Arms, Armor & More (TSRPG Equipment Volume I)

A Review of the Role Playing Game Supplement Arms, Armor & More (TSRPG Equipment Volume I)

Arms, Armor & More (TSRPG Equipment Volume I) is a role playing game supplement published by Skirmisher Publishing for use with TSRPG.

The supplement is available as a 22-page PDF from DriveThruRPG for $1.99 but was purchased at a reduced price as part of a special bundle. Two pages are the front and rear covers, three the front matter and one is an ad.

Arms, Armor & More (TSRPG Equipment Volume I)The Introduction explains that the supplement has 52 items of arms, armour and other equipment for use with TSRPG and some expanded equipment rules.

Special & Assumed Equipment explains that characters normally start with one piece of Special equipment that provides Narrative benefits and/or a +1 bonus to appropriate Challenges, or a consumable item that provides Narrative benefits and/or a +2 bonus to two Challenges. How characters can obtain Special items is looked at, as is the fact that they are assumed to have many normal items, or can easily lay their hands on them in the appropriate locations.

Effects of Equipment looks at how these work. The bonuses are easily understood; the possible Narrative benefits are detailed on the equipment. A Potion of Flying, for example, provides the Narrative benefit of flying. As TSRPG is more narrative based, a player might come up with uses for these that the GM can allow or not.

Mundane, Masterwork & Magical Equipment details the different benefits of these; masterwork items provide greater benefits than mundane, and magical greater than masterwork. Using both doses of a consumable can give a greater benefit, though not doubled, and some consumables can only be used once.

Sacrificing Equipment explains there are times when a Special item could be sacrificed for more benefits, but at the loss of the item. This doesn’t apply to consumables, as they are always used up.

Equipment Limits explains that if characters gain too many Special items, the Gm should consider placing limits on the number they can have.

The equipment is then detailed. Each is done in a card format, so there are four to a page, with a description of the item, its benefits and an item image.

Arms, Armor & More (TSRPG Equipment Volume I) in Review

The PDF is bookmarked with major and minor sections linked. Navigation is good. The text is mostly double column, though the items are laid out like cards, and appeared to be free of errors. There is a lot of stock colour art, up to full page in size, and each item has its own illustration. Presentation is good.

This supplement expands TSRPG with the use of new rules for equipment, which does make it more complex, though it’s still not a very complex game, and many of the benefits are narrative rather than mechanical, even the ones that have a mechanical influence. This is a useful and nicely-presented supplement. Arms, Armor & More (TSRPG Equipment Volume I) can be found by clicking here.


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