https://www.drivethrurpg.com/product/269308/Black-Dogs-zine--issue-8
Issue 8 contains using dead monsters (instructions for a new alchemy subsystem), removing hit-points and using only HD, a mini-system for Blood Magic, how not to use goblins in your game, and the adventure of the Broken Hill.
What I like about this issue is how each chapter works - at least in my opinion - very well as a stand-alone set of rules. Everything is immediately playable.
The alchemy subsystem takes dead monsters and turns them into something your characters can use; I think it's original and funny (requires combining multiple parts, it's not overpowered, and it could lead to an insteresting journey of discoveries for your players).
The HD-for-HP is a simple enough house-rule to speed up calculations in combat.
The Blood Magic is a set of unique spells easy to insert in your campaign - give it to a magic user, or make it a class by itself, it's your call.
The goblins article contains a list of random tables to replace goblins in your game, and the last is a little, challenging adventure (with more "plot" than what I'm used to... let me know if you like it).
What I like NOT...
Well, for personal reasons my production rate has slowed to a halt.
I do not have plans at the moment for issue number 9 - although there might be a collaboration coming up, and so new content might be published in the near future (stay tuned but news will be slow to come).
Download (POD coming in a month or two) on Drivethrurpg:
https://www.drivethrurpg.com/product/269308/Black-Dogs-zine--issue-8
http://www.lulu.com/shop/daimon-games/the-black-dogs-zine-issue-8/paperback/product-24019923.html
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