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TLDR: A great system with easy to grasp rules that really catches the feeling of monster taming in an interesting world. It has just enough world building, items, and monsters to hold it all together. While the series itself could absolutely use some love from the creator; I think, it has more than enough to make your own content for your games.
If more content is ever released for this system, I will 100% be picking it up.
- Appears to no longer be supported, and the associated reddit forum is basically non-existent.
- You do have to go looking around for somethings, such as human on human combat and how riding a monster work.
+/- A lot is left open for you as the Game Master to work with, this is honestly a double-edged sword. It leaves you plenty of room to work with, but it lacks in a lot of important details such as a basic world map.
- The supplements that do exist include things like new monsters, traits, encounters, and even areas that expand on the lore of the MajiMonster universe.
- A majority of traits that exist are unique to one or couple of monsters giving each one just enough difference and visual appeal to warrant trying most or all of them sometime in play.
- Picked up the entire collection, wasn't to expensive.
- Loads of room for homebrew material, includes rules for making your own monsters, and the list of items and relics is fairly expansive and has enough included to basically create anything you could need for your own stories.
- Monster variety
- Each entry includes a slew of great details and leaves plenty of room for you to expand on.
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The best Pokemon like RPG out there. The combat is very time consuming unfortunately and this is a very serious flaw. Some of the Traits and techniques are quite unbalanced. I love this game but it isn't supported at all and the setting and world building is almost non existent.
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Alright, so this is a pretty short book. It has a story that takes up two pages and features two binders looking for a new MajiMonster, a page on Monster Night and the warning signs that day is coming, and then 10 brand new monsters that are all pretty cool.
Definitely worth the money. Good job yet again, Late Knight Games!
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I've been a fan of the pet monster genre since the original release of Pokémon Red and Blue (and, of course, the original digimon virtual pet before the show ever came out). Later, I loved games like Monster Rancher and Jade Cocoon…
I've been searching for a similar experience with Table Top Roleplaying Gaming and everything before MajiMonsters always fell short. This game delivers the best monster catching/training/battling genre in table top RPGs thus far. Not only that but it gives you an implicit setting/system that is fantasy (high, heroic, and dark) meets quasi-post-apocalyptic. Since the setting is more hinted instead super documented, you (as a GM) can create whatever the hell you want.
I definitely recommend MajiMonsters to everyone who has an interest in unique fantasy RPGs and pet monsters/monster catching/monster battling.
I hear it's great for kids too...but I'm a grown ass man and love it. Getting my first group together to play soon. Enjoy.
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Like Kevin I participated in Kickstarting the game and watched it's updates. Sadly I missed out on the chance to playtest it. For the last few days though I've been going over the book and even created a character just to see how hard it was. It's not. It was slow at first because it was a new system, but the more I look at it the quicker I expect it to go.
I've tried to make game nights using other systems for very similar types of play, but this is the first game I've ever seen that does it perfectly. If you want to represent any kind of game where you control monsters, this is the one to use.
Without a shadow of a doubt this system is well made, well thought out, and just plain fun. I look forward to running MajiMonster games for my friends and even my nieces.
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I was able to begin playing through this adventure with my son last night and not only is it a fantastic adventure for beginners (to table top RPGs in general or just to the Majimonsters System), but it has an engaging story, tons of intrigue and a number of interesting NPC, as well as plenty of adventure hooks for continuing the adventure long past Echoes itself.
The best part is that my 5 year old cannot wait to play again. If you are looking for a way to introduce your kids to table top RPGs, Majimonsters is a fantastic way to start!
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I signed up for the Kickstarter while it was running, and have followed this product all the way through. The finished work is beautifully done, well written, and (most importantly) fun to play. My niece, nephew, and son (4, 8, and 8, respectively) loved playing through this with us, and even my older friends who enjoy Pathfinder and D&D got a kick out of the system. It's easy enough to learn and has a lot of depth that makes decisions worth it when leveling up. You have the ability to take most monsters and turn them on their head with the right spread of stats and powers chosen.
Overall a wonderful product from an amazing, new publisher who I look forward to seeing more from for a good, long time.
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Most of my critique come from the playtests habit of making things unclear, such as how when doing AOE attacks, do you roll once to hit and anything within the area that can't defend itself from the attack roll is damaged, or is it once per creature. Another thing that confused me is the matter of binder vs monster combat. Here is the situation all of your bound monsters have been defeated by a wild horde, unbound monsters can attack humans, so the humans need to be able to defend themselves, but humans cannot deal damage to monsters, and running away isn't always an option. The book says that all weapons deal 1D6 damage, but thats only useful against other humans, and also doesn't make sence (a dagger does not equal a longsword) One last foggy area for me may be my fault, but I am a little unclear on what round options and response actions are and when I can do it, from my current understanding is battles go; Movement, Attack, Round, Enemy Turn, Enemy Attack, My response.
My suggestions on what to change and add are as follows
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Abandon the rule stating binders cannot damage monsters. Binder stats are so low anyways that it is NEARLY impossible to hit to begin with, but at least you have a chance.
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Create a dedicated Weapons list. 1D6 doesn't work for all weapons and is necessary for binder combat, I don't want to play as a monster task master, I want to fight alongside my monster. (Consider weapons affecting Wombatant armed trait)
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Within the how to play manual create a short and simple play by play battle, nothing fancy just enough to show when you can perform your actions.
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Create a larger inventory list (consider a full page, that includes how to roll damage for certain weapons). I realize that the current inventory list includes a lengthy description but currently with that description you can have 2-3 items in your inventory.
- . . ish. The rule stating that if your monster shares affinity with the technique it is using add its affinity bonus seems a little redundant, your being rewarded for knowing something that you know. (I have mixed feelings over this)
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Creator Reply: |
Thanks for your feedback Chase! This is precisely the type of constructive criticism we\'re looking for, and it\'s why we\'re running the public playtest. If you haven\'t already, I encourage you to sign up on our forums at www.majimonsters.com to participate in the discussions there! |
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