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RPG Superstar 7 Season Dedicated Voter. ********* Pathfinder Society GM. Starfinder Society GM. 39,453 posts (43,188 including aliases). 33 reviews. 6 lists. No wishlists. 50 Organized Play characters. 10 aliases.



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Lots of crunchy flavor

5/5

The starship combat is... as good as starship combat can be. There's terrain and positioning, and the thing thats normally a pain to do is made rather easy to do by avoiding a subsystem

Spoiler:
Not having to track the critical hit effects makes having two starship less brain occupying

The skill challenges are great for getting large numbers of people involved instead of everyone hiding behind the face or someones +26 engineering being nothing more than a masterwork tool because someone else has a +27. It doesn't take up TOO much time if you keep the party moving and running because.. well it IS a raid after all.

The scaling however is NOT good for small parties.

Spoiler:
The combined skill DC and saving throw DC makes the save DCs really out of hand

The you know what is an absolute must in a Rat based dungeon. The Big Bad is a LOT of fun to play, has some really good flavor and abilities that match.

What really makes this fun is all the little bits and parts for your party to interact with and make their own. Along with the deepest and darkest of secrets....


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Amazing story and mechanics integration

5/5

I absolutely love the idea of "grandmas" grandkids running people through a playground of death to see if they're worthy. The juxtaposition of the two is truly frightening: it's like hearing a childrens nursery rhyme in a horror movie, you know its going to get bad...

You really see and interact with the flavor of grandma rat and her family here through the mechanics in a way that few adventures manage to capture. All too often the flavor fades to the background or winds up as a footnote on the DMs screen...nope. The characters are going to be fully immersed one way or another.


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A little arbitrary and railroady

2/5

Don't think I can explain the problem without spoilers:

So instead of going to that big mysterious weapon ship planet you've been looking forward to all campaign, you're going to go to an almost as deadly but far more run of the mill undead spacecraft carrier.

This really should be suicide, but fortunately in a ship the size of a city you just happen to run into the one guy who has both the desire and the capability to take out the ship with his mad hacking program. While differences between the corpse fleet and the regular Eoxians has come up, I don't believe that internal strife has and running into this one particular person with a plan for a ragtag group of adventurers ready to go is very deus ex.

...why would the party decide to take this approach besides the DM dragging them there? Why does this guy even HAVE that program? How'd we run into him instead of
Major General Stanley who would have had the whole ship slaughtering us?


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Good plot but that fight is a slog

2/5

Everyone runs
for 7 rounds
The dm goes 7 times

and that's if they're longarms users. God help the pistol or melee characters that have another 4 rounds of climbing.

I get trying to make sniping a thing, but 3 or four rounds would have gotten the point across. There was no need to have the range set so far that snipers are taking multiple ranged penalties.


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Something Different

3/5

This scenario takes your usual dungeon delve and turns it into a friday the 13th esque slasher flick with the party in the role of the campers.

Which absolutely works amazingly well, IF you can get the hint across that "Jason" isn't just another monster, and I think that's where the scenario needed a nudge. The dm can (and should) make up for that, but as written the monster popping in doesn't quite do enough to say [bigger]"RUN BEFORE MY TERRIBLE MIGHT PEONS"[b] as it really should. There are a LOT of ways to shrug off some attacks from PCs: be a swarm, be immune to {whatever damage they tried doing here), have an absurdly high AC.

There should be a door the PCS have trouble opening and he shreds it like paper, or an NPC badass that gets turned to chunky salsa, or describe one of the gas canisters as ridiculously thick tungsten steel and the first thing the monster does when they show is crush it into a ball like a tin can. As written the first thing it's going to do to show that you should all be running now is bisect a PC.


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Save the starfinders, save the station

5/5

Starts off a little dark and serious but quickly becomes a very fun investigation and even more fun fights. I love how the scenario takes the events of the previous scenarios and deals with the fallout in far more depth than "and then they live happily ever after..."

The NPCs have fairly detailed and believable backgrounds, not just that guy you shoot.

If you're running this, be prepared for the party to run certain points of the scenario in either order.


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A different way to make a difference

5/5

I really liked how this chapter made it seem like you were making a difference in the town, both in forming the political alliances and fixing the town. Short term adventurers tend to show up wreck things and then let people go on with their lives. Here you see what a bunch of semi trained adventurers can do when properly motivated to stick around.


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Chooo Chooooo

1/5

Having a plot macguffin teleport the party out while the cool stuff happens is beyond railroading and into Deus Ex. There were options for PCs to feel like part of the fight without taking out the part of the fight that would incinerate them without resorting to this.


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Fun NPCs to Meet or Be

5/5

This is definitely a different kind of adventure which is fine every once in a while. There's a lot of interesting NPCs to interact with and whether you want to talk it out or slaughter them it's up to you.


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More options than I could shake a stick at except

5/5

...I'm pretty sure there's a self shaking stick in here somewhere.

Lots of weapons. Okay I was expecting that.

As mentioned the armor was the one thing that was lacking a bit. Most everything seems to be a little bit of a tweak off of whats already around. (I was hoping for a Low AC armor with lots of slots)

But great googley moogley the customization options. Scopes, enchantments, manufacturers, sights, rails, bipods tripods armor mods... there's even office gods. (yes. really) Three different ways to customize a weapon, magic items that can go in armor slots.. my characters have saved up their entire wealth for this moment and I think I'm still short of cash just for the odds and ends.

The weapons aren't just good a lot of them are fun. You can gain proficiency in a weapon through profession skills (Hint: do not mess with miners they are proficient with some very nasty weapons)

And my favorite tools and miscellaneous odds and ends. Chemical analyzers, cameras, the starfinder backpack (accept no cheap knockoffs)

All lots of crunch with just enough flavor spread throughout to give even your gear a little bit of soul. Well done (like a vesk steak)


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Its all connected...

5/5

I know this is free and it doesn't really need reviews but I still wanted to tip my had to the author(s) for the degree of mechanics theme and story integration I'm seeing here on the campaign traits.


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Insane fun

5/5

What's crazier than the adventures starfinders get up to? Doing it for a live studio audience and increasing the production value and character drama. Watch our intrepid explorers contend with monsters, mystery, and... make up? Be sure to put on a show, because you don't want to get voted off the asteroid...


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A really good start

5/5

This was a fun one. I actually enjoyed an adventure with pregens and thats not easy. The prison set up added a lot of atmosphere to the adventure and the world, and I was really invested in the mystery of whats in the redacted and the redacted in the redacted. And I almost died laughing at the most annoying radio broadcast ever.

One minor nitpick, Yasoki shouldn't sweat. Sweating is a human thing and really doesn't work too well with giant coat of fur. Rats use their tail for that.


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Wheeeeee we're gonna die!

5/5

Ancient tombs, archeological excavation, massive battles. This scenario has it all.

Bring your A game. This is up there with the waking rune. As it should be. Its the culmanation of 10 years of scarab sages story line, its going to be epic.

Actually knowing the history of the place mattered. The background events (both for the location/baddie and the NPCs) were integrated into the mechanics of the scenario and not just background that the DM reads before running it. I cannot tell you how happy I am that this is the case.


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Large Bears

5/5

There are large bears. That is all.


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Don't let the party act.

1/5

5 different ways of blocking a party's line of sight, or moving to the fight, brings combats to an excruciatingly slow halt.

Denying a party treasure for succeeding at an encounter is contrary to the game design.


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Filler, teamwork feats, repeated material, and teamwork feats.

1/5

I'm kind of iffy on buying fluff. I really don't like material I've seen before. This book is fluff that we've seen before.

The fluff isn't even that good. It's kind of bland, generic, stuff that's repeated elsewhere. There's no depth to it.

When it comes to the crunch it's teamwork feats, teamwork feats, teamwork feats... Almost NINETY PERCENT of the feats are teamwork feats. Teamwork feats start as problematic because you need someone else to take them, they get worse because they've been balanced for class features that are going to take them for free.
They're even WORSE for a race book, because you need a veritable celestial alignment of someone else with the feat AND the right positioning AND with the same build AND the same race as you.

With all the untapped potential for race related feats THATS what gets added in as crunch? You couldn't even think of one non teamwork feat per race?


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Feat taxes for skill uses make them less relevant, not more

1/5

I'm seeing a lot of what I was afraid of here: Rumormonger like options. Options that don't expand the use of skills, bur rather by their existence constrain the use of skills only to people with a feat or special ability- feats skill focused characters don't have to spare.

One of the reasons people complain about caster/skill disparity is that the expanding system has expanded the capabilities of magic. "Abilities" that already do what the skill does constrains them and makes just getting a spell to do it an even better option.
According to this book you need a feat (or usually two, with one a pretty bad feat tax) to

Call for a truce

Plant something on someone (which i've seen used in pfs more than taking something off of someone)

use knowledge geography to know where you're going with a tport

Use aid another at range instead of... whatever aid anothers range was before.

Get a sense of how your bluff is going

Figure out what relationship two people have

Bluff check to help out someone with a disguise

size someone up

Those are basic skill uses and making a socialite burn what few feats they have on them in a book that was supposed to help them be more relevant is patently absurd. Those uses should have been included as an expanded use of the system and then feats added to work within the new system to make them work better, or even added as alternate skill unlocks.


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5/5

Great mix of talky and combat.


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MMMMM crunchy

5/5

Amazing, useful, thematic and clever feats and abilities for those who like it mix it up hand to tentacle with golarions nasties.


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Its filler, filler night

1/5

Not a heck of a lot here. Especially for the druids and rangers you'd think this book would be a sure buy for.

Its 31 pages

map of woods is ok

Table of contents..

A page explaining whats in the book...

A second table of contents..

The traits are ok

Some woodsey tricks and equipment

Kits.. kits.. kits.. these are a waste of space

The herbs are cool. The herbal witch is pretty thematic.

Obligatory background information is ok...

This skeeved me. 4 pages of optional building rules information for outdoor buildings.

2 pages of teamwork feats no one will ever take because.. teamwork feats. These really belong in an inquisitor book

poisons are ok.

The feats.... why is there more stuff here for a monk than a druid?

Magic items are kinda meh.

2 pages of spells. Thematic, don't see anything really eye-popping.

With all the druids i have there really should be more than one thing in this book i'd even consider taking.


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Amazing, lots of options

5/5

So many ways to go about this one. Diplomance it, murder hobo it, puzzle solve it, take your pick you're going to have a blast.


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FREEEEEEEDOOOOOOOOM!

5/5

Finally, andorans get to be andorans. No more of this filing building permits and planting rose gardens. Infiltrate their operation, rouse the rabble and lead them to glorious FREEEEDOOOOM! as you cut a bloody swath through the slavers holding them in bondage.

And hallelujah most of the monsters/weird rules are in the back of the scenario.


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Amazing mix of Combat, exploration and interaction

5/5

Truly epic mix of combat, exploration and interaction where what you do matters to how the scenario turns out full of history and background that's right at the forefront of the adventure rather than pushed into the background.

The chery on top is the chronicle sheet. FINALLY! Useful stuff on a chronicle sheet for both the treasure and the boons *keels over in shock*


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Nonsensical, out of character actions.

1/5

A review a year in the making

This was supposed to be the farewell to the shadowlodge. There are many scenarios, but only one end to the most beloved faction of them all. That one opportunity demanded an awesome finale to go out with a bang, instead it went out with a "Wait.. what?"

Writing a good scenario is hard, writing a good end is harder but... wow did this fail in the second regard. Badly.

Spoiler:

The characters actions make no sense. Torch could just as easily have said "Hey! thanks for dropping off the spider. See you tomorrow at the union meeting" made the same bluff check and gotten the information out of her with the party heading off to celebrate. Instead he shows his hand, kicks the dog and rips her head off in full view of the party because... reasons?

After that, the entire 3 year story arch is summed up with.. oh yeah the 10 helps you get over it. Somehow. There NO idea about how they go about this, what that help entails, never mind that its not actually played out, so its going to be added as an after thought at all. This, even moreso than torches neigh guaranteed escape, takes agency away from the player.

There were a few clues that there were something else going on: Torch was wearing clothes and out of the tub, so unless that balm he got from the faction mission in the lantern lodge finale reaaally did the trick, that was out of character for him. There was a doppelganger corpse in the empty room, so it could have been a fake or someone glugging doppleganger blood. A year later though and, as nothing has come of the possibility, I'm going to conclude its bad writing rather than a fiendish plot.


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