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Tiny Dungeon: Second Edition
by Mark P. [Verified Purchaser] Date Added: 10/31/2022 11:13:01

For years I played games with multi-hundred page rules and multiple books. Enjoyed many of the systems, but never cared for how unrelentingly LARGE they were. Came across the TinyD6 system as a suggestion on Kickstarter and thought, "Sure. I'll give it a try."

A few years later and I now own every TinyD6 game and have not gone back to (or frankly even missed) those larger games. I love the simplicity of TinyD6 and how it allows you to get the rules out of the way and get down to the enjoyable storytelling part of the game.

Cannot recommend this system enough, either for newcomers or veteran RPG players.



Rating:
[5 of 5 Stars!]
Tiny Dungeon: Second Edition
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Irradiated Freaks
by Chris B. [Verified Purchaser] Date Added: 10/17/2022 05:43:44

This is a great way to get more and interesting options for a game of Atomic Highway. being able to play using more mutations, new races, and the additional bestiary of new enemies allows for interesting and diverse encounters that will keep players at the table who are already into Atomic Highway. a solid add on for a solid game.



Rating:
[5 of 5 Stars!]
Irradiated Freaks
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Atomic Highway - Post Apocalyptic Roleplaying
by Chris B. [Verified Purchaser] Date Added: 10/17/2022 05:40:42

Always love the more Mad Max/ Deathrace styles of car combat meets apocalypse. The rules aren't super heavy, but detailed enough to drive the game well, and the various options for vehicles and characters allow for some interesting and compellling gameplay. I can even see it being easily integrated into other roleplaying games with a more apocalyptic feel to them. worth checking out for sure.



Rating:
[5 of 5 Stars!]
Atomic Highway - Post Apocalyptic Roleplaying
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Tiny Gunslingers
by Paolo M. [Verified Purchaser] Date Added: 10/16/2022 15:56:18

The full review is now available here: https://www.pa-mar.net/Hobbies/Games/TinyGunslingers.rw.html

Here is the "Conclusions" part:

I am really not happy with the system (take also in account that even if TinyGunslinger was sold as a "complete game" you better get a copy of TinyDungeons in any case or you have to invent lots of stuff, like stats for bears, horses and... average humans, too).

I am sure that after this playtest everything would work better (my players would know how to better design their characters, I would get more accustomed to the mechanics, and could start adding my own personal touches...) but I wasn't particularly impressed either by the system "per se" or by how it was used to model "old west" stories.



Rating:
[2 of 5 Stars!]
Tiny Gunslingers
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The Hero's Journey: Second Edition
by Sergio N. [Verified Purchaser] Date Added: 09/23/2022 13:36:09

Five stars game. Definitely worth having. I got it on sale and am very happy with my buy. But. I don't know if I will be using it as a game or to add some of it's rules to a more classic B/X game. There a lots of interesting rules, specially the Myth Points, but it is difficult to port to a traditional OSR setting. It is really no big thing except for the lack of monster creation rules, which would allow conversion. There are no orcs, for example (there are human NPC which could do the trick, but still, Middle Earth seems a perfect setting for it). Some rules are a great improvement. Armor is a middle ground between evasion and damage reduction (by using a bit of both). Despair is great. it affects PCs when they encounter a monster powerfull for their level (Saving throw to avoid the effect) or are in a blighted area. Myth points are awesome, adds to the epic mood. A must have if you don't mind it not being a retroclone. Still has an undeniable OSR core, with improvements and some "modern" rules (advantage/disadvantage).



Rating:
[5 of 5 Stars!]
The Hero's Journey: Second Edition
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Tiny Gods
by Michael I. [Verified Purchaser] Date Added: 09/21/2022 10:55:23

If I had bought this game for the full price, I would have been dissappointed given that half of the book is just a copy of Tiny Dungeons. That said, Tiny Dungeons is a really solid rpg so if you are interested, check it out! This one has some interesting ideas on how to create a world. The ideas could have been fleshed out more. I'm not sure if the world creation rules here would appeal to typical Tiny Dungeons players but I think they are interesting enough that I might just try them out.

Meanwhile, the Demi-gods creation rules are half the Tiny Dungeon character creation + some interesting ideas tacked on top. The most interesting of which are Conviction points that allows a Demi-god to do things like defeat a single foe "a single dragon" or a large group of weak foes, or various other demi-god actions. What makes these points thematic is how demi-gods can earn these points.

"When mortals see you spend conviction on a Godly Feat", the demi-god player rolls at Disadvantage to see if the followers give them more conviction. Even more thematic is that each Demi-god has a "Binding" such as Love, Art, Vengeance, etc. and whenever the demi-god does something to suppor their binding, they gain Conviction (until they hit their max).

So, all in all, I'd say 3 stars but I gave it 1 start bump up for 90% off.



Rating:
[4 of 5 Stars!]
Tiny Gods
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Sister of Yhanith'lei
by Bob V. G. [Verified Purchaser] Date Added: 09/08/2022 19:42:42

Recently, I soloed my way through Tiny Cthulhu (181 pages at DriveThruRPG). This d6 system also includes rules for pulp games and noir games. The adventure that I used was Sister of Yhanith’lei (20 pages same place). I used Bivius Solo (5 pages) as the solo engine. So, my five PCs are on a boat with three NPCs. The professor NPC is the one in charge (this is not Gilligan’s Island). The PCs soon notice that Gordon (NPC) is acting weird. When it is time for the underwater exploration, Paul the war veteran (armed with a spear) stays in the boat to keep an eye on Gordon. So, now the captain, Gordon and Paul are alone in the boat and Gordon makes his move. There is a confrontation, weapons are drawn, shots are fired, and Gordon gets a spear stuck through him. He is bleeding out. Paul bandages his own wounds.

Down below, the explorers have to deal with a Star-Spawn. The professor dies, Dr. Smith (this is not Lost in Space) now has a fear of the figure 8, Pat now has a fear of the color white, Montague now has a fear of sleep, and Ester makes it to the surface without any corruption damage. Because the captain is still alive and undamaged, they do not have any problems getting back to land. They do get questioned by the police and the PCs are not charged for any crimes. The five player characters do turn in the professor’s journal to the Miskatonic University Library.

Give this exciting adventure a try!



Rating:
[5 of 5 Stars!]
Sister of Yhanith'lei
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Tiny Cthulhu
by Bob V. G. [Verified Purchaser] Date Added: 09/08/2022 19:39:34

Recently, I soloed my way through Tiny Cthulhu (181 pages at DriveThruRPG). This d6 system also includes rules for pulp games and noir games. The adventure that I used was Sister of Yhanith’lei (20 pages same place). I used Bivius Solo (5 pages) as the solo engine. So, my five PCs are on a boat with three NPCs. The professor NPC is the one in charge (this is not Gilligan’s Island). The PCs soon notice that Gordon (NPC) is acting weird. When it is time for the underwater exploration, Paul the war veteran (armed with a spear) stays in the boat to keep an eye on Gordon. So, now the captain, Gordon and Paul are alone in the boat and Gordon makes his move. There is a confrontation, weapons are drawn, shots are fired, and Gordon gets a spear stuck through him. He is bleeding out. Paul bandages his own wounds.

Down below, the explorers have to deal with a Star-Spawn. The professor dies, Dr. Smith (this is not Lost in Space) now has a fear of the figure 8, Pat now has a fear of the color white, Montague now has a fear of sleep, and Ester makes it to the surface without any corruption damage. Because the captain is still alive and undamaged, they do not have any problems getting back to land. They do get questioned by the police and the PCs are not charged for any crimes. They do turn in the professor’s journal to the Miskatonic University Library.

Give this exciting RPG a try!



Rating:
[5 of 5 Stars!]
Tiny Cthulhu
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The Pillar Tomb of Dumuzi
by Gary T. [Verified Purchaser] Date Added: 09/07/2022 18:38:40

It's all right there in the description:

"And of course, if they never steal anything, nothing will happen." That's not a cute figure of speech, that's the literal truth. Emphasis on the nothing. It's a tower of empty rooms with nothing to figure out or even interact with until you take the treasure at the end.

"This first room is about setting the tone of the entire tomb. There is no treasure here and nothing to really tinker with or break. Use this first room to get the PCs ready for a truly eerie adventure."

That's true, all 5 rooms of the tomb are as boring as the last. How many suggestions does the GM get to help make this "eerie" rather than a snooze fest? Nothing. Nada.

Here's the big, oh so clever twist at the end: when the PCs take the treasure in the last room....all the statues they passed on the way to the top of the tower come to life and attack them. Shocker huh? It's the kind of thing a vindictive middle school DM would inflict on their players. This is easily a TPK except it's really up to the GM because this "Tiny Dungeon" is presented as a systemless adventure so it has no stats for any of the bad guys.

Do yourself a favor and spend one whole dollar for Falkrest Abbey and use Tiny D6 to run it. You'll get a lot more gaming and a lot more fun I guarantee.



Rating:
[1 of 5 Stars!]
The Pillar Tomb of Dumuzi
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Tiny Dungeon: Second Edition
by A customer [Verified Purchaser] Date Added: 08/25/2022 11:09:09

I love not being bogged down by rules. This game is so easy and fun to play. You can have a party up and running within minutes and having your players go on adventures



Rating:
[5 of 5 Stars!]
Tiny Dungeon: Second Edition
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Walking the Way: A Mysticism Sourcebook [Swords & Wizardry]
by Eric F. [Verified Purchaser] Date Added: 08/21/2022 17:33:47

"Walking the Way: A Mysticism Sourcebook for White Star brings a plethora of new options to your OSR sci-fi campaign! As heroic Star Knights and exotic Alien Mystics fight against the agents of the Void and the evil Galactic Consortium, they find new options to add to their arsenal in the latest supplement for White Star: White Box Science Fiction Roleplaying and White Star: Galaxy Edition"

Walking the Way: A Mysticism Sourcebook [Swords & Wizardry] By James M. Spahn is basically the entire sourcebook for the star knight PC class. Because of the fact that I've got the PC's encountering a particuarly nasty piece of work of ancient hertiage in the deserts of an abandoned city. We've got another player joining us soon. So asside from our guest star player Walking the Way: A Mysticism Sourcebook goes deep into the Star Knight as a viable PC class. Ages ago this book came my way into my hard drive. And it's sat there but according the the intro; "Science fiction. It is, right down to its name, rooted in science. Cold, hard science. Yet so much of the great sci-fi I fell in love with as a child and continue to love to this day has a strong element of fantasy. Whether it’s mystical monks who know the mind-killing power of fear, farm boys that discovery they have a strange destiny as part of the essence that binds the galaxy together, or cigar-smoking hot-shot pilots who return from the dead as angelic vessels of the divine - magic, for lack of a better term, permeates pulp science fiction. Walking the Way is a source book for White Star that provides players and Referees with new options to help expand and further define those aspects of their own campaign world. All of the rules in this book are optional and should only be used with Referee approval. It is the author’s hope that the options in this book will help expand your game-play and use the metaphor of science fantasy to further explore what it means to be a finite being in an infinite universe, and have a helluva lot of fun along the way." So what we get is the following in sixty four pages: Four brand new classes! Elusive Althar meld both Meditations and Gifts, while Augumented Waybreakers meld cybernetic enhancement with the powerful Meditations. New Gifts and Meditations to expand the power of your Mystic character classes! Half a dozen paths for Alien Mystics to customize their journey towards enlightenment! Complete rules for building and customizing the iconic weapon of the Star Knights: The Star Sword. New gear, weapons, and armor! New Advanced Technology, like the esoteric Spirit Stones! New Monsters, from the adorable Gorp to the dangerous Void Serpent! A completely new form of Mysticism: Technomancy! We get introduced to the alien ALTHAR which are sort of a PC Elven race class. They are a solid servicable alternative. Next we get the Augmented Waybreaker PC class and these folks are cybernetically bent; "Augmented Waybreakers are practitioners of Mysticism who have turned their back on that path. Whether broken by the burden of their powers, driven to the edge of madness by strange insights, or for any other number of reasons Augmented Waybreakers have refused to embrace their inherent powers." We then jump to the Starfists a PC monk/starknight class which blends the best of Swords & Wizardry monks with the starknight class. Finally we jump into the technomancer and these folks are a combination of star knight & cybernetic mage. They have no illusions about 'the Way' per say and are completely practical. Their occult powers are both way driven & technological with an uneasy balance between the two. We dive into a chapter talking about appentices & mentors with the values between the two. This is also the chapter which dives into the star sword creation. And this is where we get into the star knight gems those bastions of knowledge. Star sword dueling rules with individual styles and dueling rules. And some really interesting star sword artifacts. Void knight rules and alien star knights all enclosed within new rules for other mediations. All of these mold into other quisi mystic technological artifacts, devices, and even starship modification. And finally we get some new alien monsters sensitive to 'the way'. And finally a technomancer mediation appendix. And this all falls under sixty four pages. But is it good?! The whole supplement feels not only necessary but well done. There is an index which helps (alot). And on the whole this is a solid book to add into the que of The White Star Galaxy Edition Rpg . Thanks for reading our review! Eric Fabiaschi Swords & Stitchery blog Want more OSR action!?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Walking the Way: A Mysticism Sourcebook [Swords & Wizardry]
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Things That Go Squeak in the Night
by Duncan C. [Verified Purchaser] Date Added: 08/09/2022 21:34:54

Got this via the Kickstarter campaign and very glad I did. An excellent introduction to rpgs for kids (although you can certainly enjoy this as an adult, too). Rules are very simple and the game is very playable as a result. Highly recommended.



Rating:
[5 of 5 Stars!]
Things That Go Squeak in the Night
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Tiny Dungeon: Second Edition
by Jason W. [Verified Purchaser] Date Added: 07/15/2022 17:35:19

For those who don't want to drown in rules, this is excellent. I particularly like the trait and prestige trait system. For those who think it lacks character progression, just add the Micronomicon by John D Payne and problem solved. Very good for new GM's and players or those who are familiar with running osr games.



Rating:
[5 of 5 Stars!]
Tiny Dungeon: Second Edition
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Tiny Pirates: Duel Deck
by Timothy N. [Verified Purchaser] Date Added: 07/13/2022 16:36:23

13 cards when you buy print copy....with shipping is more than a $1.00 each. Ouch! I got taken to the cleaners.



Rating:
[2 of 5 Stars!]
Tiny Pirates: Duel Deck
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Advanced Tiny Dungeon
by Robert L. [Verified Purchaser] Date Added: 05/16/2022 06:02:07

Overall: This is a great alteration of the core Tiny Dungeon system. It fleshes out a lot of aspects while still keeping the core system easy to learn and use. Ultimately I feel this is an improvement over the original system and hope the Gallant Knight Games does similiar 'Advanced' series for their other products that are based on TD2e. I also hope they come out with a Hardcover 8x11 size book (not a fan of the smaller size that TD2e came in), the formatting of the PDF suggests this won't be an option however.

Here is a quick pro/con list

pro: formatting is more aestetically pleasing

pro: Artwork is a lot better (than TD2e)

pro: Conversion rules are given which is a plus

pro: Special effects actions are nice

pro: leveling system expanded

con: the bookmarks for the pdf are disorganized

con: PCs start with a mastered weapon (same in TD2e but I don't agree with it - I house rule no mastered weapons at start)

con: post level 8 xp expenditure options feel lacking

neither: Attack test allows for more damage to be dealt on either side - likewise Armor Class has been implemented to lower incoming damage possibly negating it entirely

neither: Initiative is done a little differently - hard to say if better or worse

neither: Classes have been devised and traits have been organized within classes restricting their usage (can be seen as good or bad)



Rating:
[4 of 5 Stars!]
Advanced Tiny Dungeon
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