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Risky Things to do in Dramatic Sequences
by DSC T. G. C. _. [Verified Purchaser] Date Added: 02/18/2019 17:48:32

Risky Things to do in Dramatic Sequences provides players and gamemasters, suggestions, possible consequences, ,and even opportunities that players could us to make their swashbuckling action more dramatic. This book gives ideas for arriving it town, going to a party, and participating in an arguement, This isn't a book that we think every players needs to have a copy of, but every play group should at least read the book once in order to spark their imagination.

The Tabletop Gaming Club recommends that this book belongs to in the library of every play group.



Rating:
[4 of 5 Stars!]
Risky Things to do in Dramatic Sequences
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Risky Things to do in a Duel
by DSC T. G. C. _. [Verified Purchaser] Date Added: 02/18/2019 17:45:07

Risky Things to do in a Duel provides players and gamemasters, suggestions, possible consequences, ,and even opportunities that players could us to make their swashbuckling action more dramatic. This isn't a book that we think every players needs to have a copy of, but every play group should at least read the book once in order to spark their imagination.

The Tabletop Gaming Club recommends that this book belongs to in the library of every play group.



Rating:
[4 of 5 Stars!]
Risky Things to do in a Duel
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The Grand Design, Episode 2: Montaigne Blood
by darryl a. [Verified Purchaser] Date Added: 01/01/2019 12:44:42

The 2nd in a "series". This adventure is barely linked at all to the first one, other than a noble belongs to organization that is listed in the first adventure. What's worse is that this adventure is made of two different plots, by themselves would make interesting adventures....but mashed together make an incomplete mess in which your group is off in different directions. It doesn't know what it wants to be and does it poorly.

This would get 2 stars from me, but as it presents two decent ideas that in hindsight I would have made into 2 different adventures rather than playing it as written. So you are getting two plots for the price of one.



Rating:
[3 of 5 Stars!]
The Grand Design, Episode 2: Montaigne Blood
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Curse of the Yellow Sign Collected
by Mike P. [Verified Purchaser] Date Added: 12/29/2018 23:34:08

Wow. So, I don't know what that other reviewer is smoking. My review is based entirely on the first Act - Digging for a Dead God.

Folks, if you want the adventure, here it is: Nazi officers find the entrance to an ancient tomb in the jungles of Africa and if they open it a ghost escapes and whispers evil shit into their ears and they are Nazis so like do that evil shit -- inside the tomb is a skeleton, some treasure, and a podium with a hand print (think the end of Total Recall).

THAT'S IT. That's the whole fucking adventure. Sorry. "Sandbox." No other details are provided about the tomb. What happens when you put your hand in the imprint? No fucking clue. Make it up. What is the skeleton? No fucking clue. Make it up. What happens when characters stare upon the Yellow Sign? No fucking clue. Make it up. Or, as the author puts it: Nazis find a door, open it, and bad shit happens.

It couldn't be summed up any more plainly because that's literally the meat of the adventure.

Seriously. In large part, Wick puts the onus on the players and the Keeper to actually write the adventure. Well, for fuck's sake. If I had known the synopsis on the product description was THE ACTUAL ADVENTURE I could have saved $10 and dreamed up all the cool shit myself.

Here's what is NOT in this "scenario":

  • an interesting location to explore beyond a veneer of "tomb with some unexplained shit"
  • insight into any fucking thing that might be why this place is here or what its purpose might be
  • more nuanced and interesting character motivation
  • some actual fucking psychological effects for failed sanity rolls in this place
  • any number of possible events that might occur during the session for the Keeper to draw from (e.g. a British soldier is captured, one of the villagers starts an uprising against the Nazis, a list of spooky events to randomly roll or pick from, OR ANY FUCKING THING THAT I COULDN'T JUST COME UP WITH RIGHT NOW TYPING THIS -- it's YOUR JOB AS THE AUTHOR TO PROVIDE COOL SHIT SO I DON'T HAVE TO)
  • Something fucking interesting to say about the Man in Black, especially what he might want the various specific characters to do

Also, this is not a fucking "sandbox". A sandbox has interesting choices to make based on the environment. Calling this a sandbox is an insult to every actual gaming product providing some semblance of an actual location-based scenario. There are supposed to be "sidebars" with conditional effects that are entirely missing. What happens when the players use dynamite instead of strength to open the door? "See non-existant sidebar".

I would give this 1 star, however, there are a few tidbits of character motivation in the admittedly neatly designed character folios. It's nothing mind-blowing: one of the Nazis wants to kill everyone, one has a secret that another is using to blackmail him (though the actual handout doesn't fucking explain this to the player who has the secret... so the Keeper is once again required to do the heavy lifting here), one is a spy, and one wants to "keep his men safe" (barf).

DO NOT BUY THIS MODULE. Just read the synopsis and use that to flare up your imagination -- that's all you'll find here anyway. And, you can find the map and character handouts here: http://www.johnwickpresents.com/yellow/act1.html



Rating:
[2 of 5 Stars!]
Curse of the Yellow Sign Collected
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The Caliberi Letters
by darryl a. [Verified Purchaser] Date Added: 11/23/2018 18:11:40

some spoilers

This adventure is just okay. I found I had to add a lot to the adventure for it to make sense. The Writer adds interesting twists which are then dropped liked a hot potato and never get resolved (with the direction that the GM figures it out). The Letters themselves don't appear to play that big of a role in the grand design series , there is no explanation to what they are, again I had to invent people/places and plots.

I realize that this adventure isn't super expensive, however it seems sloppy in the sense that the GM is gonna have fill in a lot of blanks the adventure doesn't . I understand that the Grand Design series isn't over, and maybe these issues are gonna be resolved, but if not then this is an okay adventure, not great, just okay.



Rating:
[3 of 5 Stars!]
The Caliberi Letters
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7th Sea: Heroes & Villains
by Dario T. N. [Verified Purchaser] Date Added: 11/17/2018 05:56:03

This book extends the "rules" about Villain influence investment and adds a couple new Brute types, but the bulk of it is a classification of heroes and villains in five types each. Each type includes a fairly good description of it, opinions of other types - of both Heroes and Villains - and several one sentence ideas for stories involving a character of the type. Each type also includes one example character from each Thean nation. In the case of Avalon, which is actually three, sometimes they are Avalonian, sometimes Inish and sometimes Highlanders, making them eight for each type, complete with background and stats. For each Heroe there's three goals and for each Villain three schemes and several have some way to redemption. All in all, this book is a good support for players and GMs in need of ideas - for their Heroes and their Villains respectively - and also a good way to have pre-generated characters to introduce somebody to the game without working through the character creation.



Rating:
[4 of 5 Stars!]
7th Sea: Heroes & Villains
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Cards on the Table
by Jason W. [Verified Purchaser] Date Added: 10/17/2018 10:22:02

Honestly, I don't think new 7th Sea GMs should run games without these. By having these cards, you get a better, more visual understanding of how the mechanic works. It's also a really helpful resource for players, as they more deeply understand the options available to them.



Rating:
[5 of 5 Stars!]
Cards on the Table
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7th Sea Map Pack
by Jonathan G. [Verified Purchaser] Date Added: 10/02/2018 17:33:36

There are a lot of text blocks on these maps that appear to be misformatted, which makes the maps almost unusable. The maps themselves are beautiful, but until they get an update don't waste your money.



Rating:
[1 of 5 Stars!]
7th Sea Map Pack
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Play Dirty (15th Anniversary Edition)
by Phillip M. [Verified Purchaser] Date Added: 09/25/2018 14:15:46

Delightfully devious, especially for those GMs dealing with experienced players who think they have "seen it all."



Rating:
[5 of 5 Stars!]
Play Dirty (15th Anniversary Edition)
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Gold and Shadows
by Customer Name Withheld [Verified Purchaser] Date Added: 08/16/2018 07:45:32

I just wanted to take the time to say that I was absolutely floored by the quality of this product. It actually fills a role I find lacking in the sourcebooks in that it really lays out for you how to think about the narrative in story steps and possible avenues to explore dramatic and actions scenes. It's obvisous just by looking at the product you can tell a lot of passion and love of the game went into it and might be the perfect introductory or mid-point adventure to add into your campaign. Definitely will keep an eye out for future products from this team.



Rating:
[5 of 5 Stars!]
Gold and Shadows
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Storytelling with the Sorte Deck: Using the Cards to Inspire Your Stories
by Tracy P. [Verified Purchaser] Date Added: 08/14/2018 00:15:06

Nicely done, and definitely worth a 'pay what you like' price tag. The structure laid out for letting card spreads spark story and character elements is straightforward and simple enough to do on the fly, while being open enough to let you create plenty of depth and complexity off the associations the cards make. Can work with any deck, which is nice for those who may not have the Sorte deck (though it really is a gorgeous deck).



Rating:
[5 of 5 Stars!]
Storytelling with the Sorte Deck: Using the Cards to Inspire Your Stories
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Coronach: An Atabean Sea Adventure
by Alfredo T. [Verified Purchaser] Date Added: 07/30/2018 10:16:37

Ghost ships are kind of a staple of the modern take on pirate tales. Not sure if it's just because how much it's been used in the Pirates of the Caribean movies, or it's just something that has always been there, but in any case, it's a cool kind of story that fits 7th Sea perfectly.

This adventure tries to take advantage of a couple of mechanics presented in the game and use them in a very interesting way to simulate the possesion of PC by ghost entities. Frankly, the result is great, with the ghost ship and their inhabitants becoming a very terrifying threat to the Heroes.

The use of Hazards and Dramatic sequences here it's also cool. The way the Dramatic Sequences is written helps a little bit to take a step back on how to use them, and communicates the flexibility that DS are supposed to have.

The only reason i give it a four it's that I wish there were a little bit more of information about how to manage the more mundane side of the story. The ghost ship is treated extensively, as well as the Villain that it's linked to it, but when talking about the more mundane side of the story, about the corrupt Governor, I feel more information about how to handle them and scenes related to this part of the story would have been welcome. The focus in that part of the story it's too much about how to get clues, but I feel like a little more of info on their motivations and methods would have been great.

Still, its a great adventure, and even more at this price. This could easily be used as a stand-alone game for a convention, since it makes extensive use of some of the most particular rules of the game.



Rating:
[4 of 5 Stars!]
Coronach: An Atabean Sea Adventure
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Brutes: A Compendium
by Alfredo T. [Verified Purchaser] Date Added: 07/27/2018 07:45:43

A great resource. The basic rules from the core book for Brutes are a little bit limited, and it seems like we are gonna get an updated version whenever the Khitai rulebook it's published, but this document gives you a lot of new options to make your brutes interesting meanwhile. The core book only included a few special abilities for them, but it always looked more like examples to use as inspiration to come up with your own versions than a limited list. The ones listed here go a little bit further. Another must-have.



Rating:
[5 of 5 Stars!]
Brutes: A Compendium
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Creator Reply:
Thanks so much, Alfredo!
Release the Kraken
by Alfredo T. [Verified Purchaser] Date Added: 07/27/2018 07:32:38

This adventure it's a must have. The plot is quite straightforward, but it's ideal for a quick game in a con, or with a few friends that want to try the game. It's a good foundation to which add your Heroes and let it grow from there. The great thing about this adventure it's the fact that it's almost a perfect template to manage a naval battle between 2 ships, or with big monsters. The action sequences for that very usual kind of situation in a game like 7th Sea are so full of details and explained that you can take them and use them in almost every naval encounter.



Rating:
[4 of 5 Stars!]
Release the Kraken
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7th Sea Hero Creation Index
by Charles E. [Verified Purchaser] Date Added: 07/19/2018 18:07:05

Really useful for my game, i printed it in a small booklet form and it helped my group find the backgrounds and advantages they wanted from throughout the released 7th Sea books.



Rating:
[5 of 5 Stars!]
7th Sea Hero Creation Index
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