seven Years War, the French and Indian War, and the American Revolution, and there is a Napoleonic List as well. By using the 'rifle ranges' included, I see no reason thse rules could not be pushed to handle the Crimean War and US Civil War as well.

I have found these rules to provide an enjoyable game, either solitaire, or face-to-face , and hope their will be an expansion for campaigns, which could be played over a course of several get togethers. Some lists for the French and English in India would also be most welcome.

A fine value,every club should have a copy.



Rating:
[5 of 5 Stars!]
C'est la Guerre - Fast Play Wargame for the Age of Muskets
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Displaying 1 to 8 (of 8 reviews) Result Pages:  1 
pixel_trans.gif
0 items
 Hottest Titles
 Gift Certificates