We publish roleplaying games, boardgames, miniatures, novels, cool accessories and more. Our aim is to inspire those who read, play or encounter our work with tales of heroism, adventure and courage.
As well as our own worlds Achtung! Cthulhu, Cohors Cthulhu and Dreams and Machines, Modiphius also publishes tabletop games based on other major licensed properties, Dune Adventures in the Imperium, Star Trek Adventures, The Elder Scrolls Skyrim and Call to Arms, Fallout the Roleplaying Game and Wasteland Warfare miniatures game, and many more.
I'm not actually sure I have the Modiphius version of this. I kinda don't think that's what it is. I wonder if one of my complains would be alleviated by that. That complaint being that it needed a bit of editing. There are a few places where the wrong words were used. Not terrible, but enough that I couldn't shake it ("we're" instead of "were" in one spot, but I think there were a couple times where the wrong $10. word was used). The other complain I have is with the general organization. There's something a bit haphazard about how the book is structured. It almost feels like someone's not quite organized notes for their home game. For example, one setting appears in the middle of the GM's section, as opposed to with all the other sample settings. I think this was done to use it as an example, though that's not really made clear, but I think it also doesn't work. And then there's the magic rules, which just sort of randomly show up near the end of the book, like they were an afterthought. Reading the book cover to cover, the whole thing felt disjointed. OK, the negative stuff out of the way, I'll say that for the right person and group, this seems like it would be a super fun alternative to playing traditional Dungeons and Dragons. It definitely feels like it's specifically an alternative to that. Like Dungeon Crawl Classics, it feels like someone asked, "what if D&D was actually good?" This is a much more loose, free-formed, exciting, and improv filled game. It really seems to go for the feel of Eddie's game in season 4 of 'Stranger Things.' This is pretty metal. This game smells like Mountain Dew and Doritos. A bit like DCC, though perhaps more so, it seems like a game made more for folks who are well versed in D&D, but have grown disillusioned with it. As someone who started with a very different game, and have always bounced off of the very core of D&D, even though I love DCC, I still feel a bit like I'm an outsider, still playing catch-up. I felt that while reading through this book, too. Not sure I can quite explain myself on that. Whatever the case, I think folks who are looking to spice up their gaming, especially if you're a long-time D&D player, this would be a great option.
There’s a lot of good in this book. I’m glad I bought it and glad I read it. But be forewarned, it is far from flawless, there are typos throughout and I’m pretty sure multiple outright rules contradictions. If you’re someone who needs to play things “by the book” it will probably frustrate you. But if you use rulebooks as the jumping off point for your roleplaying games, then play fast and loose, I think this is a great system.