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War of the Dead: Chapter One (Week 8)
by JD S. [Verified Purchaser] Date Added: 02/27/2022 02:54:23

Not bad; there are no maps, but this is a $1.50 product. It's a bit railroad-y, so a GM will have to loosen it up, but it works for the price.



Rating:
[3 of 5 Stars!]
War of the Dead: Chapter One (Week 8)
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Daring Comics Role-Playing Game
by Andrew S. [Verified Purchaser] Date Added: 02/22/2020 00:34:47

This book is exactly what I was looking for in a FATE supers book. I had tried several others but found them lacking in one way or another, but this book is a great setting-neutral rules set. It has managed to combine the "Build your powers your own way" philosophy of Champions-like systems with the Narrative simplicty of FATE in perfect measure. If is a tiny barely more rules crunch than fate (mostly just having a ton of refresh to spend on powers), and there is a long list of powers that can look intimidating at first, but in use it manages to keep the simplicty in action that has made FATE great. If you are looking for a FATE Supers rule set I cannot recomned this book highly enough. There is only one thing that is less than perfect and it is the Art. It isn't bad, but the black and white art is lackluster and very generic, so average and mediocre that I almost wish they hadn't bothered with art in the first place. That being said I was buying this book for a good, playable rule set and that is exactly what this book delivered!



Rating:
[5 of 5 Stars!]
Daring Comics Role-Playing Game
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Daring Comics Role-Playing Game
by Chris R. [Verified Purchaser] Date Added: 12/07/2018 09:10:37

AWESOME!!! HUGE fan of FATE CORE and CHAMPIONS RPG. this game does a great job of combinimg the two it seems. It's crunchier than basic FATE CORE but set up nicely to make your own four color champion! Only request I have is HARDCOVER! :)



Rating:
[5 of 5 Stars!]
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Creator Reply:
Thanks for the review. As for hardcover, unfortunately a hardcover edition was done as a Kickstarter exclusive back in 2016. Looking back on that, I would not go that route again. It's been almost three years, though, so maybe I can just release that HC retail at some point.
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War of the Dead: Chapter One (Package)
by Rodney O. [Verified Purchaser] Date Added: 11/23/2018 08:31:47

Yes, it's basically The Walking Dead (and everything else of that ilk), so if that's what you like, that's what you get. A very well-written and long campaign set in the present day. The only thing weak in this campaign is that it's very linear and railroady, so if you have players who like to go off the rails you will have to work hard to keep everything on track. But apart from that caveat, this is pretty much the definitive modern zombie campaign.



Rating:
[4 of 5 Stars!]
War of the Dead: Chapter One (Package)
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Apocalypse Campaign Guide
by Lance S. [Verified Purchaser] Date Added: 04/18/2018 16:51:05

The book contains enough mechanics to help the GM flesh out their post apocalyptic world, filling in the gaps not covered by other core SW supplements. I found this book incredibly helpful for a Mad Max: Fury Road-type SW setting because it includes solid rules on vehicles, modifications, mounted weaponry, etc. In fact, WAY more helpful to me than other settings that claimed to lend themselves to the Road Warrior style of play. The idea here was to give the GM options, to help inspire ideas for stories, and not to completely redo character creation mechanics or to overwhelm you with junk you don't need (sadly, that seems to be uncommon with licensed products, which become a dumping ground for rules that don't quite work). My only complaint was that the hindrances and edges section was a little light in terms of flavor, but it's hard for fault them when the book isn't intended to specialize to a specific setting. It might have been good to include some hindrances and edges that ARE specific to a specific style of setting (they did that in the Apocalypse Unleashed book, but I just didn't care for the settings). Art wasn't particularly exciting, but could be worse. Otherwise, I have to give top marks for the effort put into this book.



Rating:
[5 of 5 Stars!]
Apocalypse Campaign Guide
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Apocalypse Unleashed
by Lance S. [Verified Purchaser] Date Added: 04/18/2018 16:48:14

I don't think the other review posted here was entirely fair to the quality of work. The book contains specifics on example settings in order to help inspire a GM looking to build/customize a post-apocalyptic world.Using one of these settings as a template would really take a lot of the head-ache out of firing up a custom world. It was pretty cool that they included separate hindrances and edges for each specific setting. It's worth noting that in a previous review, a user said they got a "double" copy of the book -- that's a printer issue, and I've seen it with a different publisher/book via rpgnow. This doesn't reflect on the quality of this book in particular. My one issue with this book is this: In a list of post-apocalyptic settings, how is there not a Road Warrior/Mad max type setting? Sadly, I just didn't find the other settings appealing, but compliments to the solid writing. I may not have fallen in love, but I can't fault them for the quality of effort.



Rating:
[5 of 5 Stars!]
Apocalypse Unleashed
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Daring Comics Training Room Rules
by RS P. [Verified Purchaser] Date Added: 12/15/2017 13:36:47

For what it is, this is pretty good as a one-shot introduction to Daring Comics. It reiterates certain rules from Fate Core and explains how they're tweaked for the superhero genre. It adds some new skills and stunts and introduces an Extra called a Power Set, which is an Aspect that you buy powers for. The powers listed are apparently a subset of what's available in the full rule book. You are supposed to use the sample characters for the one-shot so there is no explanation of how powers are bought. The power descriptions are short but there is enough detail to understand how the power works, the progressive levels of the power, and any special effects.

The adventure itself consists of 8 Scenes and a collection of NPC and sample hero write-ups. The scenes are detailed enough to describe the setting and tips on how to run the scene. There are no maps. There is a good mix of action, investigation, and events to hang a story on. I did not actually run the adventure, so I can't comment on its' difficulty level or run time. I'm going to be running a game for younger kids and the content is darker and a more mature theme than I'm comfortable running with them.

The price for the one-shot is fine (pay what you want/free). Which brings me to a comment about the full rule set. The price is $14 for the full game in PDF form. It includes the full set of rules from the Fate system, so you don't have to buy Fate Core separately. But I already have those rules. And the powers system (at least in the Training Room rules) feels similar to the powers rules in Evil Hat's Venture City sourcebook but less polished. That book is only $8 in PDF form. I can't see myself buying the full product for Daring Comics. That's a personal decision, not because I think it's a bad product it's just not what I'm looking for. I might pay a few dollars for a sourcebook edition that lets me leverage my purchase of Fate Core but it's not sufficiently divergent from those rules that I need the whole thing. I'm choosing to adapt the Venture City materials instead, while not using any of the source material.

I would love to see a good superhero themed Fate Accelerated supplement that is suitable for young players, but so far I haven't seen anything I was satisfied with at a price I'm willing to shell out for.



Rating:
[4 of 5 Stars!]
Daring Comics Training Room Rules
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Super Powers Unleashed
by Dalton H. [Verified Purchaser] Date Added: 09/01/2017 23:48:46

As an alternative to the superpowers companion, this book was not different enough from that to be worth $10 US. It wasn't bad, it just wasn't different enough



Rating:
[3 of 5 Stars!]
Super Powers Unleashed
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Super Powers Unleashed
by Doug P. [Verified Purchaser] Date Added: 09/01/2017 16:06:11

This is a great investment for the price. I'll prpbably start using it if we ever get a regular schedule of playing my supers campaign again. Has some great ideas.



Rating:
[5 of 5 Stars!]
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Super Powers Unleashed
by John P. [Verified Purchaser] Date Added: 08/29/2017 12:47:40

When one considers all the optional and support material for the various Savage Worlds genres, you will find tons of books and PDFs for Fantasy, Sci-Fi, and Horror/Goth. But I've always found the “Supers” line to be a bit anemic. I was very pleased to see that someone (Daring Entertainment) decided to tackle this and offer a wealth of ideas. In this tome you’ll find numerous options andI’ll try to summarize my thoughts about some of the key points:

• Tone and Level for your campaign: After all a Punisher/Batman comic is certainly a different power level and tone than a Superman/Thor one. Starting power points, Bennies, and healing rates help tweak this feel. • Introduction of a Controlling Skill and the Psyche Secondary Statistic. Both of these were dearly needed to help determine success and level of it for your super powers and some way to deal with psychic combat that didn’t cause you to learn a whole new set of rules. • Motivations and Backgrounds: Ever have those players that could never flesh out their character, never knowing why he/she fought the good fight? These various charts have certainly helped us. • New Hindrances and Edges: What resource book for Savage Worlds would be complete without these? Some of them are really innovative and cool. • Genre Rules: These optional rules help move the game along or capture much of the comic book feel. Among my favorites are the Collateral Damage (using your scenery to help mitigate damage), GM Bennies (saves me from having that intimidating stack in front of me), and Reputation (this should matter to heroes). • Super Teams: I really, really like this section. Most superhero RPG games don’t do much with this, but the options for working together and building a meaningful team and name is really slick. Ever have those players that insist on making six characters each? Then the Expanded Super Team options just might be for you with a meaningful way of involving them without taking over the evening. • Powers: My, oh my, talk about options. There are a ton of new powers and ways to see the old ones differently. I wouldn’t use these to completely replace the ones from PEG’s excellent Super Powers Companion, but I haven’t found a super yet that I couldn’t now create while using both resources. There’s also a section on a few more enhancements and restrictions for your powers that help to customize yours. • Super Science Devices (and headquarters/power armors): Lots of times a supers book doesn’t really help the brains out there feel viable or fun to play. Here’s some great ways to be in the lab and in the field, making a difference to both. The Headquarters rules are very similar to PEG’s, if a bit trimmed down for simplicity. The Power Armor guide is quite good, as many times I’ve seen players struggle to keep the power armor "feel" for these types of heroes. • Telling Comic Book Stories: There are a dozen pages for the GM to better play his bad guys, use different environments, and get the group to go where you need/want them to go. I think it would be particularly helpful to newer GM’s to the genre, with great advice on creating the bedrock for a good adventure or campaign.

Some of the negative parts of the book might be editing. Not quite sure what happened, but parts (not too much) of the book just needed to be edited a bit better. I also noted a lack of a couple super powers from the Super Powers Companion that weren’t included here. Equivalent powers for such as Altered Forms, Broadcast, Energy Control, Earthquake, Fear (and Fearless), Gifted, Stun, Super Sorcery, and most especially Extra Actions were oddly missing. Construct and Undead was gone too, but those were odd anyways. I was never a fan of a few of these and I think most of them can be built from the options within this book and which is why I stated at the beginning that it worked great “with” the SPC and doesn’t entirely replace it.

Those interested in Supers would likely love this book. I haven’t found another Supers book that offers this many powers and options and would highly recommend it. Since it’s come out, our group has not played a supers game without it.



Rating:
[5 of 5 Stars!]
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Daring Comics Role-Playing Game
by Scot H. [Verified Purchaser] Date Added: 07/21/2017 12:28:03

The PDF itself was fine. Using it is making me wonder whether I should have got the book though - it's hard to navigate and find rules when I need them. On that note, the rule system is a little vague. I understand leaving room for storytelling, but there should be basic clarity about whether using a movement power counts as an action for the exchange. But so far we're having fun with it.



Rating:
[4 of 5 Stars!]
Daring Comics Role-Playing Game
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Apocalypse Unleashed
by Joseph H. [Verified Purchaser] Date Added: 07/14/2017 21:03:52

This book, first of all, does not cover mechanics and core post apocolyptic setting creation guidelines. That's 100% Apocolypse Campaign Guide stuff.

Instead, this covers simple, basic outlines of settings that are made with the stuff in the Apocolypse Campaign Guide. It does this job just fine, but it still feels like it's missing something for all that.

As a hillarious sidenote, my softcover copy seems to have had an entire second book put in there for some reason, not even slightly related to gaming (In fact, it's a workbook for some christian church. I'm not joking, that actually happened). This is probably a bug in the printer/distributor's presses, but thankfully none of the actual book I purchased was cut out. All that's changed is that I have to skip past an entire second book to get to the first page of the one I'm reviewing.



Rating:
[3 of 5 Stars!]
Apocalypse Unleashed
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Creator Reply:
Wow. Yeah, the "second book" is definitely an odd bug from the printer. I can't even fathom how that happened (I ordered three proofs for each of the two Apocalypse books, so it definitely isn't a regular thing). Well, I hope the workbook was entertaining. :) Now I actually wish I had a copy of that mess-up, just to see it. Best Regards, Lee F. Szczepanik, Jr.
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Apocalypse Campaign Guide
by Joseph H. [Verified Purchaser] Date Added: 07/14/2017 21:00:12

This book is, simply put, extremely useful. A lot of attention to detail for each type of apocolypse listed (and there are a LOT of those in the book) is present. A crafting system that seems like it should have been included with the core Savage Worlds book is present within this book, and zombie and vampire race creation rules complete with point values for making PC Races (Which means that you can finally make PC Vampire Races that match the ones in the horror companion for versitility). Settlement Management rules are also present, which are extremely versitile and useful for way more than just post apocolyptic games.

This book is my vote for Unofficial Post Apocolyptic Companion, 100%.



Rating:
[5 of 5 Stars!]
Apocalypse Campaign Guide
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Apocalypse Campaign Guide
by Stacey M. [Verified Purchaser] Date Added: 07/02/2017 17:56:41

Looks like a great book I intend to use for the recently released RIFTS setting for Savage Worlds! Variants for a number of apocalypse causes such as Zombies, Robots, or Kaiju sized monsters, as well as rules for scavenging materials and modifying those pre-apocalypse vehicles and weapons for the mundane.



Rating:
[5 of 5 Stars!]
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Dawn of Legends (Re-Release Bundle)
by John P. [Verified Purchaser] Date Added: 12/13/2016 11:13:13

Being a latecomer to Savage Worlds I realized pretty quickly that I missed out on some products that had been released earlier. I thought some of these were gone forever and wouldn't be found in my collection. I was pleased to see this re-released and then more pleased to see what all we got.

I have not found another super powers bundle containing so much goodness for this price point. As listed in the description, you receive a large number of well-thought out Edges, Hindrances, super powers, NPC villains, NPC heroes, a fully fleshed out adventure ranging in difficulty from Novice to Legendary (you know how rare those are), and the equivalent of a one page adventure. Additionally, Daring Entertainment further provides you a few summaries/cheat sheets to keep much of the new information straight. You get all of that for $10! Try finding that much value anywhere else for the Super Powers Companion by Pinnacle.

I’ve spent the last two days going through this information and still haven’t read it all. I’ve not found this much Super Power goodness anywhere else or published by anyone else. Further, it’s high quality in step with what we’ve come to expect anytime Lee is at the wheel and writing. There is not a single purchase you can make anywhere on RPGNow and DriveThru that is made for this rule set, covering this genre, providing you this much material, and at this price point.



Rating:
[5 of 5 Stars!]
Dawn of Legends (Re-Release Bundle)
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