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Darwin's World Savage Worlds: Campaign Guide
by Tyler C. [Verified Purchaser] Date Added: 12/28/2011 12:09:45

I'm very new to table top gaming, but am finding it very captivating! I've grown up with either a controller or a mouse and keyboard in my hands. Video games, espeically RPG's have always captivated me. From FF1 to Mass Effect, these "roleplaying" games are amazing.

Discovering table top gaming with some friends about a year ago added a new element to my "game" time:) Now, i'm ready to introduce other friends to the table top realm, as a GM.

This book is simply fantastic. I'm a complete novice GM, but the guide has plentiful ideas on Episodes to run for your friends.

As others have said, there is borderline too much info! Just skim through it at first, letting certain topics or elements capture your attention. Note these, and come back to them when you are about to unleash an adventure for your friends!

Great product!

Also, cuz i'm a noob, i thought this was an actual book...was slightly sad it was only a PDF, but that's my bad:)



Rating:
[5 of 5 Stars!]
Darwin's World Savage Worlds: Campaign Guide
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Darwin's World: Scav's Swag
by demon b. [Verified Purchaser] Date Added: 11/23/2011 22:28:07

Granted, yeah, it's nothing more than a small packet of six d100 tables, but it doesn't claim to be anything else! I personally enjoy using random tables like this to pick some of my players' scavenging loot because it adds a bit more surprise for me as GM. When the dice pick out say, a demolition kit, it's a perfect opportunity to throw explosive traps at them that perhaps I hadn't planned on. Simply put, it's useful. I like it.



Rating:
[4 of 5 Stars!]
Darwin's World: Scav's Swag
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Modern Dispatch (#79): Military Mission Generator
by Chris M. [Verified Purchaser] Date Added: 10/24/2011 12:18:35

This is a very simple to use and straight forward mission generator. I use a slightly modified version for table top miniature based missions and it works very well. This is precisely what I was looking for. Well done.



Rating:
[5 of 5 Stars!]
Modern Dispatch (#79): Military Mission Generator
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Campaign Builders: Modern High
by Timothy B. [Featured Reviewer] Date Added: 06/30/2011 10:33:21

Campaign Builders are quick books to help you get started with a campaign mode. In this case a modern high school (and two popular variations, the Horror High and Ninja School). I grabbed this for ideas to help with a anime/supers/magic flavored high school game I Was working on at the time and it was a great help. The coolest feature here (and since used in other games) is the "Allowance" mechanic. This might not be the first place it has been used like this, but what they do have here is very good.

It is a great product for the price. I might have liked to see more school types and paid a little more, but all in all I am very happy with it.



Rating:
[4 of 5 Stars!]
Campaign Builders: Modern High
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Darwin's World Savage Worlds: Campaign Guide
by NB N. [Featured Reviewer] Date Added: 05/18/2011 20:13:44

I feel like I say this a lot, but this book surprised me. Maybe I should have higher expectations or maybe I’m easily surprised. Either way, Darwin’s World is something any Savage World’s fan should have. Let me boil the book down into a single word . . . options. This book features your customary and comprehensive background on the world. What has happened to cause this apocalypse, what is life like, who might your run into, what are the dangers, etc. Obviously they leave a lot of room for you to make the world your own.

Then they hit you with pages upon pages of types of hazards (radiation, waste, sickness, hunger, weather, and on and on), towns (including maps, possible story hooks, people, places, etc.), factions (raiders, lawmen, mutants, ghouls, OH THE HUMANITY), creatures (animals, horribly disfigured things, hybrid mutants you don’t want to know how they were created in the first place), robots (Are you still reading these examples? Isn’t it awesome enough as it is? A whole chapter on robots?), and last but definitely not least equipment (weapons, armor, cars, tools, survival gear). This book has so many details on things you might find, run into, fight, steal, run away from, get killed by, or just marvel at, that if you don’t immediately have an idea for a post-apocalyptic campaign, then you may suffer from severe imagination impairment. Go to the doctor before it’s too late.

After reading this, I absolutely want to run some crazy wasteland adventures. Savage Worlds is so easy that anyone can jump in. Oh, you need a Savage Worlds Explorer’s Handbook to run this. Just in case there needs to be a disclaimer.



Rating:
[5 of 5 Stars!]
Darwin's World Savage Worlds: Campaign Guide
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Modern20
by Joey M. [Verified Purchaser] Date Added: 05/16/2011 17:00:04

Modern20 Is head and shoulders above anything else I've seen. Its like they took the d20 system and rebuilt it from the ground up. Too much for me to list all of it here. I did a deeper look on my blog.

http://gamingronin.blogspot.com/2011/05/modern20-part-2.html



Rating:
[5 of 5 Stars!]
Modern20
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Two Worlds Tabletop RPG
by Thomas H. [Verified Purchaser] Date Added: 05/12/2011 11:45:55

While the system itself isn't inherently bad, there are a few problems, even forgiving the lack of worldwide background. The biggest is the Warrior class, which has: "Two poor saves and one bad save." Which is fine, but they never explain what a poor save is, they only give the stats for good and bad saves. The Serpents might be missing some wording as their traits are: +2 Dexterity, Charisma. If that means they get +2 to both they are the only ones to get two stat bonuses without having no drawbacks. The stat progression of mana isn't fully explained, merely saying that your intelligence adds to your mana, but never explaining if it adds each level like HD or if it adds to the total sum. For that matter, I'm not entirely clear if the listed mana is added at each level or if is listing the total, if the former it's hard to do anything as a mage for several levels which is fair, but if it's the latter it's almost worthless to continue playing a mage after level 7, and even if it's not it's still poinless to continue mage all the way to twenty the costs of spells just aren't high enough to mandate it. In short the rules aren't complete.



Rating:
[2 of 5 Stars!]
Two Worlds Tabletop RPG
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Modern Dispatch (#15): Operation: Dry County
by Michael T. [Featured Reviewer] Date Added: 04/27/2011 06:00:45

This Dispatch requires Blood and Guts, War on Terror, and Soldier. It features a scenario in which members of Task Force 121 (the PCs) are sent to act as bait for a counterterrorist operation. Their mission: set up shop (literally) in a liquor store and capture the terrorists who attack it. My players managed to capture a terrorist but not before he fired off a Stinger. The supplement also features an advanced class, the Field Agent. The Field Agent class is most likely joined by the Charismatic Hero, which is odd since the majority of its abilities are all combat-focused. In particular, Silent Kill is basically the D&D 3.5 rogue's sneak attack ability, with up to 5d6 additional damage at 10th level. It's a powerful class.



Rating:
[4 of 5 Stars!]
Modern Dispatch (#15): Operation: Dry County
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Blood and Guts (1st Edition) Bundle
by Michael T. [Featured Reviewer] Date Added: 04/25/2011 20:58:58

This set includes a wide variety of military rules for d20 Modern.

BLOOD & GUTS: This is the premiere military supplement, and nobody covers it better than Charles Rice. It includes rules covering all the major Special Forces, advanced training and elite units (modified versions of occupations), a variety of additional rules for combat, a host of military equipment including vehicles and weapons, and a Battlefield Unit Combat (BUC) system to simulate large battles. The section rounds out with rules for game mastering a military and special ops campaign. The military aspect of D20 Modern caught the creators by surprise – it's what led to the surge in popularity of Spycraft. Blood & Guts scratches that itch and then some, making it feasible to play a military D20 Modern game. Once you've read Blood & Guts, it's hard to conceive playing any military ops campaign without these rules. 5 out of 5.

SOLDIERS: Blood & Guts covered the more glamorous Special Forces but not the main branches of the military. Soldiers aims (pun intended) to correct that. By necessity, Soldiers starts out broad with advanced classes like Airman, Grunt, Leatherneck, and Specialist. They are rounded out by Military Operational Specialty (MOS) packages. This supplement, while filling a critical role, is light on fluff. 3 out of 5.

MODERN DISPATCH #6: This Dispatch features the 172nd Infantry Brigade, a multi-terrain unit that features land, sea, and air capabilities. If the 172nd Brigade is reminiscent of G.I. Joe, then Dispatch #6 is Snow Job (look him up). In addition to a handful of new feats there's also the Arctic Warfare Specialist advanced class, unique to the Brigade's training in arctic warfare. This is a handy little supplement but of a very specific use – any game master not playing in the arctic will give it a pass. 4 out of 5.

MODERN DISPATCH #15: This Dispatch requires Blood and Guts, War on Terror, and Soldier. It features a scenario in which members of Task Force 121 (the PCs) are sent to act as bait for a counterterrorist operation. Their mission: set up shop (literally) in a liquor store and capture the terrorists who attack it. My players managed to capture a terrorist but not before he fired off a Stinger. The supplement also features an advanced class, the Field Agent. The Field Agent class is most likely joined by the Charismatic Hero, which is odd since the majority of its abilities are all combat-focused. In particular, Silent Kill is basically the D&D 3.5 rogue's sneak attack ability, with up to 5d6 additional damage at 10th level. It's a powerful class. 4 out of 5.

WAR ON TERROR: This supplement does for terrorists what Blood & Guts did for military. Terrorism is hardly uniform and so there are a variety of forces who fight them on their own terms: the U.S. Secret Service, SWAT, and even the Y-12 Special Response Unit. The terrorist classes are grouped by archetype: Demagogue (Charismatic), Guerilla (Strong), Organizer (Smart), the generically named Terrorist (Fast), and the Zealot (Dedicated). The Terrorist has a a sneak attack ability similar to the D&D 3.5 rogue, and the Guerilla, Terrorist, and Zealot all have a suicide attack special ability that raises the massive damage save by the class level (up to 25 at 10th level). Of more value is the myriad terrorist organizations and stat blocks for each grouped into low-level (2-3 levels), medium-level (5-8 levels), high-level (9-14 levels), and extreme (15-20 levels). Need terrorist foes? War on Terror's got you covered. 4 out of 5.

IN HER MAJESTY'S SERVICE: The supplement Rice always wanted to write, this supplement does for the British special forces what Blood & Guts did for American forces. It includes advanced classes for a wide variety of units, including the infamous Special Air Service (SAS) and the Special Intelligence Service (MI-6, Her Majesty's Secret Service). It also includes equipment, feats, and elite units particular to the U.K. 4 out of 5.

INSIDE VOSSBERG SUPERMAX: The reason I bought the supplement, this supplement covers a super maximum prison. In addition to detailing Vossberg's security, it has a motley rogue's gallery of the worst of the worst, from mercenaries to gang leaders. There is also a Banger advanced class and the U.S. Marshals prestige class. Throughout the supplement are sprinkled adventure hooks. There's surprisingly few maps of the facility; Vossberg is big on character and less on technical details. 3 out of 5.

Overall this collection of supplements just can't be beat for the price. It's a must for any d20 Modern military campaign.



Rating:
[4 of 5 Stars!]
Blood and Guts (1st Edition) Bundle
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Darwin's World: One Man's Garbage (GenCon 2005 Adventure 1)
by Al B. [Verified Purchaser] Date Added: 04/01/2011 13:47:24

Not a bad little adventure for the price, the color maps were great, even though I don't normaly use color maps (that's why I have 10 different color dry-erase and like 15 different colored wet-erase markers). A definite worth getting.



Rating:
[4 of 5 Stars!]
Darwin's World: One Man's Garbage (GenCon 2005 Adventure 1)
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Darwin's World 2: Terrors of the Twisted Earth
by Al B. [Verified Purchaser] Date Added: 04/01/2011 13:42:36

I've had Post-Apoc games before, and monsters/creatures in them before, but many were either just flat or way over the top. Ugh... Not here with TotTE it's a well rounded selection that serves as great examples (and actual challenges for characters). Where in many cases "less is more" this is a case of "give me much more" I could have gone for two or three times the content (and the appropriate increase in price) as long as it was all this good.



Rating:
[4 of 5 Stars!]
Darwin's World 2: Terrors of the Twisted Earth
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The Lost Paradise: Salvage Rights
by Al B. [Verified Purchaser] Date Added: 04/01/2011 13:38:07

Maps... why does it always have to be the MAPS? Not a bad adventure but the maps definitely needed a rethinking. Based on the adventure text I re-did the maps for my group and it was ok, the players didn't jump for joy after the adventure was over but they were satisfied the time was worth it.



Rating:
[3 of 5 Stars!]
The Lost Paradise: Salvage Rights
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Darwin's World 2: Campaign Guide
by Al B. [Verified Purchaser] Date Added: 04/01/2011 13:35:32

As a fan of the first version of Darwin's World I was very happy. This version just rocked the d20 Modern-PostApoc genre. This is what a "GM's" book/Campaign Guide should be, full of great background, examples, locations, creatures... and all outside of the core book your players will be pouring through.

Providing both full and printer-friendly versions has always been a core of how RPGObjects does business, quality with the buyer in mind.



Rating:
[5 of 5 Stars!]
Darwin's World 2: Campaign Guide
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Darwin's World: Cave of Life
by Al B. [Verified Purchaser] Date Added: 03/31/2011 16:38:07

This was the first adventure I ran for my d20 Modern group. The PCs came from 'today' so the idea of a missile silo to explore was a great opening for them, familiar yet a good view into this new world they found themselves in. Everyone loved the adventure and took full advantage of the rooms based on the descriptions. The only downside was when the one new player, running a deaf mutant, decided to never listen to my descriptions and dove head first into rods sticking up in the shallow water (shallow where he dove in). ugh but a good laugh for the rest of us.



Rating:
[4 of 5 Stars!]
Darwin's World: Cave of Life
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Darwin's World 2: Gazetteer
by Al B. [Verified Purchaser] Date Added: 03/31/2011 16:34:07

The gang at RPGObjects are one of the few publishers of quality d20 Modern settings I've found. When I showed everything for DW to my group, they pushed me to take their characters in my then current d20 Modern game set in today (an X-Files like game) and 'transport' them into Darwin's World. Doing so jumped the campaign from being 'not bad' to 'fantstic!' This gazetteer made some great information available in a format I could hand out to my players, which is a definite plus for me as the GM.



Rating:
[4 of 5 Stars!]
Darwin's World 2: Gazetteer
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