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Modiphius is having a Black Friday weekend sale of 30% off all their products. https://www.modiphius.net/collections/black-friday-weekend The main lines are: Achtung! Cthulhu, which is Cthulhu in world war 2 with mixed reviews. Uses savage worlds, call of Cthulhu, or a corebook for Fate. Mutant Chronicles, which is a setting similar to the warhammer 40K one and uses the Modiphius house system. If you like a system about the complexity of savage worlds with more focus on meta-currency, it's pretty nice. MUTANT: Year Zero, which is based on a Swedish game and is totally fantastic. Imagine a cross between dungeon world, exploring a grid map one square at a time while rationing supplies, and players all managing a settlement and its politics together. It's really really cool. Symbaroum, which seems like generic horror fantasy with a generic system. Fragged Empire, which has been talked up before in this forum. It's a space setting with tactical combat and cool rules for resource management. Mindjammer, which is a hard sci-fi setting in fate. I have no idea how good it is, beyond the fact that it's a several hundred page rulebook using the Fate rules, and thus makes me kinda leery. Anyway, if people want a recommendation, buy MUTANT Year Zero. It's super cool and does an amazing job of having the mechanics themselves be emblematic of the theme of decay.
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# ¿ Nov 25, 2016 22:55 |
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# ¿ May 20, 2024 23:15 |
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glitchkrieg posted:Is the Starter book all I'd need to start a campaign and DM it from there? I've actually not read the starter booklet. I think it's got enough for you to get going for a while, though. I see the PDF of the booklet as being free on their site. The £15 one is for the print version. I do actually have the booklet (just haven't read it) and it's a good quality paperback.
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# ¿ Nov 29, 2016 14:58 |
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Memnaelar posted:The FRAGGED games are on Bundle of Holding right now. Anyone have any opinions on Empire, Kingdom, Aeternum? Reviews seem... sparse. 4E D&D design philosophy of tactical combat but most of the weapons and powers are DIY or low flavor and require a lot of player buy-in to mechanics and flavoring to work. Slick game with a rules book that works amazingly for reference and not so great for teaching. Great game for tactical combat with real choices. Needs a lot of buy in from players and GM for mechanics.
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# ¿ Jul 13, 2021 01:26 |
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Memnaelar posted:4E D&D design philosophy sounds great -- does it resolve faster in play? I LOVED 4E but also felt like it was a bit frustrating to have a single combat take hours potentially. I'd be totally down for a game that was just as rich in options, but somewhat faster/less granular turn-by-turn... That I don’t know. I only played low level. My players bounced off it because they wanted more story combat than tactical. From my recollection, thoughC a lot of the improvement involved numbers going up, or affordability of more numbers going up. You have a lot of leeway to mix and match and combo powers. But my gut tells me that you’ll spend a lot of time making equivalent NPCs and resolving their powers to account for higher level PCs.
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# ¿ Jul 13, 2021 01:35 |