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Legend of the Five Rings: Core Rulebook
by Andrew K. [Verified Purchaser] Date Added: 04/05/2022 13:46:33

Overly complicated garbage. Don't bother buying this book. Dice results can be vague at best, and therefore invite way too much arguing on what the heck happens in the story. You're better off just playing with pure imagination.



Rating:
[2 of 5 Stars!]
Legend of the Five Rings: Core Rulebook
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Skills Guide: Skills Supplement for Genesys
by Gaël T. [Verified Purchaser] Date Added: 04/02/2022 18:03:49

Un PDF qui me sert de bible. Cela m'a permis d'être beaucoup plus dans la narration durant mes parties, et moins dans le côté échec/critique du jeu. J'ai encore un peu de mal avec la perception, mais c'est parce que je tends trop la main aux joueurs, je "force" encore trop souvent ces jets. Sinon j'ai adoré les explications, et chaque exemple. Vivement une version Française. :p :p



Rating:
[5 of 5 Stars!]
Skills Guide: Skills Supplement for Genesys
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L’Appel de Cthulhu - Aux Portes de l’Horreur
by Jibé E. [Verified Purchaser] Date Added: 02/28/2022 15:21:50

Assez curieusement, c'est le commentaire précédent qui m'a fait acheter l'ouvrage. L'insupportable râlerie ainsi que le manque de détails sur le livre rendent la lecture de cette précedente review assez pénible. Mais passons, voici donc ce que je retiens d'Aux Portes de l'Horreur : 3 scénarios très courts, relativements basés sur le même schéma (introduction in media res, petite partie investigation sur place qui permet de comprendre ce qui s'est passé, réveil d'une créature et confrontation). C'est calibré pour du one-shot court et à mon avis, ça fait bien le taff. Les cadres sont variés, les prétirés collent aux scénars, il y a quelques aides de jeu (très lisibles, même sur n'importe quel VTT - A l'exception d'une qui savère un peu trop pixélisée pour avoir une lecture vraiment aisée). Voilà, plutôt cool pour débuter, tester ou même simplement lancer une petite partie sans trop de prise de tête.

Ha une dernière chose, l'écriture inclusive n'intérvient que sur quelques pages (celles où l'on présente les pré-tirés), et oui, on parles des joueuSES. Pour le reste, on utilise LE Gardien et les InvestigateuRS. Il y a un encart au début de l'ouvrage qui éxplique très bien ce choix, qui est d'ailleurs développer ici : http://lefix.di6dent.fr/archives/17057



Rating:
[4 of 5 Stars!]
L’Appel de Cthulhu - Aux Portes de l’Horreur
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Tome of Fantastic Items
by Bob G. [Verified Purchaser] Date Added: 02/09/2022 01:51:52

This is a simply incredible resource. I plan to make liberal use of it in the Terrinoth campaign I'm in the early stages of working on. I have one question (sorry if this isn't the appropriate place for asking..). But for example, you mention that the process of identifying a magic item with the Lens of Identifying Magic takes 30 minutes to 1 hour. How is time measurement such as that accounted for in Genesys? I saw a couple of other instances in the tome where a period of time was devoted to something as well, and don't understand how to handle that mechanically. Thank you!



Rating:
[5 of 5 Stars!]
Tome of Fantastic Items
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Creator Reply:
I'm glad you enjoyed it! Regarding time, you don't need to worry too much about it. See it as a narrative device. For example: if your players are fleeing a collapsing cave, they won't have 30 minutes to decide which one of two items they want to take with them, so they don't have enough time to identify either. If they are traveling, you can treat that as something they do when they rest. Whenever needed, you can use time-sensitive activities to give your players a more involved experience when doing something that takes any significant amount of time. As most things Genesys, however you choose to implement it should always serve the narrative.
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Legwork and Larceny
by Elliot H. [Verified Purchaser] Date Added: 01/19/2022 15:31:51

These rules are excellent help when creating heist based encounters and sessions.

You don't always know what you're getting when you purchase community titles from drivethrurpg, but if it's by Studio 404, then you know it's going to be good, balanced homebrew on par with first-party published material.



Rating:
[5 of 5 Stars!]
Legwork and Larceny
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L’Appel de Cthulhu - Aux Portes de l’Horreur
by raphael P. [Verified Purchaser] Date Added: 01/11/2022 12:43:54

L'insupportable écriture inclusive ainsi que l'utilisation du terme "joueuse" rendent la lecture de ces "ouvrages" vraiment pénible. Dans la langue française le NEUTRE est masculin pas féminin. Quand au point médiant et autres IEL, non merci c'est imbitable. On est pas en train de lire un manifeste d'Evergreen.

Florilège : L’ex-soldat·e, 29 ans Depuis qu’iel a été honteusement renvoyé·e de l’armée pour avoir frappé un officier, l’ex-soldat·e accepte la moindre offre d’emploi qui se présente. Chargé·e de protéger une nouvelle équipe de fouilles, iel est désormais de retour en Égypte (où iel a servi pendant la Grande Guerre). Traits : frustré·e par la tache sur ses états de service et écoeuré·e d’être coincé·e dans le désert.Motivations : l’ex-soldat·e doit impressionner son employeur·se (le·la dilettante) pour être sûr·e de toucher son chèque.



Rating:
[1 of 5 Stars!]
L’Appel de Cthulhu - Aux Portes de l’Horreur
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Wealth: A Ruleset for Funds and Commerce in Genesys
by Randall L. [Verified Purchaser] Date Added: 01/07/2022 16:39:58

It wasn't exactly what I was looking for, but it was a good place to start for my own system. My biggest issue was there is no "Riches to Rags AKA MC Hammer" rule. Since its a Skill, it doesn't go away. You're just rich forever. Mechanically, spending XP to gain money doesn't make sense to me. Its definitely designed for settings were currency isn't liquid, so it can work for most settings with a little effort, even fantasy. The price point is right, the layout is good. The tables work great. Overall, I'd say its worth it. Its an okay suppliment.



Rating:
[3 of 5 Stars!]
Wealth: A Ruleset for Funds and Commerce in Genesys
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Zynnythryx's Guide to Magic: A Beginner's Guide to Genesys Magic
by Mark S. [Verified Purchaser] Date Added: 11/25/2021 11:51:38

If you are playing GeneSys this is a must have fan supplement It gives an easy to follow guide on how magic works in the system.



Rating:
[5 of 5 Stars!]
Zynnythryx's Guide to Magic: A Beginner's Guide to Genesys Magic
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Wealth: A Ruleset for Funds and Commerce in Genesys
by Alex H. [Verified Purchaser] Date Added: 11/21/2021 18:33:09

This is an excellent ruleset. 4 stars only because it's genre specific. I run mostly fantasy/ancient settings where treasure is more of an expectation but the issues are still the same. Plus, Genesys just doesn't give you a lot to spend coin on in a fantasy setting. So I modified this ruleset to just use the Wealth characteristic. Rather than spending xp to increase wealth, the GM allocates it based on treasure, and a character can buy items of a higher rarity by spending their Wealth characteristic.



Rating:
[4 of 5 Stars!]
Wealth: A Ruleset for Funds and Commerce in Genesys
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Haedra's Shard, Part 1
by Michael C. [Verified Purchaser] Date Added: 11/15/2021 06:54:49

Very well setup. All of the information was well laid out and easy to read.



Rating:
[5 of 5 Stars!]
Haedra's Shard, Part 1
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Creator Reply:
Thank you so much! Part 2 is in playtest and editing.
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Thank you, that is very kind.
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Legend of the Five Rings: Shadowlands
by Diogo S. [Verified Purchaser] Date Added: 10/29/2021 22:27:17

Chapter 1 provides the lore. It talks about the Shadowlands, how it came to be, its history and some points of interest. Then it talks about Nezumi (without offering rules for playing as one, just NPCs, which is a shame). Then we get a discussion about the Crab Clan, the Wall and how it is to do incursions into the Shadowlands. 4/5 (because we don't get to play as Nezumi, yet...)

Chapter 2 is where the mechanics meat of the book lies and mostly there is some solid useful information and new mechanics but there's a lot of problems (IMO) as well.

  • We have the Falcon Minor Clan who are the Ghostbusters Clan.
  • We have 8 new schools and this book signals for the school creep that all other books will follow:
    1. Asako Inquisitor is a Courtier/Shugenja school with one of the few mechanics for detecting supernatural abilities (that can be countered by the Soshi Illusionist school but then that would mean PvP in a group). Overall it is a solid school.
    2. Kakita Swordsmith is an Artisan/Courtier school, technically, the other half of the students taught at the Kakita Academy, it is here just because it uses a mechanic introduced later in this book (patterns). The school could have been pottentially broken IF there were more elaborate mechanics for crafting items that used opportunities, as it is now, it's neither strong nor weak school.
    3. Kitsu Medic School. It feels to me as the first waste of a good page of many to come. I get giving the Kitsu a school that is not a Shugenja. It's technically an Artisan/Bushi school but it doesn't do anything artisanal at all. It has a really strong school ability for support during a skirmish but it feels out of place for the family. Mechanically though, it's a solid school.
    4. Kuni Warden (Monk). It is weird for the Crab to have a monk school but this school has one of the best anti-shugenja ever. Give your character a kusari-gama (found later on Courts of Stone) and shut up everyone trying to cast something. Good school.
    5. Mirumoto Taoist Blade is a Bushi/Monk school and the answer to what happens if you cross a Togashi Monk with a Mirumoto Bushi. MTB is what you get. As a GM be prepared for the MTB spam kiho left and right while attacking with a katana and finally making kiho OP. Broken school.
    6. Moto Avenger is a Moto Shugenja who basically worships the o5R Shi-Tien Yen-Wang. It has a cool school ability allowing for it to act as support or damage dealer as the need arises. Good school.
    7. Toritaka Phantom Hunter is the Falcon Shugenja. Supernatural creatures have a lot of difficult hiding from them and by rank 4 they can awaken (temporarily) their weapons and go melee on supernatural creatures which is always cool. Good school.
    8. Yogo Preserver is another Yogo Shugenja. Lorewise, they also revolve around paper magic, but where the Yogo Wardmaster created wards, this one creates animated paper assistants who are insanely broken and overpowered (shikigami) with a school ability that allows the school to have multiples of them and spam them. Broken school. DO NOT ALLOW IT. ALLOW IT AT YOUR OWN RISK!!!
  • We get more Shadowland related advantages and disadvantages and another heritage table focused on Crab characters.
  • We have more weapons now, and the introduction of siege weapons and shield. Shields are OP but will become even more once you get your hands on Path of Waves.
  • We get Signature scrolls which was a way to provide Shugenja with some cool abilities added to their invocations but it was poorly implemented and never showed up again.
  • We get a new mechanic called patterns. They are applied to items (almos exclusively weapons and sometimes armor). This could have been a new group of techniques with actual ranks and stuff and sort of the technique focused for Artisan tag, instead, they cost varying values of XP (where half of it helps advance your rank), it was a good idea implement poorly, in my opinion.
  • We get some Jigoku Artifacts and Crab artifacts as well. Most of the time they will be narrative devices.
  • We get 1 sole new invocation and 2 rituals, one of which deserves special mention on how broken they are. DO NOT allow a player to have Craft Shikigami, it doesn't matter they can only be used once per scene. The fact that they give the shugenja an auto successful invocation with 2 bonus successes and 2 opportunities makes them extremely broken when a Shugenja can learn an invocation that they have a poor Ring value but leave the Shikigami (that is created with a Void/Artisan check) to cast for them.
  • Finally, we get a ton of Maho.

I would put Chapter 2 as 3/5

Chapter 3 brings expanded rules for Oni generation. Let me tell you, a powerful oni can be really, really powerful, something that can easily wipe out a party of even rank 5 characters. It also brings tips on how to roleplay Tainted/Afflicted characters, provides new demeanor and template for NPCs and 4 titles Shadowland/Tainted related titles that are really interesting (even if a little bit broken) but that's a problem I have overall with how titles were implemented in this game. 4/5



Rating:
[4 of 5 Stars!]
Legend of the Five Rings: Shadowlands
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Legend of the Five Rings: Path of Waves
by Diogo S. [Verified Purchaser] Date Added: 10/29/2021 14:30:53

This book offers new ways of playing in Rokugan without being a Clan Samurai. It also offers new techniques, advantages and disadvantages and guidelines to creating your own school. My only caveat is that I feel this book could have been released later down the line considering we still have so much more pressing stuff like better rules for mass combat and fleshing out monks.



Rating:
[4 of 5 Stars!]
Legend of the Five Rings: Path of Waves
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SUPERS
by JT T. [Verified Purchaser] Date Added: 10/09/2021 04:34:54

In an attempt to keep this review quick concise and on point, I will be going with a tried and true system. The Good, The Bad and The Ugly.

The Good. It really does what it says on the box, a full system for the superhero genre in the Genesys system. While i have not done an exhaustive search, you would be able to make near any type of hero your little nerd brain could think of, the powers, and there are many many powers, gives this book a lot of material with which to play. The system is easy and fits into Genesys just fine, the learning curve (if you already play Genesys or Star Wars from FFG) is negligible and everything will make sense on first reading.

The Bad. There is going to be a lot of page flipping. There are a ton of powers to go through and while they are organised (ish) you will be going back and forth a lot in order to make your hero the way you want. You may also find yourself switching between somewhat non-related power cataegories of which there are 16, so if there is a learning curve to this book, here it is.

The Ugly. There is two parts here. Part 1, balance may be an issue. Back in Star Wars (Which used the narative dice system before Genesys) there had been the small issue of PC's putting all starting XP into Stats, and having 4's in a number of key stats for their career, and having little if any put into skills and talents. Not so much of an issue in the early to mid game but it was noticed that these characters tended to outstrip their peers quicker. This is really not that big of a deal and can be managed very well. However, here in SUPERS, a starting character will have the usual 100 points (more or less) they will have another 100 points addditional to represent super powers. So most characters willl start with 200 (about) points. Now SUPERS is a fairly high power game as this genre usually is, but GM's would need to be wary of PC's dropping everything into stats, or everything into powers. This could cause some balance issues. My preferance would have been for starting XP and XP for buying powers to be keep seperate, this would aalso have the added benefit of setting to power tone for the game. Everybody plays Daredevil level heros, 100 points. Everybody plays Superman level heros, 1000 points.

Part 2, When I learn a new game of setting, to help me learn I make random characters, I imagine a lot of GM"s would also do this. So i made a team based on the X-Men, and this is where I stopped. If you are making a team of eclectic indiviuals you may not have this issue, but with only a single Archtype for "Mutant" all characters started off in the exact same place. If i was making a team based off for example the Avengers, it would feel more individualised. This was somewhat solved by using starting Archtypes from the Genesys Core Book and altering. Career selection to a lesser extent had the same issue, at least for what i was trying to accomplish. Again, for a more random team (Avengers, Justice League, etc) this is not so much of an issue, but a team that has a similiar theme (X-Men, Bat Family, Supersoldiers etc) you may need to do some work.

I want to clarify that these points are from my experiance and tastes, and even if I had known about these issues beforehand, I would still have brought the book.

In summary, a good buy, well worth the money, and i look forward to more titles from the author (Maybe some more setting optional rules as wwell ;) )

This review was brought to you by someone with zero writing ability or experiance but 30+ years of TTRPG's, so YMMV.



Rating:
[4 of 5 Stars!]
SUPERS
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Creator Reply:
Thank you so much for the detailed review! There is definitely more to come in the SUPERS line!
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Mechasys
by Chase L. [Verified Purchaser] Date Added: 10/05/2021 16:48:06

An outstanding product!! If you want to capture that Anime feel this is what you are looking for. Written by system experts that clearly love the genre, this is a quality book that deserves a print-on-demand so I can set it next to my official ones. I'm going to build an entire setting for my group using these rules!



Rating:
[5 of 5 Stars!]
Mechasys
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Genesys Foundry Graphic Design Templates
by André B. [Verified Purchaser] Date Added: 09/19/2021 12:00:04

I don't have access to InDesign, Scribus files would be valuable. I also couldn't open the pdf in Scribus. Information on it is valuable, but it would be easier if I had access to files that I could use directly



Rating:
[3 of 5 Stars!]
Genesys Foundry Graphic Design Templates
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