Check out our review of Paper Tales below!
Check out our review of Paper Tales below!
Product– Shadowrun Sixth World Beginner Box Set
System-Shadowrun 6th Edition
TL; DR-Strong start to the six edition. 95%%
Basics-What’s old is new again! Shadowrun celebrates its 30th anniversary with its 6th edition. Let’s dive deep into the new edition and see if its wizzer or hot drek.
base mechanics-attribute + skill, roll that many six sided dice, count 5s and 6s for good, over half 1s is bad. Same dice pool mechanics you know and love and most likely won’t ever change under the current Shadowrun development team.
So What changed?
Edge– Edge is one of the two MASSIVE differences in 6th Ed. In 5th Edition, you rerolled dice or rolled extra dice at the start of a pool. Now, edge is more an ala cart menu where a character choices to reroll extra dice, add successes, or even change the critical glitch range of an opponent. You can only choose one option each round, but now edge begins to flow a lot more. Gear, items, and even differences in ability between you and your opponent will earn you up to two edge an ACTION. That means some people with impressive defences being fired at by multiple opponents will earn edge each attack, not each round! So edge is gonna flow quickly.
Combat-Combat keeps the spirit of the previous edition but massive changes to how actions work and the nature of killing each other. For actions, there are two types of actions: minor and major. Minor are smaller actions like moving while major are your spellcasting and attacking. This ties into initiative. Initiative is still reaction and initiative plus a d6. A character gets two minor action to start and one more minor action for each d6 beyond the first. This ties into multiple attacks. Four minor actions can be converted to one major action meaning if you have 3d6 or more dice for initiative, you can make two attacks a round.
In addition, initiative isn’t rerolled nor do we ever remove counts as we go through a round of initiative. Initiative is just rolled once, play moves from high to low, and goes back to the high. Just like most other RPGs.
Killing People– The bread and butter of Shadowrun is shooting people, and this is still strong in 6th Ed. When you want to kill somebody, you now compare the attackers attack value (determined by the range of the weapon) vs. the defence value of the target’s armor. If someone has an advantage of four or more in this comparison, that character earns one edge. In addition, both people may earn edge based on situational modifiers such as darkness and abilities. The target of the attack rolls a number of d6s equal to the reaction and intuition while the attacker rolls a number of d6s equal to their agility and firearm skill with both sides counting fives and sixes as successes. The side with more wins with ties now going to the attacker. If the attacker wins, the difference in hits is added to the attackers weapon damage. A massive change is now the defender only rolls a number of dice equal to its body attribute with the five and sixes reducing damage as in 5th edition. Since the defender doesn’t have many dice to reduce the damage, weapon damage is also reduced as well.
Magic– Magic is also revamped. When you cast a magic spell, you no longer choose a threshold as thresholds are no longer part of the game. You roll a number of d6s equal to your magic and spellcasting attribute. Each spell has a number of success needed to cast the spell and expressly indicates how a target avoids the damage. It’s clearly written and I not
Skills-Skills are massively reduced with multiple skills being rolled into one skill
Ok, now let’s look at my thoughts.
Mechanics or Crunch-The crux of the game is the d6 rolling system, and that doesn’t change. I love the reduced skills and faster flow of the game. The flow of edge is fun as it provides more player control over the game and less like subjective story candy. The nature of magic and matrix actions also works well. The one thing I’m kind of iffy on is the nature of armor. Armor and weapons having a separate state is ok, but I don’t like that armor is divorced from reducing damage. That feels off. But otherwise, the nature of quick play becomes central to the gunfight nature of the game. I’m optimistic about the nature of the full game’s mechanics. 4.75/5
Theme or Fluff-It’s Shadowrun. You like corporate dystopia and Tolken fantasy, you’re going to like what 6th edition still is. This is more awesome future fantasy in Shadowrun 6th edition. 5/5
Execution-The box set is well put together. I like the layout of the books. The character sheets teach the game well to new players. The biggest issue I have with the quick start rules is I would like a few more pages of explanation to some of the materials. I discussed the materials with a few other Shadowrun GMs and those discussions really helped me solidify the rules. Most people will not have that luxury. The full rules will clear up those issues, but for now, a few more pages would help tie the material together. In addition the art looks amazing, so that gets me ready for a whole new attitude to play. If you want to see a full breakdown of the product check out my unboxing here:https://youtu.be/ruxgYe5usLw 4.5/5
Summary-I’m looking forward to this edition. The changes look good and thought out, for the most part. I think it’s gonna take me a few games to come around on the armor thing. It’s not bad, but it is different. Good different? We’ll see. The rest looks like well done, modern game design streamlining the process and avoiding the random crap that really don’t make a game fun. The physical product is amazing as well. Solid cardboard and writing help get me into this one. I just need more of it to really make my life as a gamer easier. That said, I’m in. I’m invested in the 6th edition of Shadowrun. 95%
Product-Professor Evil and the Citadel of Time
Producer– Fun Forge
Price– $30.00 here https://www.amazon.com/Passport-Game-Studios-Professor-Citadel/dp/B06W56ZL3T/ref=sr_1_1?crid=2PIIRCWB14ZM3&keywords=professor+evil+and+the+citadel+of+time&qid=1557748520&s=gateway&sprefix=professor+evil+and+the%2Caps%2C153&sr=8-1
Set-up/Play/Clean-up– 30 to 45 minutes (2-4 players)
TL; DR-Let’s steal the Declaration of Independence -FOR JUSTICE! 97%
Basics- Saving relics in the knick of time! In Professor Evil and the Citadel of Time, players take the rolls of victorian themed heroes attempting to rescue items stolen across time by the evil PROFESSOR EVIL! This game isn’t subtle, but it is fun! This is a completely cooperative game, so each turn has a phase where the players help the team and a phase where the players hurt the team. During the phase where you help, you can are given three actions and a card action. The basic actions are move from room to room, deactivate traps, unlock doors, and rescue treasure. You can do any action you want multiple times. Also during this phase you draw two card from a deck specific for your character and you can use these special abilities to really help the team as a separate action! These powerful, specific cards vary a lot from having the ability to move the evil professor to turning off all the traps of one kind! The goal of this phase is to have all the traps off of all the types for a given treasure, be in the room with the item to save, and have an action left to save it. However, after you take your turn, you roll three dice to hurt your team. These dice advance the professor around his house kicking heroes out of his house, locking doors, resetting traps, or move time forward on the different treasures or all of them at once! Once a good hasn’t been rescued before its time is up, the good it put in the safe room where no player may go! However, all is not lost. As the game progresses, players unlock different global and personal abilities making it a much fairer fight! The goal of the game is to save four goods and return them to their own times before the dastardly professor can put four goods deep into his safe room.
Mechanics-This is a simple game, but that doesn’t make it any less fun. The basic turn of do good/do bad is a quick, easy, and fun way to do cooperative games and isn’t going away anytime soon. Those three actions and a card action get nearly surgical when you have to get to a treasure in time ramping up the tension and thought process in a fun way! I love this game, but the dice based nature of the bad action is very random, as dice should be. But, this makes it a bit harder to plan. Not a bad, but a different, and you can get absolutely wrecked on a bad day. Keep that bit in mind, and you will have a great time dealing with all your plans falling to pieces because the professor teleported into the room you NEEDED to be in the get that last treasure! 4.8/5
Theme- This game delivers its theme very much in the show don’t tell way. The characters and items all look like they belong to the same world, and the victorian/steampunk setting looks fun. I would like a bit more background as I’m very much a story driven gamer. That said, you do feel like a gentleman/gentlewoman sneaking around the manor of a madman hiding and stealing his ill gotten gains from across time. 4.5/5
Instructions– The instructions are six pages, full of pictures, and well written. When I cracked this box, I was playing in five minutes. That’s a great “opening box to playing” timeline! I also didn’t have to consult Board Game Geek to figure out any obscure rules. It’s a simple game with efficient, well written rules. 5/5
Execution-Quality components, quality box, quality art, and FULL CARDS make this a fun game. I like good quality cardboard, and this game delivers! This game is simply put together well. 5/5
Summary-Good co-op is a hard balance to find. Good, simple co-op is a much harder balance to find, and this game delivers in droves! It has good, simple mechanics, great art, quick to read rules, and great components. All these combine to make a fantastic gaming experience. The only word of caution is if you expect a 10 hour brain burning eurogame experience, keep walking. This is a fun, fast game in the tradition of Pandemic, but using dice, which have their own punishing randomness at times. If you’re looking for a great way to spend an hour with up to three buds, you can’t go wrong with this game. 97%
Product– Castles & Crusades Players Handbook, 7th ed.
System-Castles & Crusades
Producer–Troll Lord Games
TL; DR– An interesting mix of old and new. 86 %
Basics-Onwards to adventure! Castles and Crusades is an Old School game through and through in its seventh edition. Let’s walk through to see all this game has to offer!
Basic Rolls-Castles and Crusades uses the d20 system at its core. Attacks are D20 rolls plus an attack bonus and an attribute. Skills are d20 plus an attribute and possible additional bonuses. If you’ve played any basic d20 system you can hop right into this game.
Skills, saves, and the Siege System-When you do something in Castles and Crusades, you roll as discussed above, but you sometimes get to add your levels. If the thing you are doing is something your class could do, you add your level. If you would not be trained because this isn’t something you would know how to do, you don’t add your level. The gamemaster sets the number you need to roll based on two factors-attribute and challenge level. Here is the crux of the Siege system. During character generation, you get primary attributes from your race and your class. If the thing you are trying to do or the save you are trying to make is based on a primary attribute, then the number you need to roll starts at 12. If it’s a secondary attribute, then the number starts at an 18. Next the GM adds the challenge level. This is a number representing how hard the thing you are doing is. Open a one tumbler lock might be a challenge level 1, but the king’s personal bank vault might be an 8. So, different characters have different required rolls based on their primary abilities.
Everything else-From here on, if you have played Pathfinder or DnD 3.5, you’re in solid hands. AC, rounds, and spells all function pretty much like you expect. If not, then the book gives you a solid introduction to the system
Mechanics or Crunch– Overall, this is a decently put together system, but the Siege system has some significant bumps in the road. I have lived through 3.5e to 5e DnD and watched wild swings in how much control a GM has at the table regarding the number required to roll for PCs to get things done. This game is solidly old school as lots left up to the GM, and I feel that hurts this a bit. This game really needs a list of skills and what classes get what skills, if any. Its OK for the rogue to be the a skill monkey and have tons of skills, but often some things just are left up to the GMs discretion. Saves are even left up to the GM! There is a chart of what attribute you roll for each save with different spell and monster effect requiring different attribute saves. All of this falls into the basics of the Siege system with a fighter who didn’t choose dexterity in a worse place compared to the rogue when the fireball goes off or he sneaks around in the dark. It’s not bad, but GM and the players have to really work together to run this game as some things are too complex to run on autopilot like simple roll to dodge a blow. Solid, but some needlessly complex things mar the system. 4/5
Theme or Fluff-.Solid old school fantasy. The book doesn’t have a world per se, but it does have world building with discussions on the nature of magic and character classes. Even each class has a bit of fluff to make you understand who they are and if you want to be them. It’s light, but for building a generic fantasy RPG, it’s doing its job well. 5/5
Execution– PDF? Check! Hyperlinked? CHECK! Tables that lay things out well? Well here is where things break down. This game is solidly in the OSR crowd. That’s not bad as the old school has some great advice for the young, but some things just need a new touch! Things like laying classes out better in tables and saying what I get at each level instead of having me read the complete class entry to see if and when I get different abilities. Spells suffer from the same issue as challenge levels where much interpretation is needed to determine what kind of spell is being cast instead of just leaving me with what I have to roll.and More often that not, I’m left making a call on what I’m doing or what kind of save I have to make. And for some things, I just want to add things up some numbers and see if I succeed. It feels a bit like homework. It does read easily, but modern RPG design elements would really help make this book that much more easier to read and run. 4/5
Summary-This game is a solid entry in the Old School Revolution that is embracing the advances of d20 system, at least for the mechanics. Adding at most two numbers and hoping is easier that thac0 or other previous system, at least for new players. But this book didn’t take enough from modern systems and layout. Listing skills and just saying what attribute to roll for every spell and most common effect will really help me play and enjoy the game. Now, this game is absolutely playable and fun out of the box day one with the basic mechanics being tried, true, and tested, but more specifically, fun. It’s old school fantasy RPG with some new additions that build on and preserve the original author’s vision. However, some things could be done much better to really help me play and teach this RPG. 86%
Product– Shadowrun: Chrome Flesh
System– Shadowrun 5e
Producer–Catalyst Game labs
TL; DR– Solid book for solid chrome! 95%
Basics– We can make you better, stronger, faster! Chrome Flesh is the Shadowrun book focusing on our chromed out runners who are more machine than man. This book provides several options that run the gambit from new metal to shove into your arm, living organism that live inside you, and the dreaded nanites! This book also builds on the nanite CFD storyline that is forefront in Shadowrun 5e now while building out the world in general.
Mechanics or Crunch– This book is pretty, but maybe a little to pricey regarding your soul. I like what the book has on offer, but most of the new teck feels a bit too essence heavy or have too many drawbacks such as touching nanites at all. The newer things suchs the biotech feel like there should be more new tech. I’d like more of the new and less of the old chrome. But, what is here I do like seeing. 4.5/5
Theme or Fluff-This is where Shadowrun books have always excelled and keep doing so. The book reads like a reddit thread with chapters starting with a story, moving to a discussion by one person in the world, and then the hard crunch. The fluff of the story and the discussion really make the world feel alive. Even details regarding the tech feel realistic. A solid story and character interaction and delivery really makes the book shine. 5/5
Execution– This book looks pretty, has a good lay out, and has amazing tables that really help you use the old and new tech together and even find it! But, there are a number of small errors that take away from the presentation like errors at the top of tables mislabeling essence and capacity. Also, I love the story, but the repeated nature of a few of the stories and character discussion make this book run a little too long. Solid book with a few errors hurting the presentation. 4.8/5
Summary-A chromed out Street Sam is always a fun addition to a team. Chromed Flesh adds lots of new toys for the metal men in your life. Also, this book really makes you feel like you’re in the world of Shadowrun reading updates on Jackpoint. It’s not completely perfect as some of the crunch needs more options to fill out the roster of available tech and some minor issues mare a great book. However, most of these problems can be forgiving by the fact this this book provides updated tables showing where all the chrome toys are in the books. If you are looking for a solid book for a character who wants to trade essence to punch through an engine block, then this is the book for you. 95%
Product– Fine Country Folk
System– Shadow of the Demon Lord
TL; DR-Do you hear banjos? 95%
Basics– We don’t cotton to kindly to your kind ‘round here… In Fine Country Folk, two factions of rednecks vie for dark powers. Can you find the source of their vile power and end it or will you end up dinner for the inbred yokels or one of the made betters?
Mechanics or Crunch-Shadow of the Demon Lord is one of the slickest systems out there, and Fine Country Folk keeps up that fine tradition. The adventure has some great mechanics for a hex crawl. Good, simple to draw map with a good random distribution of events, and well detailed locals with new monsters to fight. The simple nature of the adventure makes its a fun, easy to run, four hour adventure. 5/5
Theme or Fluff-Fine Country Folk is a hex crawl through and through, and it has some of the problems of a hex crawl. Overall, it’s an awesome adventure once it gets going, but like all hex crawls you can drop into the middle of an active campaign, the start is a bit rough. The hook into the adventure is the weakest part. Once the players have a reason to kill he inbred hicks or redneck mechanical abominations in the woods, they will have a great time. As a hex crawl, the DM has more work to do than in a set piece adventures to make sure a story flows and give the players a reason to stay. The adventure has prompts for DMs, but this is an important heads up that you should be aware of. It’s a fun adventure that will require a bit more muscle to get the story to crack over in the beginning but it hums along after the start. 4.25/5
Execution-Fine Country Folk is one of Schwalb’s longest adventure with lots of details and new monsters. This adventure is twice as long as his other individual adventures and FOUR times as long as some of the adventures from the first campaign. It has great art, nicely done tables, and is a breeze to read. Heck, it even references WITH PAGES things that DMs might need to review when they run this adventure. This is what I want a Shadow of the Demon Lord adventures to look like. 5/5
Summary-Fine Country Folk is standard Schwalb, and Schwalb is an acquired taste. I love sushi, but if you can’t stand fish or raw food, go away. Even Michelin star sushi is still sushi. This is some of Schwalb’s best writing, but it is still Schwalb’s writing. If rape, murder, violence, cthulhu-satan, or a whole host of other mean nasty things, you will be turned away by this one. I love sushi and the horrible, monstrous things Schwalb has to say, so this is a great work of dark vile fantasy to drop your players into. That said, it’s not perfect. Your adventure will need to shift into this one and hooking your players into this can be a bit tricky and I would like more explicit ways to get them involved more readily. That said, once you are past that, you will enjoy this fine food and the fine country folk who will try to eat you, skin you alive, or horrible experiment on you. Just pray your PC doesn’t have a pretty mouth. 95 %
Product– Saga RPG Adventure Arc: Darkwood #3 – The Vile and the Voracious
Price– $15(PDF)-40(softcover and pdf) here https://www.drivethrurpg.com/product/249671/01AA03–Saga-RPG-Adventure-Arc-Darkwood-3–The-Vile-and-the-Voracious-PFRPG-PDF–01AA03?affiliate_id=658618
TL; DR-Why does it have to be mutant trolls! 93%
Basics– That troll pillaging the town has an arm growing out of his head! Darkwood 3-The Vile and the Voracious is the third part of an ongoing series where the players adventure through Darkwood, a community on the fringe where different power players attempt to gain sway while horrors in the woods attack unrelentingly. In this one the town is attacked by trolls, but not just any trolls, horrible mutant trolls! All the different groups are united against them, and the players are sent to exterminate the threat. In the dark caves where the trolls call home, long, best forgotten fey things are found as well. The book also features a new mechanics for mutant monsters, crafting rules, items, magic, templates, locations and even gods of the Darkwood setting.
Mechanics or Crunch-Here is honestly where the book shines. This book provides some really fantastic new crunch to Pathfinder with items, guns, templates and a large section devoted to making mutant monsters of old favorites. These are liberally applied to all the things the players experience through the adventure, so it’s fun to see the new crunch dropped on the players mid battle! The new camping expedition rules are a welcome addition as well as “Ok, you set watch” *rolls one die per payer on watch* “Ok, get back your spells and hp.” *rolls encounter table and nothing happens* REPEAT TILL DESTINATION is honestly boring. It’s fun to make your players’ characters people and give them things to do while living. This book adds some solid mechanics to the Pathfinder RPG 5/5
Theme or Fluff– Here is the low point for the book. It’s not bad, not even close to bad, but this is not a very diverse adventure. This is an unrepentant dungeon crawl and everything about this one is getting you to the place, so the killing can happen. There are fun elements to the place like great descriptions of each room and new monsters to right in each room, but do not expect levels upone levels of intrigue i this one. It’s just a fun romp killing trolls with some extra splash put in to keep the bard from being bored in the back. That’s not a bad thing, but not a diverse adventure. A decent hack and slash dungeon crawl in a lost fey cavern. 4.3/5
Execution– The book is put together pretty decently, but has a few things I’d like changed. It reads pretty quickly and is set up so I, the laziest DM ever, can simply skim enough at the time to get the game running in under three minutes while I say take a bio brake on the phone with clear outlines of plot and locations as well as area descriptions with monster personalities. That’s exactly what I want from every adventure! I HATE having to read and reread a section to find how one of five brothers interacts in a combat when I’m trying to give life to 10 different monsters, and this book makes my life easy! What I don’t like is even on my tablet at the table, I have to do some considerable zooming to read the text. The background looks nice, but the weathered parchment look makes it hard for me to read because I’m getting old! Others things I think are interesting design choices are to put the camping section in the middle. It kind of interrupts the flow, so I don’t think it goes there while other mechanical things are at the back of the book. But, I honestly can forgive that pretty easily because this book HYPERLINKS THE DAMN PDF! I am boggled by how this isn’t industry standard, but these people do it and it makes my day. The art is nice and adds enough, and even better the PDF had maps WITHOUT labels on them that I can easily grab and throw into my online games or print for my table, so that is another fantastic plus to this adventure. Minor issues with the book, but otherwise its a solidly put together PDF. I have a few minor issues, but this is a well put together PDF 4.6/5
Summary-Sometimes you want a fancy 20 course meal with multiple courses. Sometimes you just want to curbstomp a troll in a cave. This adventure might not redefine the fantasy world for its story, but simple doesn’t mean bad. If you are in this deep to the Darkwood Adventure Arc, you are gonna have a blast in this book. If you are looking for your next book of long intrigue in the high courts of nobles, then this isn’t your book. But, if you just want a fun Pathfinder adventure you can spring on your players to have them fight some mutant trolls then honestly for 15 bucks it’s hard to beat, even if your players don’t care about darkwood at all and they just want some good old fashion hack and slash. The other things in here that really stand out well like the expedition camp rules, the mutant templates, and multiple other things are slick pathfinder additions. The Vile and the Voracious is a simple adventure done well and put together smoothly. 93%