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CY_BORG Core Rules
Verlag: Free League Publishing
von Drew [Verifizierter Käufer]
Hinzugefügt am: 01/09/2024 08:59:21

This is a fast, furious and fun rpg that really captures the dark, dystopian mood of a cyberpunk universe. The mechanics are simple and clean. They really steer the game towards having the characters stir up some shit and cause trouble. For example, the player in my game that was running a "burned hacker" had a great time using his "Boom Boom" app to blow up appliances and vending machines to terrible effect for those nearby.

I ran the two the adventures it comes with- Lucky Flight Takedown and Reaper Repo. Both were a really fun and easy to run. I like how they organize their adventures. They were both short (we got trough each one in a single session), but they were both lot of fun to run and play.

I'm looking forward to playing more Cy_Borg in the coming months/years.



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Thistle Hold - Wrath of the Warden
Verlag: Free League Publishing
von Drew [Verifizierter Käufer]
Hinzugefügt am: 01/06/2024 14:41:43

I'm currently running this for my group, and we're having blast with it. It has a very rich story with a fun mystery to delve into, as well as plenty of opportunities for action. The opening is intentionally a bit linear, but after that it opens up and gives the players a great deal of opportunity to approach it from different ways. It is a big adventure. We just wrapped up session #7, and I feel like we are about half way.

For me, the story and tone of the adventure is 5 stars. However, this is not an easy adventure to run. I wouldn't recommend it to an inexperienced GM. As other posters have mentioned, there is a lot of background lore that needs to be dolled out throughout the course of the adventure, which can be a bit of trick to do in a way that is fun. It also introduces several major factions in the setting, so it intentionally is weaving multiple storylines together and laying out the key themes of the Throne of Thorns campaign. As a result, I've had to make some handouts with important story details to help my players keep track of all the things going on.

My biggest complaint is that information is all in prose. There is no real use of bullet points or any other tricks (other than a story flowchart) to help make information easy to find, so it isn't very good as an easy reference tool for a GM. I end up putting a lot of prep time in making notes about the different factions, NPCs, clues and leads.

Overall, if you are the sort of GM that enjoys running adventures that have a very rich and detailed story with a mystery element and you don't mind putting in some prep work, then you will probably have a great time with this adventure. If you are looking for a fairly, simple and easy adventure to run, then this one probably isn't for you.



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Cities Without Number
Verlag: Sine Nomine Publishing
von Drew L. [Verifizierter Käufer]
Hinzugefügt am: 08/31/2023 21:42:49

This looks like a really solid alternative to some of the crunchier/clunkier cyberpunk rpgs out there. The system is kind of a cross between OSR D&D and Traveller. It's got all the stuff you would want in a cyberpunk game, and combat appears quite fast and potentially deadly, which I like in a cyberpunk rpg. One of the things that I really like is how the supplemental material give you the races and magic you would want if you were going to run this game in the Shadowrun Universe. This is great because Shadowrun has some really cool lore, but the actually system is super crunchy and can be clunky to run (which is why I've moved away from that game, but now I can return to the setting with an easier system).

Probably one of the most useful parts of the book for running a Cyberpunk game is the mission generator chapter. Most cyberpunk rpgs have a mission generator in them, but the one in this book is way more robust than any of the ones I've encountered in other games, so even if you were running a game like Cyberpunk Red it could still be worth getting this book just for that.



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ALIEN RPG Destroyer of Worlds
Verlag: Free League Publishing
von drew l. [Verifizierter Käufer]
Hinzugefügt am: 02/13/2023 07:38:50

If Chariot of the Gods is Alien, this movie is Aliens. It's an awesome cinematic scenario with a great story and tons of great alien action. It begins with some good investigation and rp type stuff, but quickly escalates in intensity as the marines deal with trying escape a moon that is quickly becoming overrun with xenomorphs and an invasion by the UPP. One of the things that I like about this scenario is that there are tons of fun event ideas to spice it up, but a lot of them are optional, so the GM has a lot of freedom to control the pacing. It's a pretty long adventure split into 3 acts. At best, you could probably complete one act in a session, but with all the optional event content, you could easily extend it to 2+ sessions per act. The scenario has a number of great maps and the adventure location is very well detailed. As a nice bonus it's available for a couple of the big VTTs.

One caveat- I wouldn't recommend this for a newbie GM. It has a lot of moving parts, and I think you need to be an at least somewhat experienced GM to pull it off well.



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ALIEN RPG Chariot of the Gods Scenario
Verlag: Free League Publishing
von drew l. [Verifizierter Käufer]
Hinzugefügt am: 11/19/2020 18:48:22

This is an amazing adventure. There's a lot going on in it, and I really had to be on my A game to run it well, but it's well organized and easy to navigate. Just make sure you read it carefully. It's not like running your typical D&D style dungeon crawl- there's a lot more moving parts that you need to be keeping in mind. However, it is really fun, so it's well worth it. It really does capture the mood and experience of the movies.



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The Two-Headed Serpent
Verlag: Chaosium
von drew l. [Verifizierter Käufer]
Hinzugefügt am: 06/21/2020 15:36:19

I'm currently running this campaign for my group and we are loving it so far! I'd highly recommend it. Prior to that I ran them through Masks of Nyarlathotep, and it was amazing. IMO this campaign is at least as good as Masks, which is pretty high praise since Masks is widely regarded as one of the great campaigns of all time.



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Old-School Essentials Classic Fantasy: Rules Tome
Verlag: Necrotic Gnome
von drew l. [Verifizierter Käufer]
Hinzugefügt am: 06/21/2020 15:26:37

If you are looking for a product that is faithful to the B/X rules and presents them in a way that is easy to digest and read, then this product is a five star product.

However, if you want the feel of the B/X rules but some tweaks to improve them a little then you won't really get that here. For example, the RAW B/X rogue is kind of useless because the base percentages for the thieving skills are so low. It would have been easy for the designer to tweak those to make them actually useful. Of course as a GM it's not that hard to houserule, but I do like it when the designer takes time to do some of that work for me. That being said, I don't really think that was the goal of this product, so I can't really criticize it for that.



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Shadowplans - Corporate Office (5 Floors)
Verlag: Shadowplans
von drew l. [Verifizierter Käufer]
Hinzugefügt am: 06/21/2020 15:20:39

The maps in this series are all pretty solid. I really like that the maps have a security overlay png file, so that as a GM running on VT, I can put the security features on a separate layer that isn't visible to the players. My only complaint is that the grey maps (which have the most detail) are a little too dark and some of the gray tones are too similar, so objects don't really stand out. I think the creator of these maps should try for a bit more contrast in future products.



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Cyberpunk Red Jumpstart Kit
Verlag: R. Talsorian Games Inc.
von drew l. [Verifizierter Käufer]
Hinzugefügt am: 06/21/2020 15:07:18

I really want to love this game. I love the genre, I love the setting. I'm excited for the full version of the game.

As a starter set this product has many good qualities, but it is also lacking in many areas. I ran my first session last night, and we had a blast, but I had to do a lot of house ruling to make up for the lack of detail in the rules of the Jumpstart Kit.

Where to start...

Firstly the writing. It is written in a very conversational tone, which makes for enjoyable casual reading, but the downside is that it is not as useful as a rules reference. Sometimes important rules are kind of tucked away in the conversational sentences.

The rules themselves are a bit all over the place and don't always make sense for the world. For example, a "slice and dice", which is described as a highly dangerous monofiliment whip, but it only does 2d6 damage. Most edgerunners are walking around with at least 11 points of armour (damage reduction), so it wouldn't even hurt a typical character. Furthermore, although they are described as being easily able to slice through any organic material, there's nothing mechanically that gives them any kind of special armour penetration to match the fluff. Firearm damage is also highly variable, and there are no pages with costs or ammo counts or anything like that in the book. There is a range chart, and damage values for different types of guns but that's it. There are rules for burst fire, but no rules for full automatic fire. For some reason a character can attack in melee twice as an action but can only shoot once. I'm not sure why attacking with a melee weapon is so much easier than shooting someone with a firearm?

Armour is quite powerful, and for some reason it is assumed that armour covers your entire body, including your head even if you are just wearing an armoured jacket. A light armoured jacket has a 11 stopping power, and a heavy pistol does 3d6 damage, so a character with a light armour jacket will only rarely be injured by a heavy pistol. A heavy armour jacket has 15 stopping power, so even an assualt rifle, which does 5d6 damage won't hurt that much. One thing I do like is that if the armour does take damage it degrades by a point, so over time it gets weaker and eventually the character will take damage and armour will need to be repaired or replaced.

I should also mention that there are no prices to be found for ANY gear in this book. The cyberware selection is highly limited.

There are also no character creation rules or character advancement rules, so you pretty much are limited to using the pregens, which aren't really even complete because only the special ability of the Netrunner is detailed.

When I ran my game last night, I found myself winging it to make up prices for equipment. I created some house rules for armour pentration, so that some weapons that would otherwise be useless could actually be cool. I also house ruled that armour would only protect the locations it would actually cover (a crazy idea), and I added in a hit location table. All in all, I think these house rules made the game a lot more playable and we had a lot of fun, but that was more a testament to my 30+ years of experience as a GM and having good players than to the rules.

In conclusion, I think this game has a lot of potential, and I hope that the final game delivers on that potential, but I don't think the Jumpstart Kit is really that well done. It is a tease, and and as a GM I found it frustrating to work with because there is so much missing.



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Dark Heresy Second Edition: Enemies Beyond
Verlag: Cubicle 7 Entertainment Ltd.
von drew l. [Verifizierter Käufer]
Hinzugefügt am: 03/01/2016 15:40:34

This book is fairly similar in format to the Enemies Within and Enemies Without, so if you are familiar with those two books then you know what to expect. There's a bunch of new worlds described with some interesting plot hooks, and some player stuff related to Ordo Malleus daemon hunters- special weapons and ammo, talents etc... It does include some new psychic powers, mostly related to demonology/summoning- I haven't looked at them too closely yet, but they seem like they would be of more use to villainous NPC psychers than PCs. That being said, an extreme radical acolyte might make use of them.

Of the three books I think that my favourite one is Enemies Without, but I like that there a lots of stat blocks for various daemons- not just Nurgle related ones (which was all we got in the Core book). I GM, so for me that is the highlight of this book, and my main reason for getting it. It should be noted that Daemons are pretty powerful RAW in 2e DH- for example the hellblades of the Bloodletters do something like 1d10+16 damage with a 5 Penetration- not sure how balanced that is. There's also rules for creating daemon princes, but I haven't had a chance to delve into those to deeply yet.



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