Archive for the ‘Review’ Category

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Shadowrun: Krime Katalog (for SR5 and 6WE)

20 August, 2020

Shadowrun: Krime Katalog is an Equipment Book for Shadowrun, for both the 5th and 6th World editions, detailing the new offering from Krime! Mostly weapons and weaponry support but now with vehicles too! Krime always verges on the too silly for my tastes but the book has a lot of interesting equipment and ideas in it, so it is still quite useful even if you strip away the trapping of the Krime and players always like new weapons and vehicles to play with.

Shadowrun: Krime Katalog, is an Equipment Book for Shadowrun, Fifth and Sixth World Editions, having mechanics and statistics for both. Providing weapons and beyond from the company Krime that specializes in weapons and equipment for larger metahumans.

It begins with an introduction to the Krime Corporation which may or may not been started by former Shadowrunners and their meteoric rise to success as providers of weaponry scaled to orks and trolls, with the implication of some shady business deals and a lot of luck propelled them to their initial success.

Then, the new weapons, Read the rest of this entry ?

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Shadowrun: Shadow Stock – Ingentis Athletes

30 July, 2020

Shadowrun: Shadow Stock: Ingentis AthletesShadowrun: Shadow Stock – Ingentis Athletes provides ten non-player characters, all trolls, sharing a sports theme and information on the troll meta-variants (cyclops, formorians, giants, and minotaurs). More useful for Game Masters than players, it would have been supported by providing more context for the role of trolls in sport in the Sixth World and a few examples of shadowruns where sports were directly (or indirectly) involved.

Shadowrun: Shadow Stock – Ingentis Athletes, is the first of the Shadow Stock resources for Shadowrun, Sixth World Edition, providing NPCs organized around a theme and new character options, trying to be something for everyone.

It begins with a brief in game introduction which boils down to “here are a bunch of athletes and ex-athletes who are operating in the shadows.” Then on to the characters!

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Review – Shadowrun: Tales from the UCAS: Age of Rust

28 June, 2020

Shadowrun: Tales from the UCAS: Age of Rust is a missed opportunity, a Age of Rustsourcebook for the Omaha, Nebraska, region which is undergoing a period of unique instability and change making it a potential hotspot for the sort of work Shadowrunners do. Unfortunately, it fails in providing anything beyond the most basic plot hooks and minimal background material.

Shadowrun: Tales from the UCAS: Age of Rust, is location/adventure resource for Shadowrun, Sixth World Edition, expanding on the situation in part of the UCAS and providing adventure hooks.

It begins with an introductory piece laying out what the situation is in Omaha, Nebraska, where due to border shifts and changes in the UCAS, NORAD has withdrawn from the Offutt air force base here (where it apparently relocated after the creation of the NAN) leaving a massive economic and political hole in the local area. But with instability comes opportunity for some and that is what this work tries to present.

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Short Reviews of D&D 5E publications – School of Awakenings and the Pike-Pole

21 June, 2020
School of Awakening

Been awhile, so here are some quick reviews of products for D&D 5E:

Wizard School of Awakening: How to Make Friends presents a new arcane traditions for wizards one that specializes in imparting magic life to objects, awakening them as it were.

The mechanics are quite fun, allowing the wizard to create two “thoughtlings” (awakened objects) at 2nd level and then more as they gain levels, to a maximum of five, each has its own personality (of a list of tweleve ranging from haughty to silly) which gives it or its creator access to special abilities.  As the wizard grows in power they can awaken larger objects and magic ones as well, eventually gaining the ability to build a magical “homestead” which will maintain animate objects at the wizard’s home.

There is a lot of potential for fun and interesting interactions between the awakened object and the wizard, and other people too, but there are some questions.  Can the awakened objects speak for example?  Or how does an awakened shield move?  Why does a large awakened object only have 3 more hit points than a tiny one?  Why do they inflict force damage when they attack?  A little more attention should have been paid to such questions.

From a Dungeon Master’s perspective, some advice of how to cope with someone who know has a character plus at least two awakened object (and maybe a familiar too).  That could easily double the party size!  Also several of the ability granted by the awakened objects personalities (kind and lazy especially) could cause some balance issue as they strike me as subtly powerful.

Overall, a very fun and inventive class, one that would be very well suited to a solo campaign.  A DM will have to weight if they will fit into their campaign and how to balance them if they do.  But, mostly, a job well done here.

Pike Pole

The Pike Pole, a nautical themed weapon, presents just that. it gives a brief history of this sort of weapon and how they have been used along with ideas for a how a character could have learned to use one.

Several variations on the pike pole, both mundane and magical, are included each with its own illustration.  As are rules for trip and disarm attacks using the weapon.  All well and good except it is a tool turned into a weapon that is just better on all levels than weapons made as weapons.

As listed, it does not have the heavy or two-handed properties yet has reach and does a 1d10 damage for 5 lbs of weight and 1 gold (or 5 gold if you want the improved one that gives you a small bonuses with the maneuvers).  It is a spear with a hook, it should do spear damage (1d8) and have both the heavy and two-handed properties to bring it in line with other pole arms (and the trip and disarm should be added to other weapons as well, if you are giving out those maneuvers).

A good idea and excellent presentation of the weapon, but it just too good mechanically.  However, that is easily fixed.

Notes: The links above are affiliate links and if you purchase through them, this site gets a tiny amount from it.

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Review – Shadowrun: Firing Squad

13 June, 2020

SR: FSShadowrun: Firing Squad is the first sourcebook for the Sixth World Edition of Shadowrun covering combat, always an important part of the game. The new equipment, combat options and advice widely expand the tactical choices and the discussions of the role of violence and its place in the world and characters’ lives allow for interesting roleplaying if that is your focus. A must have for any Shadowrun GM and any player who enjoy combat focused characters.

Shadowrun: Firing Squad, is the Core Combat Book for Shadowrun, Sixth World Edition, expanding on the combat side of the game through new gear and new rules and options. Pretty much everything a street samurai could need.

It begins with a short introduction laying out what is in the book, then we have one of the ubiquitous fiction sections, before we find the Weapons Rack section, more new toys for the violently inclined ranging from new melee weapons to guns of all sizes to crowd control water cannons. More options are always good and there is something for just about everyone, lethal, less lethal, probably non-lethal, big, small, it is all here. There are also new ammo types (two) and gear mods (though more of those later). Even a combat chainsaw (from the Ash Arms)! It does fill in some needed gabs, like a portable flame thrower but has some strangeness, such as why the ‘Xiphos’ Tactical Gladius, which is literally modeled on the classic Roman short sword, is an exotic weapon? The second part of the weapons rack section is new weaponry from rEVOlution Arms, weapon designed by Monads (if you have not been following the metaplot, human bodies and brains inhabited by AI) which all use the wild die, which has not seen much use in the game until now, and include wacky things like laser weaponry, PULSE stunners, and more. I have serious game balance questions about some of them (PULSE stunner I am looking at you) but they mostly seem like interesting bleeding edge technology to add to the game.

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Review – Shadowrun: 30 Nights

25 May, 2020

Shadowrun: 30 NightsShadowrun: 30 Nights is a Campaign Book for Shadowrun detailing Ottawa and setting 30 “Nights” worth of adventurers there. There is some good information and some interesting adventures, some of which can be adapted to other situations, but not a required book unless you want to play in Ottawa or need ideas for adventures set during the Blackout part of the metaplot.

Shadowrun: 30 Nights, is a Campaign Book for Shadowrun, Sixth World Edition, letting players experience the UCAS blackouts (as discussed in Shadowrun: Cutting Black) directly.

It begins with an introduction with describes the terrible things that happened in the 1977 New York Blackout and leads into a brief discussion of the layout of the nights/ adventures. Then there is one of the required fiction pieces. Next we get a description of Ottawa, UCAS, it is short (twelve pages) but useful including such things as talismongers and weird mana zones within the city but it is lacking a map of the city, which would be exceedingly helpful as places are continually referenced in the city description and the adventures that follow.

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Review – Shadowrun: Cutting Black

9 March, 2020

Shadowrun: Cutting Black is a sourcebook for Shadowrun and lets you know how and where the metaplot is going with the Sixth World edition of the setting. It is mostly written in an engaging “what is happening?” style gathering fragmented information and shaping it into something coherent. It is almost all primary “in world” data with no authorial analysis, so you only get to see what the people involved can see with no explanations or looks behind the curtain. If you like that sort of sourcebook, it is a fun ride. I have some issues (placed at the end of the review to avoid spoilers) but I found it an engaging read.

Shadowrun: Cutting Black, is a Plot Sourcebook for Shadowrun, Sixth World Edition, this particular book provides an overview of what changed in the world as the editions rolled from 5th to 6th. Spoilers ahead so stop reading the review here if you want to experience them first hand

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Review – Shadowrun: No Future

2 December, 2019

No Future!Shadowrun: No Future is a sourcebook for Shadowrun and lets you know what the media landscape is like in the Sixth World of Shadowrun. It casts a wide net covering music, popular entertainment, news, sports and more. If you like this level of world building, this is the book for you, for others, there is general information on the world and run ideas but perhaps not enough to make this a required purchase.

Shadowrun: No Future, is a CyberPunk Sourcebook for Shadowrun, this particular book provides an overview of where culture is in the Sixth World, ranging from music to sports, media to fashion. The limited amount of game mechanics for the version I reviewed were for Shadowrun, 5th edition, but the cultural information is edition independent.

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Review – Shadowrun: Neo-Anarchist Streetpedia

10 October, 2019

NeoAnarchy, baby!Shadowrun: The Neo-Anarchist Streetpedia is a sourcebook for Shadowrun and lets you know a little bit about a lot of things in the Sixth World of Shadowrun. It is edition agnostic, making it a useful book no matter which edition of Shadowrun you play though timelinewise it is set at the start of the new Sixth World Edition (2080), so some of it could be spoilers for games set earlier in the timeline. It is a fun read and a good way to provide an in-game look at the world to players but by no means a required book.

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Review – Shadowrun: Better than Bad

23 June, 2019

Better than BadShadowrun: Better than Bad is a sourcebook for Shadowrun and provides support for characters “hooding” or helping the little guy. As that is a campaign style that has not seen much support for this edition, I was pleased to see this book as it is a style I like to see. If you are interest in that style of pay, or Azania which also gets explored in this product, it is a worthwhile purchase but probably not a priority.

Shadowrun: Better than Bad, is a Deep Shadows Sourcebook for the 5th edition of Shadowrun, this particular book covers the idea that Shadowrunners can actually do good in the Sixth World and not just be corporate stooges along with a visit to Azania (formerly South Africa).

The book begins with one of the ubiquitous fiction sections, then moves into A Light in the Darkness, talking about “Hooding” doing good for the community and striking against the powerful, named after Robin Hood (of course). Various of the organizations that oppose the corps are covered ranging from self-help groups to full on terrorist organizations, something for everyone and a bit more. It also includes a pitch to fight the power, rock on Opti (aka Old Crow, active NeoAnarchist and host of the NeoAnarchist podcast). Read the rest of this entry ?

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