Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Dragonmech
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Necromaster" data-source="post: 2775070" data-attributes="member: 30387"><p><strong>[PLAIN]Dragonmech [PDF version][/PLAIN]</strong></p><p></p><p><u><strong>INTRODUCTION</strong></u></p><p>I had bought myself Dragonmech in Dec 05 from DriveThruRPG during Goodman Game's (GG) 30% Xmas Sale. This is a hefty 44.5 MB download but is worth every single byte. I'll explain why in my review below.</p><p></p><p>DISCLAIMER - I am not affiliated to GG in any way.</p><p></p><p><u><strong>THE REVIEW PROPER</strong></u></p><p>The well bookmarked Dragonmech PDF clocks in at a whopping 484 pages. That's slightly more than twice the size of the print version. What gives?</p><p></p><p>Well, the great guys at GG decided to place the original and easy-print version together into one giant PDF. This is a great concept but I felt that search times took a bit longer to stop - fortunately there are no duplicated search entries as the easy-print version does not present any entries. Some of the later PDF books from the Dragonmech series (probably at someone's request) are actually split into two PDF files.</p><p></p><p>The cover artwork depicts a war battle with two mechs slugging it out on a bed of metal and dead men. In the background of the artwork (near the top), there is a mech fighting off a giant worm. </p><p></p><p>Browsing the context-linked Contents Page, you will find that the rest of the book is divided into 8 chapters. Each chapter is divided by an artwork depicted as a photographic "plate" - the chapter artwork is only adequate since they only take up about half the page. </p><p></p><p>The main text is generally divided into 3 columns. Across the top of the page is a repeating set of artwork depicting gears of all sorts. A small corner shows the page/chapter number next to it. I didn't like the font used for the page numbers as it looked too thin and gothic. </p><p></p><p>There is also a repeating motif of single gears (there are several different types) appearing throughout the book and is blended with the good artwork depicting characters/mechs/equipment or the Dragonmech world on the landmass called Highpoint by its people.</p><p></p><p>I'll briefly run through the 8 chapters of the book below:</p><p></p><p><strong>Introduction (4 pages) -</strong> This introduces the book proper and throws you into the ravaged world of Highpoint. And ravaged it truly is as huge lunar rocks rain from the sky flattening civilization everywhere. Accompanying the lunar rocks are the sinister lunar dragons who wander aimlessly hunting, killing, and devouring everything. This forces a mass exodus for the underworld and the poor dwarves are the first to stand in line against the refugees. Wars are fought as the dwarves bravely defend their underground cities and losses are great for all. Fortunately, an old mysterious dwarf introduces a vision of mechanized walkers powered by steam. This is where the "mech" of Dragonmech comes in. From there, the rest, as they say is history... you can't help but feel a hint of greater things to come within the book - I leave you to read the rest.</p><p></p><p><strong>Characters (58 pages) - </strong>A treatise on adjusting the baseline D&D races and classes are given. New classes and prestige classes are also introduced. We have the clockwork ranger, coglayer, constructor, mech jockey, stalker, steamborg classes and the anklebiter, assimilated, gearwright, mech devil, riftwalker, steam mage, vessel of Dotrak prestige classes. The entire lot of classes is rather imaginative and well-thought out although I have not had the opportunity to play-test them yet. The chapter ends with skills, feats, spells, steam powers, and a re-envision of religion appropriate to a steam and mech-type campaign. One thing that really surprised me was the new Cleric Domain: Engines. Now, that's something you won't find everyday in most other d20 products.</p><p></p><p><strong>Mechs (56 pages) -</strong> The stars of the show are depicted in this glorious chapter. From combat to construction rules and a Monster Manual-esque listing of mechs from the Barbagula to the Viper; you'll find enough here to whet your appetite (until you get your hands on the Mech Manual - another book from the Dragonmech series).</p><p></p><p><strong>Equipment (22 pages) - </strong>The weapons, armor and mech-related magic items found in this chapter are variations of steam-mechanized versions of modern-day and ancient equipment. You will find "cannons", "electric saws", "guns", "flame throwers", "bombs", "flares", "ballistas". I found the Hydraulic Armor to be a very cool concept.</p><p></p><p><strong>The World of Dragonmech (36 pages) - </strong>The continental mass of Highpoint seems to be an area of extremes but yet life has evolved through living with or within giant entities which we know as steam-mechanized mechs. All the races (including the hated orcs) are represented. There is a quick gazeteer of Highpoint accompanied with a map of the landmass. Nex, the mechdoms, equivalent to kingdoms without a well-defined boundary (since the cities mechs can trundle all over the surface of Highpoint) are described. They include The Stenian Confederacy, the Irontooth Clans, L'arile Nation, The Rust Riders, The Legion, and the Mech Tribes.</p><p></p><p><strong>Creatures (26 pages) - </strong>What campaign wouldn't give you unique creatures to battle over? Well, this one doesn't as the book has managed to squeeze in sixteen entries. Some of these creatures are worthy of destroying mechs, so adventurers had best look out!</p><p></p><p><strong>The Dragonmech Campaign (16 pages) - </strong>This chapter is basically DM advice on how to run adventures based on Mechs, the devastating Lunar Rain, and attempting to rebuild the surface world. It's quite useful and gives a DM many ideas on a direction to go in building an epic series of adventures for his gaming group.</p><p></p><p><strong>City-Mech Nedderpik (5 pags) - </strong>Well, whadya know... they managed to squeeze in a city-mech called Nedderpik. And Nedderpik is no small thing, its touted as the second city-mech ever built. The self-contained goverment, society, economy, military and organizations on Nedderpik are briefly introduced and up to the DM to flesh out. Unfortunately, no maps of the City-Mech accompany it.</p><p></p><p>At the end of the book you will find a short Designer's Notes (quite an interesting read), a useful Index, the obligatory Legal Information and OGL License, plus a handy Character Record Sheet. This is followed by a four-page advert and then the easy-print version portion of the book. The easy-print version is identical to the main book except that there is no background texture - this will save on the ink if you decide to print the book.</p><p></p><p><u><strong>HITS AND MISSES</strong></u></p><p>Now that the breakdown of the book has been laid out. Let's head on to my opinions as to what are the hits and misses.</p><p></p><p>I find the Dragonmech campaign to be a creative one. Thinking out of the box must have been what the guys at GG were doing (well... actually just read the Designer's Notes). I always admire a game of creativity... For example, take a look at Spelljammer (or even Planescape), since these out-of-print games have a slight "technological" slant and a great sense of wonder... if that is what you are looking for in a game, I feel Dragonmech makes as a good investment - you can't help having the same feeling when reading through the book.</p><p></p><p>Also, the fact that PCs have to worry about the phenomena known as lunar rain, or to worry whether their mech can survive a red critical hit, or to wonder if the group of forestrati standing over there is considering having them for "lunch"; these are what I feel essentially bring a very unique angle to the traditional role-playing fantasy genre, as opposed to the traditional fantasy type worlds envisioned by say Greyhawk or even Faerun.</p><p></p><p>If you have ever run Battletech games before, then you will not overly feel like a stranger when playing in Dragonmech. There are some minor general similarities between these two games with regards to the mechs. Of course, with regards to magic, that is where the similarities end. In Battletech, the lasers and high tech weapons are the "magic" items. Running through a game of Dragonmech brings back that twinge of nostalgia from the yesteryear of tabletop battlemech wargaming. No other fantasy RPG evokes that sense in me.</p><p></p><p>The singular thing I dislike about the book is that there is only enough material to tide things over for a handful of months... that is until you get your hands on the rest of the add-on material promised by GG. If you are not getting the rest of the Dragonmech material being released, it is nice to know that (like any other book), Dragonmech does succeed in throwing in a large pile of tantalizing hooks that you as DM can expand on to further enrich your game.</p><p></p><p><u><strong>VERDICT</strong></u></p><p>This book alone drove me to buy the rest of the series from GG which includes:</p><p></p><p>Mech Manual - this whets my appetite on mechs and monsters.</p><p>The Shardsfall Quest - a cool introductory adventure.</p><p>Steam Warriors - a book laden with extra character options.</p><p>Second Age of Walkers - the world of Highpoint and mechdoms described in detail.</p><p>The Last City - a complete description of Edge, the last remaining intact city snuggled comfortably next to and inside a towering cliff that divides the land.</p><p></p><p>(I didn't buy the Dragonmech: Rumors & Lies support book from Ronin Arts - I thought it to be too costly and the sample preview showed there wasn't much material that I liked within.)</p><p></p><p>As you can see, I love and treasure my Dragonmech PDF book a lot... it is creative and is actually a mix of concepts from BattleTech (from FASA/Fanpro), When The Sky Falls (from Malhavoc) and Legends and Lairs: Sorcery and Steam (from FFG). </p><p></p><p>I heartily recommend this campaign if you like the idea of mixing fantasy with a large helping of "science"!</p></blockquote><p></p>
[QUOTE="Necromaster, post: 2775070, member: 30387"] [b][PLAIN]Dragonmech [PDF version][/PLAIN][/b] [U][B]INTRODUCTION[/B][/U] I had bought myself Dragonmech in Dec 05 from DriveThruRPG during Goodman Game's (GG) 30% Xmas Sale. This is a hefty 44.5 MB download but is worth every single byte. I'll explain why in my review below. DISCLAIMER - I am not affiliated to GG in any way. [U][B]THE REVIEW PROPER[/B][/U] The well bookmarked Dragonmech PDF clocks in at a whopping 484 pages. That's slightly more than twice the size of the print version. What gives? Well, the great guys at GG decided to place the original and easy-print version together into one giant PDF. This is a great concept but I felt that search times took a bit longer to stop - fortunately there are no duplicated search entries as the easy-print version does not present any entries. Some of the later PDF books from the Dragonmech series (probably at someone's request) are actually split into two PDF files. The cover artwork depicts a war battle with two mechs slugging it out on a bed of metal and dead men. In the background of the artwork (near the top), there is a mech fighting off a giant worm. Browsing the context-linked Contents Page, you will find that the rest of the book is divided into 8 chapters. Each chapter is divided by an artwork depicted as a photographic "plate" - the chapter artwork is only adequate since they only take up about half the page. The main text is generally divided into 3 columns. Across the top of the page is a repeating set of artwork depicting gears of all sorts. A small corner shows the page/chapter number next to it. I didn't like the font used for the page numbers as it looked too thin and gothic. There is also a repeating motif of single gears (there are several different types) appearing throughout the book and is blended with the good artwork depicting characters/mechs/equipment or the Dragonmech world on the landmass called Highpoint by its people. I'll briefly run through the 8 chapters of the book below: [B]Introduction (4 pages) -[/B] This introduces the book proper and throws you into the ravaged world of Highpoint. And ravaged it truly is as huge lunar rocks rain from the sky flattening civilization everywhere. Accompanying the lunar rocks are the sinister lunar dragons who wander aimlessly hunting, killing, and devouring everything. This forces a mass exodus for the underworld and the poor dwarves are the first to stand in line against the refugees. Wars are fought as the dwarves bravely defend their underground cities and losses are great for all. Fortunately, an old mysterious dwarf introduces a vision of mechanized walkers powered by steam. This is where the "mech" of Dragonmech comes in. From there, the rest, as they say is history... you can't help but feel a hint of greater things to come within the book - I leave you to read the rest. [B]Characters (58 pages) - [/B]A treatise on adjusting the baseline D&D races and classes are given. New classes and prestige classes are also introduced. We have the clockwork ranger, coglayer, constructor, mech jockey, stalker, steamborg classes and the anklebiter, assimilated, gearwright, mech devil, riftwalker, steam mage, vessel of Dotrak prestige classes. The entire lot of classes is rather imaginative and well-thought out although I have not had the opportunity to play-test them yet. The chapter ends with skills, feats, spells, steam powers, and a re-envision of religion appropriate to a steam and mech-type campaign. One thing that really surprised me was the new Cleric Domain: Engines. Now, that's something you won't find everyday in most other d20 products. [B]Mechs (56 pages) -[/B] The stars of the show are depicted in this glorious chapter. From combat to construction rules and a Monster Manual-esque listing of mechs from the Barbagula to the Viper; you'll find enough here to whet your appetite (until you get your hands on the Mech Manual - another book from the Dragonmech series). [B]Equipment (22 pages) - [/B]The weapons, armor and mech-related magic items found in this chapter are variations of steam-mechanized versions of modern-day and ancient equipment. You will find "cannons", "electric saws", "guns", "flame throwers", "bombs", "flares", "ballistas". I found the Hydraulic Armor to be a very cool concept. [B]The World of Dragonmech (36 pages) - [/B]The continental mass of Highpoint seems to be an area of extremes but yet life has evolved through living with or within giant entities which we know as steam-mechanized mechs. All the races (including the hated orcs) are represented. There is a quick gazeteer of Highpoint accompanied with a map of the landmass. Nex, the mechdoms, equivalent to kingdoms without a well-defined boundary (since the cities mechs can trundle all over the surface of Highpoint) are described. They include The Stenian Confederacy, the Irontooth Clans, L'arile Nation, The Rust Riders, The Legion, and the Mech Tribes. [B]Creatures (26 pages) - [/B]What campaign wouldn't give you unique creatures to battle over? Well, this one doesn't as the book has managed to squeeze in sixteen entries. Some of these creatures are worthy of destroying mechs, so adventurers had best look out! [B]The Dragonmech Campaign (16 pages) - [/B]This chapter is basically DM advice on how to run adventures based on Mechs, the devastating Lunar Rain, and attempting to rebuild the surface world. It's quite useful and gives a DM many ideas on a direction to go in building an epic series of adventures for his gaming group. [B]City-Mech Nedderpik (5 pags) - [/B]Well, whadya know... they managed to squeeze in a city-mech called Nedderpik. And Nedderpik is no small thing, its touted as the second city-mech ever built. The self-contained goverment, society, economy, military and organizations on Nedderpik are briefly introduced and up to the DM to flesh out. Unfortunately, no maps of the City-Mech accompany it. At the end of the book you will find a short Designer's Notes (quite an interesting read), a useful Index, the obligatory Legal Information and OGL License, plus a handy Character Record Sheet. This is followed by a four-page advert and then the easy-print version portion of the book. The easy-print version is identical to the main book except that there is no background texture - this will save on the ink if you decide to print the book. [U][B]HITS AND MISSES[/B][/U] Now that the breakdown of the book has been laid out. Let's head on to my opinions as to what are the hits and misses. I find the Dragonmech campaign to be a creative one. Thinking out of the box must have been what the guys at GG were doing (well... actually just read the Designer's Notes). I always admire a game of creativity... For example, take a look at Spelljammer (or even Planescape), since these out-of-print games have a slight "technological" slant and a great sense of wonder... if that is what you are looking for in a game, I feel Dragonmech makes as a good investment - you can't help having the same feeling when reading through the book. Also, the fact that PCs have to worry about the phenomena known as lunar rain, or to worry whether their mech can survive a red critical hit, or to wonder if the group of forestrati standing over there is considering having them for "lunch"; these are what I feel essentially bring a very unique angle to the traditional role-playing fantasy genre, as opposed to the traditional fantasy type worlds envisioned by say Greyhawk or even Faerun. If you have ever run Battletech games before, then you will not overly feel like a stranger when playing in Dragonmech. There are some minor general similarities between these two games with regards to the mechs. Of course, with regards to magic, that is where the similarities end. In Battletech, the lasers and high tech weapons are the "magic" items. Running through a game of Dragonmech brings back that twinge of nostalgia from the yesteryear of tabletop battlemech wargaming. No other fantasy RPG evokes that sense in me. The singular thing I dislike about the book is that there is only enough material to tide things over for a handful of months... that is until you get your hands on the rest of the add-on material promised by GG. If you are not getting the rest of the Dragonmech material being released, it is nice to know that (like any other book), Dragonmech does succeed in throwing in a large pile of tantalizing hooks that you as DM can expand on to further enrich your game. [U][B]VERDICT[/B][/U] This book alone drove me to buy the rest of the series from GG which includes: Mech Manual - this whets my appetite on mechs and monsters. The Shardsfall Quest - a cool introductory adventure. Steam Warriors - a book laden with extra character options. Second Age of Walkers - the world of Highpoint and mechdoms described in detail. The Last City - a complete description of Edge, the last remaining intact city snuggled comfortably next to and inside a towering cliff that divides the land. (I didn't buy the Dragonmech: Rumors & Lies support book from Ronin Arts - I thought it to be too costly and the sample preview showed there wasn't much material that I liked within.) As you can see, I love and treasure my Dragonmech PDF book a lot... it is creative and is actually a mix of concepts from BattleTech (from FASA/Fanpro), When The Sky Falls (from Malhavoc) and Legends and Lairs: Sorcery and Steam (from FFG). I heartily recommend this campaign if you like the idea of mixing fantasy with a large helping of "science"! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Dragonmech
Top