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Fuhgeddaboudit! Fifth Anniversary Edition (SWADE)
by Nathan S. [Verified Purchaser] Date Added: 11/26/2018 22:24:27

I ran this for my group after letting it sit on my flash drive for a couple years. Like other JII one-shots like Aliens Vs. Rednecks and Size Matters, Fuhgeddaboudit! is non-linear, with a few useful stats and some scene ideas for how to throw things together, leaving the GM and players to determine how their own experience will go. It's a lot of playability in a small package. Need fill-in entertainment for the evening? FUHGEDDABOUDIT! Just Insert Imagination has ya covered, bambino!



Rating:
[5 of 5 Stars!]
Fuhgeddaboudit! Fifth Anniversary Edition (SWADE)
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Wiseguys: Demo Kit
by Rodney O. [Verified Purchaser] Date Added: 11/23/2018 08:11:08

If you like mafia/heist movies (and who doesn't?) this is the setting you have been waiting for. This preview alone is better than some full paid settings. Amazingly cool product considering it's free! Just get it!



Rating:
[5 of 5 Stars!]
Wiseguys: Demo Kit
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Fuhgeddaboudit! Fifth Anniversary Edition (SWADE)
by A customer [Verified Purchaser] Date Added: 07/22/2018 00:02:34

This product appealed to me because I saw a post on social media stating how it had everything you needed for a one-shot adventure. SOLD! It has 5 pre-generated characters and a perfect scenario that aligns for a convention game. A game con rpg slot is typically 4 hours. In this scenario you have a 4 hour trip into the desert. Perfect. Adding personal secrets between pc's helps spice things up even more. It's well written and well presented. Print it all off, read it quick and you'll be good to go. But don't be afraid to add things when they're needed. I mean, you can run into almost anything on a road trip!



Rating:
[5 of 5 Stars!]
Fuhgeddaboudit! Fifth Anniversary Edition (SWADE)
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Wiseguys: Demo Kit
by John R. [Verified Purchaser] Date Added: 05/12/2018 16:40:56

This is a gorgeous book, the setting is tons of fun to play in, and I'm really looking forward to the final, completed product. Even if the setting itself doesn't interest you, many of the awesome new rules and various other goodies can easily be adapted for a variety of uses and are well worth taking the time to check out. Highly recommended!



Rating:
[5 of 5 Stars!]
Wiseguys: Demo Kit
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Wiseguys: Demo Kit
by Jan J. [Verified Purchaser] Date Added: 05/10/2018 06:14:22

Very well written. So cool it's hot. Looking forward to the full book.



Rating:
[5 of 5 Stars!]
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Wiseguys: Demo Kit
by Mike M. [Verified Purchaser] Date Added: 05/09/2018 13:42:23

I can not wait for the full version to come out! Not only does the book look gorgeous, it also introduces several useful rules and suggestions that have broad applications for anyone who likes to run heist/mission type games. Hurry up and crowdfund this already!



Rating:
[5 of 5 Stars!]
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Night of the Living Dolls (SWADE)
by Conrad N. [Verified Purchaser] Date Added: 10/21/2017 04:51:52

What to expect? Once more my players were newbies to RPGs. This adventure has a clear goal and a clear subset of goals. That made it very accessible to them. They knew what to aim for, how to "win". At the same time, the adventure has a somewhat plot-pointish setup with places you can go and events the GM can move around. The adventure is great for introducing new players because it spurs their imagination with familiar themes, but presents them with an intriguing new perspective. For my own game I left out the rules about sugarmancy magic, to not confuse them with how all the powers work. The magic effects just worked without roles and were only limited by the sugarmancy ingredients available. Experienced players on the other hand will have fun fooling around with the powers and with the many opportunities to interact with the house and the characters, like the pets and possibly some humans. New GMs will have plenty of material to work and expand from. Experienced GMs will be able to prepare the adventure thoroughly in one hour or less. Playtime can very easily be varied by the GM between 1 and 3 hours. If you throw everything available in the adventure at the players you will probably get 4 hours out of it, maybe more.

Play Session Recount My players reluctantly explored the first few rooms. When they found their first candy, Bat Pug came in and they had to fight him off. After collecting the first ingredient, the plastic spiders, the fled from a flock of animated mobiles and flew via bubble gum to collect further spell ingredients to free their master. This master btw I determined to be a heroic 12 year old that had been defending the neighbourhood with his superior wizarding until Gloomy, his 120 year old nemesis, managed to ban him into a prison dimension. The players ended up in a tight aerial chase, Gloomy and his minions on their heels. They had to perform the final ritual under constant attacks. They succeeded narrowly. Skwibbles reappeared and with his magic immediately destroyed Gloomy's minions and chased him away easily. The PCs and Skwibbles flew to his secret sorcerer castle and had a wild party there.

My GMing experience With me not being a native English speaker, it took a second reading for me to correlate places and possible events in my head. But that setup made the game flow very nicely and I was able to challenge the players more and more to have a climactic battle in the end. The provided maps are very useful to coordinate "plot points". My newbie players had sandbox typical choice paralysis in the beginning. That was easily overcome by way of having Skwibbles advise them on possible options. By the end of the session they were strategising and taking action all on their own. I had trouble placing the humans. I mainly put them in the lounge and kitchen area. Sparsely I had them show up to emphasize danger and necessary stealthiness.

Nit-pick Feedback - The tokens are a bit too big for the map when printed on the same paper size. Scale down the tokens and they will fit better on the map.

  • To support my GM laziness, I had wished to have all the rooms labelled.

Overall judgement: Great!



Rating:
[5 of 5 Stars!]
Night of the Living Dolls (SWADE)
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White Noise
by Matt S. [Verified Purchaser] Date Added: 08/11/2017 17:43:21

This is one of those games I've been putting off reading because I was hoping one of my friends would run it. White Noise is a short horror adventure from Just Insert Imagination written by Jamie Pierson, Eric Lamoureux, and Morne Schaap. This is a plug & play adventure designed to be a complete grab and go rpg adventure ready for a convention or a GM on the go with little prep time required.

From the get go I was stoked to dive into this adventure because I've been craving a good horror game to get into. The cover art inspires the imagination as if you're looking out the porthole of a ship or airplane which is backlit with a red warning light. The game takes place in Alaska during the cold war in 1967. The players are a part of a corporation security team sent in to "clean up messes before the public finds out." The players know that the corporation they work for is dabbling in "biochemical pharmaceuticals" and have cleaned up some of the experiments before. Their job on this mission is to fly from the corporation's headquarters in Portland to a research facility in Alaska and lock down the facility. Then they need to find out what happened and report back to Headquarters.

White Noise uses the setting rules of Blood & Guts, Jokers Wild, and Gritty Damage. It wouldn't be a horror game if Gritty Damage was missing. With chances of infection after each wound, a player has the possibility to pick up a mutation from the included Mutation Table (I would prefer to use the Mutation Deck from JII). After the introduction there are 4 scenes for the players to go through. This should be enough for a 3 to 4 hour game session provided that the players at the table don't just rush through each location. This is where the GM really needs to manage the game progression.

There is a good story plot and background info but it just feels as if it's unfinished. Within the two documents provided, there are some worker journal handouts, but no mention in the adventure of when or where to distribute them. I have no doubt that most GM's have enough creativity to figure out how to make this adventure work.

Both documents contain 5 pre-generated character sheets. No, you don't get 10 different characters. There are two different versions of the same 5 characters. Both sets of characters look good but one set clearly has a different layout so you can easily separate them from each other (you'll see what I mean if you get this pdf). The character sheets look really, really good. I love the dot matrix form feed paper used as the background. Each character is unique and they also come with a secret. After each player picks their character the GM is instructed to hand out the secrets to the respective player. My personal favorite secret is Bamm's. I don't want to give away any spoilers on the player secrets.

Out of all of their PnP games this is the only one that appears to be slightly disorganized. In this adventure you get a cover page, 2 pages of backstory and adventure, a one page Mutation Table, a one page sonar map of the Alaskan area, 2 pages of basic figure flats, 2 pages of Worker Journal handouts, 3 pages of table tents, and 6 pages of pre-generated characters.

As usual, Just Insert Imagination has set the bar high with excellent artwork and layout. Plenty of supplements make this adventure convention ready. It is pay what you want so I encourage you to pick it up and form your own conclusions.

I would give this one 7 out of 10.



Rating:
[4 of 5 Stars!]
White Noise
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Aliens vs Rednecks
by Matt S. [Verified Purchaser] Date Added: 06/12/2017 18:50:41

Aliens vs Rednecks is Just Insert Imagination's newest entry in what they're calling a "plug & play adventure". This latest adventure is their 5th in this line of PnP adventure series. The other PnP adventures from JII are Fuhgeddaboudit!, Size Matters, Badabing Badaboom!, and White Noise (which will be reviewed later). Coming soon to this line of adventures will be Ashen Thorns, a "spooky and creepy, perfect for a dark night with the wind howling outside." PnP adventure.

I've been resisting the urge to read this adventure in the hopes that I would get to play in it beforehand. Oh well, at least I can say I tried. The basic synopsis of this adventure written by Eric Lamoureux and Harrison Hunt, is that the Klarrgian aliens are in danger of being extinct and they need to abduct a human female named Jenny. She is believed to be the only gene carrier that can save the planet Klarrg from a plague. This beauty pageant queen is somewhere in the town of Jefferson and the aliens can't leave without her.

This adventure introduces a couple of new setting rules, Hold mah beer! and The Xeno Shroud. Basically, they’re rules for in game drinking and allowing the aliens to walk around amongst the humans unnoticed by the townsfolk. If you haven't already figured it out yet, the players will be playing the roles of the inept aliens attempting to abduct Jenny. In this PnP there are a total of 9 scenes/plot twists with my favorite being Just Ridiculous. Another identical race of aliens unknown as Qlarrgians are after Jenny for the exact same reason as the Klarrgians.

AvR is a 20 page PDF which includes a cover page, 3 pages of adventure with NPC’s, a town map, 2 pages of basic figure flats, 5 pre-generated character sheets, a blank character sheet, 5 pre-generated table tents, a blank table tent, and a one page advertisement of JII products.

Overall, I’m really digging this adventure. I mean, who doesn’t want to be an awkward bungling alien searching for (in the voice of Forrest Gump) Jen-ay in the backwoods town of Jefferson. Some of the things I like about this game are the Alienudes, an alien inspired version of interludes and the Klarrgian slang included (which are also on the table tents for easy player access). As usual, the artwork is fantastic and I only have one gripe. That is the page layout on pages 2-4. They tried to make those pages look like an open book laid flat so you can see the crease in the middle of the page. To me it looks like everything is slightly squished on those pages. This gripe is not a major thing at all. It is merely a personal preference on my part.

Depending on the players at your table, this game will be a hillarious, gut ripping, and flatulence inducing alien adventure to remeber for a long time. I’m giving this one 4 out of 5 Jalizaran Moons.



Rating:
[4 of 5 Stars!]
Aliens vs Rednecks
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The Mutation Deck DELUXE (tuck box)
by A customer [Verified Purchaser] Date Added: 03/12/2017 10:48:19

This deck is gorgeous, and full of cool abilities. Most of them are both a blessing and a curse, so they really feel like "mutations" rather than super powers. Great work, guys!



Rating:
[5 of 5 Stars!]
The Mutation Deck DELUXE (tuck box)
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The Mutation Deck DELUXE (tuck box)
by A customer [Verified Purchaser] Date Added: 01/10/2017 09:37:55

The deck is a lot of fun when you're in the market for a quick, random Savage Mutant. It's great for supporting any post-apocalyptic homebrews (like Fallout, Gamma World, Thundarr, etc), even if just for the deck's theme, with or without the mutations.

I really like the look of the new tuck box; it helps carry the theme of the whole deck. Be careful on the first opening, though... 54 cards in a 52-card box means they're packed tightly (but fit comfortably after a couple uses and the box has a chance to breathe). The paper used for the box is really thick, though, so no worries about ripping.



Rating:
[5 of 5 Stars!]
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Winter Eternal Adventure Guide: 8 Cities
by A customer [Verified Purchaser] Date Added: 12/30/2016 00:31:50

A great supplement to the core setting book (and complement to the Wastelands guide) that adds all kinds of "day in the life of a city adventurer" trappings to the primary cities. The city-specific rules are a fun addition.



Rating:
[5 of 5 Stars!]
Winter Eternal Adventure Guide: 8 Cities
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Size Matters
by RunklePlaysGames S. R. [Verified Purchaser] Date Added: 09/22/2016 08:35:19

"Overall my thoughts on Size Maters is this is a solid purchase! There are enough ideas here that you could have this adventure take place in several different locations and all of them would prove fun and virtually all the critters listed here could still be used most any setting you might think of." From my blog review at Runkle Plays Game.

I did a mini review of my blog of this project. It hits the mark and knocks it out of the park with a "Honey I shrunk the kids" idea of a one shot game session.



Rating:
[5 of 5 Stars!]
Size Matters
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Mutants & Tassels: Yellow Jade Pagoda
by Gary M. [Verified Purchaser] Date Added: 09/16/2016 12:35:16

Another amazing product by Just Insert Imagination. This quick one shot type adventure has a great "stranger things" meets "mad max' feel to it.



Rating:
[5 of 5 Stars!]
Mutants & Tassels: Yellow Jade Pagoda
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The Mutation Deck DELUXE
by Daniel F. [Verified Purchaser] Date Added: 09/06/2016 19:02:01

Wish there was an option to add on a tuck box. One that was nicer than my printer could do...I did print and make my own with the PDF and my printer to check it out. I am Glad I got the hard plastic case since there was no option to buy a tuck box. The plasitic case is actually nice, not some cheap thing.

As far as the cards...they are worth giving a 5 Star review. They are awesome. Easy to read suit, have fun and new options on them and the printed cards from DTRPG are good quality. These are now my new main deck.

Glad I bought. Will use them in my Savage Games.



Rating:
[5 of 5 Stars!]
The Mutation Deck DELUXE
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Creator Reply:
Hi Daniel Thanks for the kind words. :) We wanted to add the tuck box as a print option, but at the moment that is only an option for high-volume orders of around 100 decks or more. We were thinking of a separate poster print option, but not sure about the paper stock. If another option comes by, we will definitely let you know! Thanks for having a look at our cards and taking the time to write a review.
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