What are they saying?
Find out what other players are
saying about Pax Draconis.
We've received an amazing amount of positive feedback on Pax Draconis over the last few years. Here are some of the things people have said. If you'd like to add your own comments, post them to our forums, or e-mail us to let us know. We appreciate all the feedback we can get. Thank you!
Awards:
Third Place, for Best Support from RPG-Awards.com. August 2004.
"The folks at Technicraft are absolutely TIRELESS in their support and exhortation of Pax Draconis."
Formal Reviews:
RPGReviews.com reviews the Pax Draconis RPG. June 2004.
GamingReport.com reviews the Pax Draconis RPG. June 2004.
GamingReport.com reviews the Pax Draconis RPG. May 2004.

Pax Draconis ... will pave the way to a new age of role-playing.

The artwork is fantastic...

- Editor, Musical Gauntlet


First off, I wanted to tell you that the book is outstanding. Shane got his copy today and we spent a long time just looking through it and drooling. We were both highly impressed."

- Nathan H.


"I bought your game and me and my friends play it religiously every week. I just thought you should know that we think you have made a very good game."

- John H.

"The game is a real hit. There are ten kids playing outside my office."

-Greg K.

"It's space opera. It's fun.

"Justin has been building this gameworld for more than a decade, and there are lovely details that reflect this."

- Mark E.

"The scenario was the now classic 'shady people need to figure out how to break into dubious building and steal macguffin' of cyberpunk/ shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, Pax Draconis tries to provide as much 'realism' as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he succeeded.
"Combat ran very quickly and smoothly, with a simple phased initiative type system, spiced up by giving each character an 'interrupt' action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.
"My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to 'pull themselves together' to get on the fight. Reminds me a little of Twilight 2000, portraying the idea that most people aren't going to be relentless terminators until they are knocked out or killed.
"It was interesting to play Pax Draconis right on the heels of reading Ron Edward's essay on Simulationism over at the Forge. I'd say Pax Draconis perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way."
- Wilhelm F.


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