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Micro-Mini BASIC Rules
by Fabio S. [Verified Purchaser] Date Added: 08/11/2023 05:31:22

I might not have get it, but it feels counterintuitive to me. The smaller units are cheaper, but faster and stronger.



Rating:
[2 of 5 Stars!]
Micro-Mini BASIC Rules
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One Page Cthulhu: The Herbert West Trilogy
by J.D. S. [Verified Purchaser] Date Added: 08/02/2023 14:08:28

A very easy to pickup RPG that pulls in charcaters and ideas from the Cthulu mythos. I'm a big fan of Lovecraft's works and while YMMV, this one didn't quite scratch that Mythos-in-game-form itch for me. On the upside the game's rules light appraoch and the fact that it takes up little space (e.g one page, inluding character sheet) on your table can be a big plus. Also, being rules light allowed for me to jump right in and start playing after a quick read through the rules and character creation.

That said, there were things about this game which didn't really do it for me. Asthetically, the layout is good enough and easy to follow, but a lot of the (stock?) art was inconsistent. For example, one page, may have a photo of a person to add some flavor and engagement to the ruels about character creation, but the very next page would have a hand drawn or computer generated image. I'm not looking for some D&D level artwork here at this price point, but I found the lack of consitency in the artwork hindered the overall product.

The other big con for me was the monster encounter and level system. I dont' believe I was misunderstanding any rules (and hopefully the publisher can correct if I'm wrong here), but as I played. it was feasable run into the 'end' boss of a scenario right from the get go. A game mechanic which would have the monsters levelling up as I progressed through the mazes of tunnels leading to an eventual confrontation would have been more thematic and in line with Lovecraft's stories I think (granted there's a mechanic to run away should you encount Yog-Shoggoth right out of the gate).

Ultimately, I found the gameplay a bit too repetitive for my tastes. On the upside the game does play quickly so that might be a plus for some folks looking for a rules-lite Mythos insipired RPG.



Rating:
[3 of 5 Stars!]
One Page Cthulhu: The Herbert West Trilogy
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Micro RPG-R: Core Rules Booklet
by Jacob C. [Verified Purchaser] Date Added: 03/10/2023 15:28:14

This offers what has always been great about Micro RPGs ofelferings: an easy to learn fun to play RPG experience. The good news here is that it fixes prior faults, this is very well laid out and put together. There is plenty of extra depth here as well, but instead of all the extras being spread out across many supplements, its very concise and in one spot. I especially like the overland hec explorstion and the abolity to make upgrades to your city. The amount of effort that went into this is obvious. If I was to own just one of Noah's books this is easily the one.



Rating:
[5 of 5 Stars!]
Micro RPG-R: Core Rules Booklet
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Micro Sci-Fi RPG: Basic Rules
by Kathie S. [Verified Purchaser] Date Added: 03/09/2023 06:03:14

I really like this simple book filled with hours of fun game play. It can be used with two people very nicely. My daughter and I spent an entire day playing and that was only one little adventure. I like that it includes the random tables for towns, settlements etc and if you only learn that playing a solo RPG can be easy and fun then you win. It is basic, not huge tome, and well worth the $4! Others have covered the rest.



Rating:
[5 of 5 Stars!]
Micro Sci-Fi RPG: Basic Rules
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Micro RPG-R: Fantasy Game Starter Book
by Neil B. [Verified Purchaser] Date Added: 03/01/2023 15:46:41

greatestincarnationof averytriedandtrutedsystem . Greatvalueandithaseverythingyou need. Nicepresentation andyouwillbeplayingitwithin1andyouwillbeplayingitwithin15andyouwillbeplayingitwithin1andyouwillbeplayingitwithin15minutes



Rating:
[5 of 5 Stars!]
Micro RPG-R: Fantasy Game Starter Book
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Micro RPG-R: Fantasy Game Starter Book
by Lesley N. [Verified Purchaser] Date Added: 02/26/2023 16:12:10

This won't take long. It's 1.99, don't bust a brain cell over this decision. I think it is a good effort.

Nice illustrations, but mainly well arranged text. 44 well arranged pages of d6 design goodness. Fairly complete concept. This is what I routinely wish came properly printed on demand. But it makes an alright print and spiral bound item.

The character creation process is quick and complete. The DM section charts tables tools etc are nice crafted.

There is no beaten to death always the same 4 races, and the classes are not the same old ones either. Enjoy the difference for once. The bestiary is unique as well ('unique', I'm being kind here), I'm likely going to just give them other names. I personally would be unable to respect any DM that couldn't just call the races something else, and the classes something else. It's the mechanics that counts.

Lastly, Hero History. Are you seriously going to let this page ruin your fun? Let's be frank, blunt even. If you can't play this game because of this page, why are you even on Drivthrurpg? Didn't you know role gaming is eeeevil :)



Rating:
[5 of 5 Stars!]
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Micro Rainbows #2: Birdpocalypse
by Matthew C. [Verified Purchaser] Date Added: 02/02/2023 15:59:33

I truly enjoyed the Micro Rainbow books. With a combination of overland map generation that isn't a hexcrawl, and the standard Micro RPG dungeon crawling, Birdpocalypse makes for a fun addition to your Micro RPG library.

The first fifteenish pages are devoted to character creation, and the rest is devoted to the overland map generation, dungeon crawl info, and encounter tables.

All I felt was missing was a page or two to flesh out the setting and an NPC or two to set up a simple first quest.



Rating:
[4 of 5 Stars!]
Micro Rainbows #2: Birdpocalypse
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Neon Road: AN 80s STYLE SOLO GAME
by Ximena P. [Verified Purchaser] Date Added: 01/15/2023 10:52:52

I looove this solo game. Really quick and easy to set up and the map generation is a lot of fun. I'm pretty new to the TTRPG world, so I wanted to play a low-stakes game to get into the flow of rounds and Neon Road was perfect. The gameplay is super easy to understand and jump into. I might get a couple of friends to run the multiplayer gameplay one day, but tbh, I've been loving playing solo :D



Rating:
[5 of 5 Stars!]
Neon Road: AN 80s STYLE SOLO GAME
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Micro Sci-Fi RPG: Basic Rules
by Sarah M. [Verified Purchaser] Date Added: 12/26/2022 02:26:38

The simple dungeon crawl mechanics keep the game moving. This was my introduction to the Micro Chapbook RPGs, and although I haven't done anything with the space missions, planets, or colonies I appreciate them being included. While I enjoy fantasy, I am routinely on the lookout for good SF roleplays because of how scarce (in comparison) they are.

I like the simple mechanics: roll for the room size, room type, enemies, and combat. Then roll rewards and doors (that's my order of things since I figure my character looks around at doors after all the enemies are defeated). I do have to shade my "proficient" stat on my character sheet to remind myself to roll the two D6s since I keep forgetting if I don't have that kind of flag. I also like being able to pick it up for a few minutes or a couple hours depending on circumstances.

I do have two gripes though: 1)No bookmarks. Because the book is broken down into sections (instead of pages), I can't look at the ToC and know what page to head to. Very frustrating for me. (I have no complaints about the book being broken down like that. It does make a lot of sence to me.) 2)The Sci-Fi Quickstart gives the "Technician" class access to The Tech (aka reskinned magic). I love that! I'm all for "magic" being explained as technology. That "Tech" isn't even mentioned in this book (unless I missed it in my several reads). I'm not going to buy the Basic fantasy book due to lack of interest, so maybe I should buy the Advanced Character Guide instead to get the full Tech/magic list?

So: great random dungeon crawl game!



Rating:
[4 of 5 Stars!]
Micro Sci-Fi RPG: Basic Rules
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Cozy Mystery: The Card Game
by Tovarich P. [Verified Purchaser] Date Added: 12/24/2022 16:58:06

I understand now why the rules for this game weren't available prior to purchase - the gameplay itself is just purely mechanical set collection with no connection whatsoever to the theme, and the graphics are just clip art. Nothing wrong with that as a free game, but as a paid product I'd expect more. Oh well. Live and learn; at least it was cheap.



Rating:
[1 of 5 Stars!]
Cozy Mystery: The Card Game
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Lab on the Red Planet: Quick Quest
by Sarah M. [Verified Purchaser] Date Added: 12/24/2022 13:04:30

I love the presentation of these quick quests! Just a quick bit of flavor text and off I go: a door chart, a room chart, and an enemy chart. It's easy to print and game on the go with this (and the Sci-Fi quickstart rules). I wish there were more of these quick quests, or an option to easily print these from other adventures (although that would be more work for the author). I prefer Sci-Fi over Fantasy so it's great to find another fun option!



Rating:
[5 of 5 Stars!]
Lab on the Red Planet: Quick Quest
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One Page Apocalypse: Volume 1: Christmas Fallout
by jordan [Verified Purchaser] Date Added: 12/21/2022 20:01:01

I loved this. Had to house rule my way around some of the rules , but that's what I love about going solo. Compact and not always easy. I'm really hoping there's more volumes to come.



Rating:
[4 of 5 Stars!]
One Page Apocalypse: Volume 1: Christmas Fallout
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Micro RPG: Little Edition
by Matthew C. [Verified Purchaser] Date Added: 11/15/2022 00:04:53

Of all the MicroRPG titles I've bought, Little Edition is my favorite. The rules in this book are the ones I've been used to modify my Micro RPG games ever after. Even when the Gay Realms book was released, I still looked back to this book for rules. That being said, the Gay Realms book did add a number on additional items to the table, but when it comes to one book in the line, this is the one.



Rating:
[5 of 5 Stars!]
Micro RPG: Little Edition
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Death in Dino Valley: Deluxe Core Rulebook
by Amanda P. [Verified Purchaser] Date Added: 11/12/2022 03:57:55

After a few ups and downs in the Micro RPG series, this book really surprised me at how satisfied I was both with the amount of content provided and how well it worked. Alongside Micro Sci-Fi RPG this is definitely one of the best books I've seen in the series so far. It adds a lot of systems and those systems work really well. I also really appreciate a specific line in the book I'm going to repeat here: "The method for determining when the boss can appear is slightly different than previous core rulebooks. As such, choose the method you enjoy most. " I love this attitude and it's one of the reasons why I keep digging further into the Micro RPG library because even books I haven't been overly thrilled with still usually manage to have value in the options they provide for play.

Of note, the crafting system in the game is fairly well thought out and provides a good system of sinking resources into getting items that otherwise a player can't get access to when they're stranded on the island. The dinosaur companion rules are interesting and expand on combat. Really fantastic is how each enemy you encounter has special rules unique to it. This is something I thought went really well in Micro Sci-Fi RPG that I felt was missing in other titles. Each dungeon-like area has special rules too which also felt really fantastic. The seaside cave has the tides roll in, you search for clues in ancient ruins to reveal more about the island-- the finale might even include an exploding volcano that you have to outrun the flowing lava as it pours down the mountain ascent. The exit tables not following the idea that rolling low on dice is better for the player in general (outside of rolling for damage) was a bit strange, but was a minor nitpick. I also really liked how the core gameplay was kept to using d6s. One thing I've far preferred in the Micro RPG series is using other size dice as little as possible. (d3 and d2 count as d6s for this particular prefernce)

The only big issue I had with the book I encounted at the very end and comes from the confusing way that filling in the map hexes are explained. From the language used, I was expecting "Dinosaur Valley" to be the final location in the center of the isle and finishing reading the final hard location and not seeing this tables for the Dinosaur Valley location confused me. After a lot of ctrl+F and re-reading, I think the intention is that you only ever place one Hard area, that it goes in the center hex, and that whichever one it is, THAT is Dinosaur Valley in addition to the name it already has. There are seven non-Hard areas which exactly match the number of hexes around the island, though with the way rolling for them is described, I'm not sure they will all fill in unless you tweak the rules a bit. It's a bit overly confusing and I feel like it's the sort of thing an editor or playtester would catch.

Otherwise the same minor nitpicks I've had with the series mostly apply here as well. There's mispellings or wrong words used occasionally, and there can be issues with using the same terminology throughout the book to refer to the same thing and issues with the language being unclear if certain things happen regardless of if you pass or fail or if only on a fail, because it's included in a new sentence after previous instructions. Still these don't severely impact this book and if what you're looking for is more mechanics and ideas to expand your options then this is a fantastic choice. Even if the specific genre of surviving on a dinosaur-filled island isn't your specific cup of tea this is a very beefy book with not only a whole lot of material, but a lot of GOOD material and if you're like me and don't mind rolling up your sleeves for a bit of DIY in your solo gaming I think book is a stellar example of the reason I've fallen in love with the Micro RPG system.



Rating:
[4 of 5 Stars!]
Death in Dino Valley: Deluxe Core Rulebook
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Cars of the Neon City (Neon Road 2.3)
by Amanda P. [Verified Purchaser] Date Added: 11/03/2022 21:19:49

This is a fun expansion to the Neon Road rules that add cars for the player's character to own and drive around in. Overall I think it's a good system that I only have a few minor nitpicks about. One is a really minor layout issue where the table for calls includes an extreaneous column that, for all entries, says to refer to the table located right under it. Second I was of disappointed that the player is instructed that they may place a Car Dealership in the City area from the main book, but with no real direction or suggestions on how to do this in a mechanical way. Maybe something like "when you encounter a Parking Lot, you may instead place a Car Dealership instead," for example. Except maybe not the Parking lot since that's only a 2.77% chance for encounting that location! The expansion is also missing any sort of car experiences where anyone other than the player has a car. So no car chases, no shootouts on the road between cars or anything like that. Finally there's a bit of a disconnect that your car can explode when rolling a 3 on 3d6-- most of this game and it's systems want you to roll low for anything that isn't a damage calculation, so I think it would make sense if that was an 18 (same probability chance) instead. Again, very minor nitpicks. Maybe the Wanted Level coul've been realized in a bit more of an interesting way too-- but I feel like I've focused way too much on negatives here already.

And those nitpicks aside I found this to be a pretty helpful book for me. The sort of Fallout/Mad Max meets Shadowrun/Cyberpunk feeling I got from Neon Road was sorely missing the all important car elements and this provided a good expansion of that experience. If you're looking for your character to be able to get a vehicle to run roughshod over their foes and the landscape of Neon Road, this definitely provides that experience and is overall a very interesting expansion to the rules presented in the main book.



Rating:
[4 of 5 Stars!]
Cars of the Neon City (Neon Road 2.3)
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