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T2000 v1 Korean Peninsula Sourcebook
by john o. [Verified Purchaser] Date Added: 03/24/2018 10:06:17

Awesome research and material! Top notch stuff here for the game!



Rating:
[5 of 5 Stars!]
T2000 v1 Korean Peninsula Sourcebook
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TNE-0302 Traveller: THE New Era DELUXE Package
by Paul S. [Verified Purchaser] Date Added: 03/05/2018 01:47:08

I also purchased these as a back-up to my print copies. I could have done it myself using a scanner, but figured the price for the PDFs was much cheaper than the amount of time it would have taken for me to do a quality scan myself.



Rating:
[5 of 5 Stars!]
TNE-0302 Traveller: THE New Era DELUXE Package
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T2000 v1 Korean Peninsula Sourcebook
by Wayne G. [Verified Purchaser] Date Added: 03/04/2018 22:19:40

Excellent work. Really captures the tone of the old GDW releases. Love the cover art by Stephanie McAlea. The history runs 1996-2000, and has that just-the-facts-ma'am recounting of the global trainwreck that spread to the Korean Peninsula. Would love to have a print edition.



Rating:
[5 of 5 Stars!]
T2000 v1 Korean Peninsula Sourcebook
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T2000 v1 Korean Peninsula Sourcebook
by David A. [Verified Purchaser] Date Added: 03/02/2018 23:35:07

Loved the new Sourcebook - expanded the glimpses that were seen of the 2nd Korean War in various sourcebooks over the years to provide a cohesive and comprehensive look at an area that was previously overlooked in the Twilight 2000 official canon including new vehicles and weapons and the first official description of the North and South Korean military forces as well as adding Australian and New Zealand units to the canon. Cant wait to see more by Alf. Three new official releases in one year - looks like Twilight 2000 is definitely back to life from the dead games file.



Rating:
[5 of 5 Stars!]
TNE-0313 Striker 2 Traveller Miniatures Rules
by Customer Name Withheld [Verified Purchaser] Date Added: 02/27/2018 09:51:57

Very much a product of its time, it has a lot in a small package but as others have noted it cant quite decide if it's a game or a simulation. Particularly frustrating is the lack of basic information about the units included, like what kind of mobility they use (if you play Traveller, you "ought to know already" I suppose?), or any kind of baseline "average" stats for vehicle or infantry from which one might extrapolate a list of weapons or equipment when designing one's own (using the head-cracking sustem in Fire, Fusion and Steel). It makes an interesting read but translating it into tabletop play has been too problematic, when more effective systems like Dirtside or Strike Legion Tactical exist.



Rating:
[2 of 5 Stars!]
TNE-0313 Striker 2 Traveller Miniatures Rules
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CT-ST-Starter Traveller
by Pierre S [Verified Purchaser] Date Added: 02/22/2018 16:54:39

A great game, and no game has yet touched its fame for science fiction tabletop RPGs. Traveller covered all the "space" things in a detailed setting called the Third Imperium, a unified star community ruled by an Emperor. Traveller spawned an extensive series of supplements, which you can take or leave as needed for the emphasis of your particular game, whether star merchants or space mercenaries or explorer scouts.

Star sector maps are laid down in hexagons, each is a parsec (3.26 light-years), and starships have Jump Drives which can Jump anywhere from 1 to 6 of those parsecs but each Jump takes a week. There is no faster way to get news or goods across the stars, so the political feel resembles 18th-century sailing. The Imperium is held together but its size is causing strain. The Imperium also borders on alien empires which range from coldly neutral to hostile.

The Traveller Starter edition (1982) did some reorganization of the original LBBs (Little Black Books) of 1977 and presents all the tables of the game in a separate booklet, cross-referenced to the pages of the rulebook.

Traveller is "old school" and the best way to learn it is to take its systems one at a time. Randomly generating star-maps is particularly fun, with the main world in each system defined as to size, atmosphere, population, and government with rolls of six-sided dice (only). Nowadays the fans offer web-based computer utilities to instantly generate vast tracts of space, or use the defined Imperium maps already available online. The personal combat system, in basic Traveller, is NOT on a grid-map but more abstractly defined with "bands" similar to a football field! There are also rules for trade (buy low, sell high of course), which is easy to do as you note the characteristics of the world you're going to (Trade Codes like INdustrial or Non-Industrial, Agricultural, etc.) which give bonuses or penalties to the negotiated price of cargo. Nothing is a sure thing, however! The starship combat, in the original version, is not gridded either, but takes note of what you have for weapon turrets and rolls the damage to the other ship and what sub-system was damaged.

Definitely a solid science fiction experience.



Rating:
[5 of 5 Stars!]
CT-ST-Starter Traveller
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CT-TTB-The Traveller Book
by Ian F. [Verified Purchaser] Date Added: 01/14/2018 07:23:29

Though I began roleplaying in 1986, I had never heard of Traveller until recently.

More's the pity, in my opinon, for this game would have been an absolute hit in my group. Characters are simple to create, but the process is enjoyable. When I read this book, I think "I could run Dune in this." Or "Star Wars". Or "Star Trek, especially TOS". I could run less known sci-fi series, or make my own out of whole cloth and then easily stitch the game onto it. The true advantage of this system is that it has a toolkit underlying the assumed setting that allows you to hack it to other purpose easily, or you can default to the assumed setting for a game "ready to go" out of the box.

The .pdf is of decent quality. The POD is a good book, hardcover with black and white art (the occasional picture has a red feature as well). As profiled by another reviewer, some of the space scenes loose their sharpness, but the book is otherwise very readable. I also enjoy that you get a complete, playable game that is about 160 pages.



Rating:
[5 of 5 Stars!]
CT-TTB-The Traveller Book
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T5 Traveller5 Core Rules Book (759 pages)
by Rory H. [Verified Purchaser] Date Added: 12/18/2017 02:52:20

Certainly an improvement from the unedited and flatly impenetrable version originally published from the kickstarter. The index is welcome, while the additional 50 pages or so are mainly used to provide clarification, a slightly tidier layout and a more logical organisation of the book. There is no linkable contents menu, however, which is also pretty vital for a pdf and the cover on my copy was missing still.

Certain rules clarifications that are now included make the accusation of it being ‘unplayable’ an overstatement, but it is still most likely to be an overwhelmingly complex book for casual gamers or those with any sort of aversion to maths. That said, I’m not sure that was ever the market for this game. For existing Traveller fans, there is a lot of material that will undoubtedly be useful for their games.

EDIT: Further to my original comments after reading through more fully (and it does take some reading!), there are some genuine gems within this book. I can see the logic - finally - of using a variable dice pool, roll-under system as opposed to the fixed 2D6 system used in Classic and Mongoose Traveller. Firstly, it meshes more tightly with the Characteristic scores used and secondly, it’s simply more open ended in terms of operating on a universal scale. The probability charts at the end of the book give a clear indication of your chances and, fully developed it looks pretty smooth.

Character generation is more involved than before with the role of education fully integrated and with differing paths for each career. You can also create a genetic legacy, while options for sophonts, clones and robots are fully detailed. The various ‘Maker’ sections have fuller explanations, along with starship and world designs. There are some interesting scientific asides as well as advice for running games throughout the text.

This is not a game for novices, and there are still lots of issues about editing throughout. But for Traveller fans, there is something of worth and investment at the core.



Rating:
[3 of 5 Stars!]
T5 Traveller5 Core Rules Book (759 pages)
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CT-TTB-The Traveller Book
by Customer Name Withheld [Verified Purchaser] Date Added: 12/13/2017 05:22:33

There are plenty of reviews that could tell you why this RPG is great so instead I'll talk about the print-on-demand hardcover format that I got. It took a month for it to arrive, though that might be because of the quantity of orders around christmas. The book itself arrived without any damages, in perfect condition. The text is clearly readable everywhere with the only quality downgrade being with some of the images, specifically the ones depicting space scenes. The main objects, ships, people ect are clear, it's the background starfield what's missing details. The occasional red colored images are a bit darker than what's in the PDF version, though it's not something you'd realise without comparing them side by side.

All in all I can't not recommend this option for those of you who'd want to get this classic game in book form.



Rating:
[5 of 5 Stars!]
CT-TTB-The Traveller Book
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CT- B05-High Guard
by Philip W. [Verified Purchaser] Date Added: 11/17/2017 20:19:54

This is the original High Guard ruled from ClassTraveller. After the 3 little books itwas oneof my first FRP purchaces. I decided on a digital copy aftmy printed copy was falling to bits from lots of use.

Thisis truely a classic Starship design book. Itdates from the early 1980's. Some aspects suchas the computer ruled a bit quaint today. Other aspects suchas ship's weapons still seem to hold up nicely. What could have been very complicated has been simplified to the extent that pencil, paper and a calulator (no spreadsheets back then) was all you need to star gear heading your first ship.

Many star ship design rules have followed - none have matched CT High Guard's fine balance of elegant simplicity and creative potential. My only criticism is that this is a scan and not a digitally mastered copy (look closely at the fonts - they blurr when you zoom in which is a sign that it is only a scanned copy). This criticism aside, at least a digital copy is available for purchase.

I strongly recommend this as a purchase for anyone interested in Classic Traveller.



Rating:
[4 of 5 Stars!]
CT- B05-High Guard
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DC1 Tampete - GDW 2201
by Megan R. [Featured Reviewer] Date Added: 10/30/2017 10:04:24

Celebrating the 25th anniversary of Dark Conspiracy, this book opens with some remarks from an assortment of contributors to and super-fans of the game... and a rather sad note from Lester Smith, who started it all off with the initial core rulebook and much more besides. He laments how the 'work for hire' method of paying authors prevalent in the RPG industry can leave game designers and developers feeling that they somewhat lose contact with works they have laboured over with love and passion once they've been published. Then it's on to the book itself, which is a massive sourcebook for the conurbation formed by Tampa and St. Petersburg in Florida, jammed with flavour, ideas and new stuff to enhance your game.

The Introduction begins with some fiction, a conversation in a seedy and violent bar that I don't think I'll be visiting anytime soon, and then moves on to discuss the development and history of Tampete. It seems a dark place, with all the ills that befall any city in Dark Conspiracy - high unemployment, weak government, lack of investment in infrastructure, rampant corporations and crime - but with an unpleasnt edge. Crimes that include cannibalism and clowns running amok, new and potent drugs, and civil disobedience that's more like terrorism. There's worse, creatures living in lagoons and waterways or underground that are said to abduct people. Rumours of portals to other worlds, and patches of Demonground. Visit at your peril... for they are a quarrelsome lot, and altercations turn violent real fast.

There is a timeline, in accord with the rest of Dark Conspiracy diverging from the real world in the early 1980s and running through to 2034, deemed the present day. There's a map to show you what's where, and then we get down to detail: health and disease, the survivalist communities, the weather (which plays quite an important role here)... and crime. Lots about crime and about the sometimes bizarre laws enacted by the city fathers that probably don't help much.

Next comes a visit to various regions within the sprawl. Detailed maps, locations to visit, history and much, much more. Scattered throughtout are notes on what really happened and what is going on now, so this isn't a player-friendly gazetteer of the conurbation although it will aid you in making a visit a rich experience. There are also 'quick and dirty plot seeds' dotted around, just in case reading the material hasn't already spawed several ideas.

This extensive section is followed by a collection of Factions and Personalities - many of whom have already been introduced during the grand tour of Tampete. This section provides loads of people (loosly speaking) to interact with, do business with... or get into contention with, as may be appropriate. Gangs rub shoulders with strange religious cults, and this section ends with 'A Hundred and One Personalities' - a list of short notes/stat blocks for individuals you can pop in wherever you like. Many could spawn an adventure or two of their own... and many would make good contacts, especially if the party will be staying in Tampete for long.

After a selection of full-page colour paintings of various Tampete scenes comes a section of Dark Adversaries, an array of beasties you can use as necessary to impede and imperil the party. Plenty of weirdness that will have them gawping when they really ought to be running...

Next come several new Protodimensions. Visit if you dare. Or if circumstances mean that you don't really have the option. Finally, there are several Appendices, which are where you'll find new rules, new career options, new DarkTek and several tables to roll on for anything from encounters to what's in a market, drug effects and even more plot seeds. There's also a complete writing system called Underglyphs to scatter around.

If you want a detailed, vibrant, exciting, sometimes threatening and almost always dangerous city to let the party run rampage through, this is a fantastic resource with which to introduce them to the delights of Tampete. It's full of stuff that will give you ideas for adventures or even whole campaigns... once sucked in, the party may never leave! They may not even want to...



Rating:
[5 of 5 Stars!]
DC1 Tampete - GDW 2201
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DC1 Nightsider
by Megan R. [Featured Reviewer] Date Added: 10/27/2017 09:42:06

A holiday resort is a place you go to relax, sit around the pool, eat and drink, stuff like that, right? Not if you're playing Dark Conspiracy it's not...

This three-part adventure tells the tale of the inhabitants of another dimension trying to sneak into our own, with the intention of getting up to no good once here - and they've chosen a prime vacation spot as their infiltration point. The Introduction explains what is going on and provides a synopsis of the entire plot. To start with, of course, you need to find a way to get the party into the right place, the holiday resort of Bar Harbour - which is a real place in Maine as it happens, so you can use real maps and other materials to support your game. Several ideas are provided: you can pick the one best suited to your group or come up with your own... after all, you know them better than the authors do! The three briefings provided are for parties with eco-terrorist leanings, members of the military, and people who just happen to be there - either they've heard some of the rumours provided or they might just have decided it was time for a vacation!

The first part of the action takes the party to a nearby island. Getting there (unless you take the military option) is a bit of an adventure in itself as the authorities are barring access. Once there, the party can explore and try and figure out what has been going on... and will probably find themselves fighting for their lives before too long! This adventure requires good combat skills as well as brains to complete. There are lots of atmospheric descriptions here, whatever's happened is decidedly nasty.

The second part of the adventure seems quite unconnected, and indeed could take place after some intervening adventures. All the more surprise when elements from the first part are revealed! Again scenes of mounting horror have to be investigated and dealt with. During this part, the party should discover (or be given) a particular device that will become important during the third part, which takes them to the alternate dimension... well, they do say the best form of defence is offence. This all begins with an intriguing note from an academic who needs some more, shall we say, action-oriented folk to follow up on his reseach. What better idea than go stop the invasion at source?

Throughout the entire adventure, there are loads of options to enable you to react appropriately to whatever the party does... and plenty of possible outcomes depending on their actions and how successful they are. Oddly enough, as I sit reading this adventure for the purposes of review, I realise that I played it some 20-odd years ago! I enjoyed it as a player then, and now I've seen how it's all put together, I understand how it makes a truly cracking adventure. Lots going on, all manner of useful contacts, potential for follow-up adventures... what more could you want? Well, perhaps a holiday resort that IS safe and relaxing - but we're here for adventure!



Rating:
[5 of 5 Stars!]
DC1 Nightsider
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DC1 Ice Daemon
by Megan R. [Featured Reviewer] Date Added: 10/24/2017 07:37:38

An adventure about weather? Well, at least it starts that way with the party driving through Texas when a snowstorm hits... on a broiling midsummer day. There are notes on shifting these events out of Texas, and to provide for the party using a different form of transportation than a car.

The adventure proper begins with the party having to cope with freezing conditions when the storm hits, a scramble to find shelter. Hopefully they will be able to access a weather forecast which shows that the storm is localised and also displays an unusual feature... Again, if they do not, or cannot, access the weather channel, other options are provided to point them in the right direction. There's even someone to help out with cold weather gear if the party is too busy freezing to death to investigate!

There's a cave complex to explore, its denizens to defeat and a dastardly plot to thwart. All is explained for the Referee, with plans, stats, and plot details all laid out. The stakes? Well, do you want a new ice age?

Compact, elegant, neatly-presented... this adventure should take but a session or two to complete, yet it's replete with significance. There isn't really any follow-up, it is more something to drop on your party when they think they are merely travelling to get somewhere else you have sent or enticed them. An excellent short adventure with plenty of action.



Rating:
[5 of 5 Stars!]
DC1 Ice Daemon
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DC1 Proto-Dimensions Sourcebook, Volume 1
by Megan R. [Featured Reviewer] Date Added: 10/23/2017 08:45:26

This book basically comes in two parts: the first part deals with the mechanics of creating and running alternate dimensions in your game and the second part provides some twelve exemplar dimensions ready for use. The Introduction explains all this and more, and notes that this is one of the harder parts of the game for the Referee to get across, seeing as the players have no experience of such a thing... a little odd as we do not have experience of quite a lot of stuff that's already cropped up in Dark Conspiracy!

First up, The Meta-verse gets quite meta-physical about the whole concept, claiming that any Referee wanting to use other dimensions needs to understand this... as it happens, although I find it fascinating to read, I disagree: one of my most successful Dark Conspiracy games involved the characters travelling to an alternate dimension and trying to find their way back, all without any concept in my head or theirs about how it 'worked' - it just did! They got there because they were standing beside a nuclear bomb that went off (triggering a full five minutes of "We're all dead" before I could get their attention) which just happened to be sitting on an undefined 'dimension portal' that went "Ahhh, energy" and diverted the explosion to power itself. The place they landed in was one where magic worked, and after a fair few entertaining adventures) a powerful mage got them back home (and came along, to everyone's amusement). But here the dimension was a plot device, nobody needed to understand it. This theoretical discussion, however, provides a lot of underpinning background that enables a measure of logic, so those players who want to figure out how they work have something to discover. It also allows for an impressive array of different types of alternate dimension without losing consistency.

There's all manner of stuff about visitors to a dimension becoming 'assimilated' into its physical laws, and then we move on to Interstices: The Interdimensional Spaces. These gaps in the fabric of the meta-verse are quite scary, there's nothing there at all. Yet people can go there, although few do on purpose, and visitors risk insanity. Throughout, examples and apposite rules are provided... even for those who want to fight whilst in different dimensions. We find out about Interdimensional Travel and how it works - and how to administer it from a game mechanical standpoint. There are basically two ways to travel between dimensions: using the Dimension Walk skill or using an interdimensional device, and both are explained at length with all the rules you need to run them. Apparently to close a device you need a 'dampening metal' to seal it, which produces images of something wet to my mind... I usually dampen somthing by pouring water on it. Background and history of dimensional travel is also covered, so we find out when assorted Dark Minions first found out about it themselves.

Once your head has stopped reeling from all the theory, interesting though it is, there's a section on Using Protodimensions in a Campaign. There's a lot of good advice here about making them integral to your plotline, not merely a nice bit of windowdressing to say "Hey, here's something really weird". Things like ensuring your Bad Guys have good reason for being there or using them, things like determining locations where you can travel from, or deciding that with the proper skill or device you can go from wherever you happen to be. There's a brief note on designing them, then we're off on the survey of the sample ones. Many are really quite strange, not just a different place that isn't on Earth, but places where physical laws work differently and it's going to get very comfusing real quick! They're quite fun and may give you ideas for adventure.

As a book of two parts, the first bit - the nuts and bolts of how to make alternate dimensions work in your game - is excellent. The sample ones are all a bit weird, and it depends what you are looking for in your dimensions. In the game I referred to earlier, there wasn't much odd about where the party ended up. It was based on the world of Conan the Barbarian, low-tech swords and sandals and the odd powerful mage, one of whom they managed to befriend in order to get home... but until then it was an 'aternate world' where things like gravity and even their firearms and laptops worked (until they ran out of bullets and the batteries went flat). That worked for us, but if you want something really odd to send your party to, there are some strange ones here.



Rating:
[4 of 5 Stars!]
DC1 Proto-Dimensions Sourcebook, Volume 1
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DC1 Empathic Sourcebook
by Megan R. [Featured Reviewer] Date Added: 10/20/2017 09:05:53

The Introduction lays out how this book is designed to expand the basic Empathy ability. There are different disciplines which may be learned: the neuropathic, the psionic, the sorcerous, and the mystical. Only the neuropathic discipline can be acquired without the need for study and training. It equates to the default Empathy ability in the core rules, and is regarded as the most dangerous form of empathy to use, even if it is easier to acquire. The other disciplines can be studied during character generation (by taking one or more term to do so) or once play has started if the character can find a teacher. The study of psionics and mysticism is incompatible, you have to choose one or the other.

The first chapter, however, deals with a system change, from the original D10-based system to a D20 one. It explains in detail how to create new characters, or convert existing ones and then goes on to explain how the new rules work in play. This isn't the 'D20' system of Dungeons & Dragons 3e, by the way, but a revision of the D10 system to use twenty-sided dice. It's something that was introduced in Twilight 2000 and the rest of the GDW games with a common ruleset.

Next up is Empathic Background. This talks about the degeneration of the world and the part, unnoticed by the vast majority of people, that Dark Minions have played in it. Although most people haven't noticed, some have and they form a loose 'empathic underground' to combat the threat. As your party finds out more, they will become aware of the empathic underground if not part of it - even those characters with all the empathy of a house brick. Many groups of empathic people have existed long before the Dark Minions arrived on the scene - there have long been those who study esoteric arts, alchemy and the like. The chapter continues with an analysis of the different groups that can be found, with suggestions as to how to involve them in play. There's also a random generation system in case you need a group in a hurry along with some sample groups, then the discussion moves on to the relationships of the empathic underground with ETs. Notes on playing ETs for the Referee and some ET careers follow.

The rest of the book consists of chapters on each empathic discipline: neuropathy, psionics, sorcery, and mysticism. Background, its place in the world, new skills and abilities, they're all here. They make for fascinating reading and open up whole vistas of new ideas and potentials for characters and plotlines alike. There are extensive details on training and how to acquire it, different abilities and levels of power... pretty much all you need to know. The Referee may want to allow interested players to read up on their chosen discipline or may prefer to reveal the material herein during play - particularly for those characters who seek training during the course of the game.

You should definitely get this book and incorporate it into your game if you want to tap into the full 'otherness' of empathic powers. Whether or not you let your players use them is another matter, these may be part of the weird and sometimes scary that more 'ordinary' characters slowly become aware of as they investigate strange goings-on... and, of course, they may have opportunities to learn these powers for themselves in due course.



Rating:
[5 of 5 Stars!]
DC1 Empathic Sourcebook
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