This booklet was made up of "short and sweet, quick and dirty guidelines" that provide a solid foundation for those with little or no idea of where to start. Perfect for me. Venger gives you some practical ways to come up with an adventure idea and how to turn that into enough material to become a playable adventure that should hit all the points of interest for your players. Guidelines for writing with style, sandbox vs railroading, and a nice breakdown of an adventure into its composite pieces were the most helpful to me mainly because I was a blank slate and needed help getting started with the basics. Advice on setting a scene and when to end it or take it up a notch and up the stakes was also new info for me and I'm glad it was included. As good as this was, the book How to Game Master Like a F+cking Boss was such a bigger book of GM tips and advice that I'd recommend that if you read this one and want to get more of Venger's advice on GMing....
Delta Green is the best horror RPG by far, it has been for decades. With the new edition it only got better.
This Scenario is well worth it, not only does it look good, it's a cracking adventure.
Stop reading this review and buy it.
Great way to store your printed tiles! I would love it if Black Scrolls Games allowed a form-fillable version so that I could use the same tuck box with a label for my other tile sets from other publishers.
I've run about 30 hours of these adventures at three different cons.
MAJOR PROBLEM: There seems to be broad consensus that these take well over an hour to run and I had several players frustrated by the low amount of xp available after they'd spent nearly two hours playing the game. This is a real problem at conventions when time is precious and good players feel cheated on xp.
* Port Nyanzaru is an engaging setting; fun to play with the climate and the dinos
* Several of the NPCs were quite good, my players *cared* about the missing people in Malar's Throat and liked the twist with the final adventure
* Several players really liked the dino race becuase it gave them a fun way to interact with the dinos and not simply kill them as monsters
* It was a little difficult to get players hooked into the adventures
* I printed my own map of the city; the mod really, really should have had a map
* Soggy Wren was fun, but none of my players trusted him--which made re...
Good, stylized stock art at a reasonable price. I bought a copy to include on my 5E character sheet. While I could easily find lots of images with a Google search, I like to support artists and their work.
Great one-shot, ran it as my first DM experience for a few friends (some of which were also new players) and they had a blast. Really inventive and out-of-the-norm of what's actually available out there for first-timer options. Straight forward and open world enough that there was still room for some expansion of my own. I could see myself adding this to a larger campaign too. Would definitely recommend!
I've written separate reviews for the components of this bundle. As an overall evaluation of Dusk, I would say it is a great first-start. The artwork is really evocative and grabbed me as soon as I saw it. I like the rules-light nature of the game. I've never played a dice-stacking game, but it looks like an interesting mechanic, although I'm not sure d8s are the way to go since most people have plenty of d6s and it seems the game would work with them too. I don't think the game is fully fleshed-out, however. The biggest gap is having nothing detailed regarding equipment. I strongly encourage the designer to develop a version 2 that fills in the gaps....
Very cool art on the cover, but this document is merely a bunch of guiding questions for creating different Tribes or Factions in the Dusk Post-Apocalyptic RPG. I would recommend giving examples for each of the questions to help flesh this out.
Interesting scenario, but like the basic rules of Dusk, I think it is too much a brief sketch and needs more specificity. For example, the addition of a map would be really useful and help to envision the scenario. Also, the formatting of the document does not lend itself to printing. I would encourage a revision that is printer-friendly. Very cool art and aesthetic.
ICRPG is a unique RPG rules system that is a mixture of a rules-light version of D&D 5E mixed with additional sources of inspiration (Dungeon World and Dungeon Crawl Classics among others) that reflects Brandish Gilhelm's (AKA Hankerin Ferinale) house-rules when he was playing his 5E campaign along with additional evolution as he continues to survey the tabletop RPG field in book form and in dialogue with players, game masters, and game designers. I suspect GURPS also had a long-lasting impact on Hankerin's vision for tabletop RPGs since ICRPG is not solely a fantasy setting. In the core book you get fantasy (Alfheim), sci-fi (Warpshell), and weird western (Ghost Mountain) versions of classes and races as well as adventure hooks for all three. The core book is filled with Hankerin's evocative art and the basic layout of the book reflects the same artistic vision. I think I see other influences at play (for example, the adventure hooks follow the same style as Mike Evans's Hubris).
This is a pretty straight forward module, but it was enjoyable. I see some people complaining about the end fight, but my group thought it was fairly compelling. Maybe it was because I gave my NPC's a surprise round (which made sense to me since they knew the adventurers were coming) which made a huge difference. I also liked the variety of skills and monsters used within the module; it was nice to have things that weren't the norm.
My only complaint is that they shoved a lot of the faction Secret Missions into this module for some reason, but that could be just my own perspective....
I really enjoyed this quite a bit. I will say that the beginning is quite fun and imaginitive. My players loved the options and the unique middle section. The end boss is good, but I wish I had made it harder to see if it made a difference with my table; however we were short on time.
Awesome alternative to the bland character sheets from WOTC. Don't overlook the importance of a nice looking character sheet since you spend a good deal of time referring to your sheet during a session. These hand-drawn sheets help to spark the imagination for your 5E games.