Archive for the ‘Review’ Category


Review – Shadowrun: Book of the Lost

3 August, 2017

SR Book of the LostShadowrun: Book of the Lost is a campaign book for Shadowrun and provides a considerable amount of potential adventure for a GM. But is it necessary? Not really, unless your group is already intrigued by the Sixth World Tarot, you do not have to prioritize this book, it is pretty and has quite a bit of fun stuff but all of it will need to be adapted to your campaign. But if a tarot hunt sound like it would be fun for you and your players, then pick this up.

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Review – Through Their Own Eyes: New Personality Features for Fantasy Races for D&D 5e

6 July, 2017

More than pointy earsThrough Their Own Eyes: New Personality Features for Fantasy Races for D&D 5e presents good roleplaying tools for constructing nonhuman characters. It is entirely support for character building and is quite helpful for those interested in playing nonhuman characters.

Through Their Own Eyes: New Personality Features for Fantasy Races for D&D 5e by Brandes Stoddard and published by Tribality Publishing is what you would expect, new traits for fantasy cultures tied to the traditional type of fantasy folk. The layout is clear with thematic color photographs for illustrations.

For each dwarves, elves (surface and drow), halflings, gnomes, half-orcs, dragonborn, tieflings, aasimar, goblins, and kobolds there is a short paragraph with thoughts on their culture. Then each of either six or eight options for personality traits (gnomes get ten options here, the only ones that do), ideals, bonds, and flaws to mix and match with those from backgrounds.

The only layout issue is that the notes on aasimar culture are repeated, it is not a lot of wasted space but some more thoughts on aasimar would be interesting. While primary player oriented, a DM can get some food for thought about the nonhuman cultures in their campaign world as well.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review. Also, Brandes is a friend of mine and one of the players in my original Sea of Stars campaign, but I like to think that did not influence this review.

The links are affiliate links and I will earn a small amount if you purchase through it.


Review – Shadowrun: Forbidden Arcana

25 June, 2017

SR - FAShadowrun: Forbidden Arcana will be on the list to acquire for anyone GMing a magic heavy Shadowrun campaign, both for useful background information on what is happening with magic and new things to play with. For players, sightly less useful but there is still a lot of good information and interesting options for characters here. Overall, one of the more solid works to come out of for Shadowrun lately.

Shadowrun: Forbidden Arcana are the Advanced Magic Rules for the 5th edition of Shadowrun, expanding on the earlier rules presented in the Street Grimoire (which is required to use several sections of this work).

The book begins with one of the ubiquitous fiction sections, then it begins with a section called Seeing the Invisible World which talks about how non-magical people perceive magic with a variety of (in game) first hand accounts of encounters with magic. This is useful for both for players and GMs when describing magical effects to characters who cannot directly see magic.

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Review – Shadowrun: Cutting Aces

20 May, 2017

SR:CAShadowrun: Cutting Aces is a sourcebook for Shadowrun and provides an odd mixed bag of information on the metaplot and setting which providing more options for social-based characters and challenges.  As it covers some neglected aspects of the Shadowrun world, such as the Middle East and social skills, it is probably a good investment for a GM but the book is so unfocused unless cons or Constantinople are the focus of your campaign, I cannot say that it should be a priority to acquire.

Shadowrun: Cutting Aces, is a Deep Shadows Sourcebook for the 5th edition of Shadowrun, this particular book covers a variety of sins, confidence games and swindlers, Constantinople (formerly Istanbul) and a bit more about current events in the Sixth World.

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Review – Three Sorcerous Arts for D&D 5E

21 April, 2017

Three Sorcerous Arts: Three Sorcerous Origins for Firth Edition provides some excellent options for sorcerers in 5E and expands the range of choices for that class.  Everything seems well balanced and if you like playing sorcerer, or using them as rivals to the players, give this product a look.

Three Sorcerous Arts: Three Sorcerous Origins for Firth Edition for Firth Edition by Brandes Stoddard and published by Tribality Publishing is just that, three new Sorcerers’ origins (or bloodlines as they would have been called in some other sources) and some supporting magic items.  The layout is clear with thematic color photographs for illustrations.

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Thoughts on the Suicide Squad movie

12 January, 2017

Suicide SquadI do not get to movie theaters much anymore, so I waited for this to be available on DVD and finally got around to watching Suicide Squad.  I was a fan of the original comic thought I have not followed the series recently.  To my surprise, considering what I had heard about it, it was actually pretty entertaining.  The opening third is slow, laying out too much unnecessary background but once it gets to the action, it starts to come together.  While it is far from perfect (some of my concerns, I will discuss below) it much more than I was expecting and it has some surprisingly effective sequences.  If you like superhero or action movies, you will probably enjoy it.

More thoughts and Concerns (spoilers probably abound):

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Review – HARP Fantasy Loot

22 December, 2016

Loot!HARP Fantasy Loot is more than just lists of treasure, it has some good world building advice folded in and a very complete set of magic item creation rules.  It should be indispensable for a HARP GM and those of others systems can probably find a goodly amount of material as well but obviously the rule heavy parts would be of much less use.

HARP Fantasy Loot by Jonathan Cassie and published by Iron Crown Enterprises presents rules and advice for loot and treasure for the High Adventure Role Playing (HARP) system.  The layout is clean with sparse but good illustrations.  It begins with a short introduction and then moves into a look at what can be defined as loot beyond the obvious treasures, things such as information, items of sentimental value, trade goods and more are all potential loot.  This section provides useful advice and good things to keep in mind for a GM.

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