Ring Side Report- RPG review of The Hidden Isle

Product– The Hidden Isle

System- The Hidden Isle

Producer– Causa Creations

Price– On kickstarter now!  https://www.kickstarter.com/projects/causacreations/the-hidden-isle  

TL; DR– Renaissance painting mixed with Vampire the Masquerade and Euchre!  93%

Basics–  CONSULT THE CARDS!  The Hidden Isle is a very rules light RPG where the heroes are agents of Dioscoria, a city, and are being sent on quests based on a seer’s visions.  The cards rule the day as they are both the dice and the random draw that helps develop the story the players are working through.  Let’s look at the basics.

Base mechanics- The Hidden Isle is very much a narrative game and the base mechanic builds on this.  Each character gets dealt two tarot cards at the start of the game.  When a character attempts an action, the character is deal more tarot cards based on the action and their Stats and the GM is dealt cards based on the difficulty.  The GM and the character then select a card and the higher card in the suite of the action determines who wins.  Simple and quick! 

Stats-  Each of the four major tarot suites is trump for each action a player wants to do.  Swords is for fighting and study, wands is for reckless action and magic, cups for stealth and healing, and pentacles for finesse and observation.  If you play a low value card in the right suit and the GM throws a high value card off suit, you win!  Each character has a level in each of these stats and this determines how many cards they are delt when a character does anything.  In addition, other characters can throw cards into the pool when you do an action.  These cards can change suit so you can be in the correct suit for the action or adding three to the value of a card the player played.  In addition, as you do things and get hurt, you take penalties to your stats and draw fewer cards when you do anything.

Ideals and Burdens and Vices and Virtues-  This is a VERY narrative game.  One way this is represented is ideals and burdens.  If you act up to an ideal, you draw fewer cards but gain a bonus to your card value.  If you give in to a burden, you gain additional cards.  In both cases you gain experience, which you will then use to build up additional abilities or increase stats later. Vices and Virtues also follow these rules but you do not gain experience.

Magic-Magic functions just like any other skill.  A player has ranks in a magical ability and then draws cards equal to the ranks in that ability.  How big and awesome the spell means more cards for the GM to draw to determine if the spell succeeds.

Abilities and classes-This is a very rules and crunch light system, but there are still special abilities each character gets based on their chosen class.  Each character gets two abilities at the start.  These range from simple spells like Whisper, which lets you whisper into a creature’s mind directly, to other spells that just straight up kill a few creatures and possibly cause you to get take damage after.

Adventures-  Adventures follow a pretty simple yet expandable outline.  Characters have downtime where their vices give them 1 harm, friendships change, and the characters can do different actions around Dioscoria.  Then the seer receives a vision as tarot cards are drawn.  Next the players have their adventure.  And finally the adventure wraps up.

Ok, thats the basics, let’s review!

Mechanics or Crunch– This is a fun game, but it is extremely rules light.  This is a game for people who don’t need the crunch.  There is fun to be had here, but if you just want to roll a twenty sided die and smash an orc, this might not be for you.  If you want to weave a tale with your friends as the fates help you see threat, then this is the game for you.  There is some crunch, but even the base random mechanic is VERY story based as you literally draw fate cards and see what happens.  The characters have mechanics, but this is not a character toy based system.  Your abilities are cool, but not the standard DnD “gain a feat every three levels” or “spell every level” idea that some players may want.  It’s what can your mind do.  Not bad, but something you MUST keep in mind if you play this.  4.5/5

Theme or Fluff–  This is a Renaissance painting come to life.  The story is defending the mystical land of Dioscoria and the authors say it’s in the Renaissance.  Maybe it’s because I played too much Hades, but the art makes me think of Greece.  Then again all the Grecian art I can think of is Renaissance, so it tracks!  While the mechanics might drive a few away, the mechanics flow beautifully into the theme of the game.  It’s tarot and story, telling a tale.  The art in the book is good and even the just placeholder art in the free to play/pay what you want version is well done and tells the tale of a renaissance Mission Impossible group saving the day from visions seen in the cards.  5/5

Execution–  This will be amazing, but a few fixes are needed.  The pay what you want game has a solo game, all kinds of story toys, base mechanics, and even an adventure you can try out with your gaming group.  It’s layed out well and reads well.  The art and placeholder art is fantastic.  What isn’t fantastic is NO HYPERLINKS!  Fix that and this whole thing is easily a five out of five.  4.5/5

Summary– I like this RPG, but can’t recommend this universally.  If your group wants to try what other styles of RPGs are out there and see what kind of fun they can make up together, then this is an amazing product for them.  I also have a few friends who just want dungeon crawls and stabby stabby the goblins.  They don’t like narrative things, so for those groups I would not think this is the game they want.  If you are ok with more wishy washy rules and letting the GM have strong influence on determination of how things go and how hard they are, then you will be ok here.  If you need straight cut rules on what is and is not acceptable, then this isn’t your game.  Honestly, I love this one.  I like a bit more crunch in my RPGs, but a bit of the Vampire the Masquerade side of gaming is fun.  I also live in Michigan and my wife collects tarot cards, so Euchre is a mainstay and tarot is a fun addition to the RPG space.  My one nitpick is the lack of hyperlinks in the PDF, but this is based on a pay what you want copy that even the authors are putting out for a two bucks suggestion.  And it’s a steal for that!  I strongly suggest you check this out if more narrative RPGs are up your alley!  97%

Ring Side Report- RPG review of Don’t Play This Game

Product– Don’t Play This Game

System- Don’t Play This Game

Producer– Parable Games

Price– Soon on Kickstarter! https://www.kickstarter.com/projects/327195066/dont-play-this-game-a-cursed-solo-rpg 

TL; DR– You get out what you put in.  98%

Basics–  DON’T PLAY THIS GAME!  Welp you didn’t listen and now you’re gonna die… or so the game starts.  Don’t Play This Game or DPTG is a solo RPG that relies heavily on your own storytelling power.  It’s got some randomness built in, but often it’s you building a story from the world around you or the fake world around you as you fight the entity that has come for you!  You play you, a version of you that you want to exist, or some pretend person.  That person is attacked by an entity that is after you for…. Some Reason.  That’s where the fun really comes in.  This game has some random tables and events.  You move between an event that might be a funeral to a dream and then use a random table to build out the event a bit more.  As you go through the events, DPTG has you write down information, take pictures of things, or even physically go to a place a do something (nothing crazy but maybe find a book at the library or take a picture of a place your character woke up at after a dream).  As you go through the story it has several questions that help you build out your own story.  This is VERY much a collaborative storytelling game with the designer.

Mechanics or Crunch– Mechanically this is a VERY simple game, but it’s not built to redefine how we roll a d20.  The game has some random tables built in and some fights and events are just random rolls to see if you lose some health/sanity from an event.  You have less control over the dice than you do in DnD, but there are some things you can do like use items, burn through resources, and even sacrifice friends!  It’s simple and that might turn off some players, but if you are ok with sometimes the dice screwing you, you will have fun! 4.75/5

Theme or Fluff– DPTG is a solid story that I told to myself.  This is something I have to emphasize-you and the writer are telling a story together.  If you want a complete adventure where you read box text to your friends, this is not for you.  If you want a choose your own adventure game where you read box text to yourself, this is not for you.  Consider this almost like story prompts as you co-write with Charlie and Barney Menzies.  They have major set piece ideas and you either randomly go to different ones or they give you a leading sentence and you build from there.  It’s a fun bit of collaborative storytelling.  I have a story that happened in my head that was a fun afternoon building.  And honestly that was a fun way to spend the time.  5/5

Execution– This book is well put together.  It’s a hyperlinked PDF that reads easily, with solid layout and formatting as well as pictures to break up the text.  Parable did a solid job making this book and I didn’t have to squint or move around the tablet at all kinds of crazy angles to read it.  I simply loved what they put together.  5/5

Summary– I am going to recommend this book to everyone, but with a hefty bit of discussion.  DPTG is not a lot of things.  It’s not a canned adventure.  Love those, but this is not something you just buy and run on a friday night after beer and pizza.  This also isn’t a choose your own adventure book.  This is telling a story to yourself as you get story prompts from Charlie and Barney with random dice rolls thrown in for good measure.  It could honestly lead to you writing a solid book.  I had an adventure where swirling darkness that looked like Freddy started following me after my Grandfather died and he sent me a music box and I fought the darkness in a burned out factory on the edge of my town and I ended up hitting it with my car and barely surviving because I wouldn’t sacrifice my wife to it.  Man is she gonna be pissed that I totaled my car!  You won’t have that adventure.  Heck you can read the exact same thing I did and have a COMPLETELY different story and thats the beautiful thing.  I’m looking forward to a longer story and crazier stuff happening as you build a story.  The full game has you do part of the story and literally hand off stuff to a friend who continues the RPG.  What my wife does when I wake up from the hospital after I’m found in the burnt out factory with a totaled car would make for a fun sequel, or her strangling me with a pillow.  Either way I’m invested and suggest you check this one out as well, if it fits your gaming tastes. 98%

Ring Side Report- RPG review of Pathfinder Dark Archive

Product– Pathfinder Dark Archive

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $41.99 here https://miniature-market.sjv.io/q4marn 

TL; DR-New toys and adventures for things that go bump in the night. 97%

Basics–  What goes bump in the night?  Dark Archive focuses on all the stuff that gets thrown into your average Halloween party.  It covers psychics, occult inquisitors called thaumaturges, archetypes, feats, spells, and a TON of adventures.  Let’s dig in to this book!

Mechanics or Crunch– I love what’s here, but there are small problems that hurt things overall.  The two new classes fit within the world of wizards, warriors,and clerics as now we have a mind wizard and an occult paladin.  There may be a slight bit of power creep as these might be a bit better than the core classes, but it’s nothing absolutely game breaking.  Feat, spell, and archetypes all fit solidly there as well.  Interestingly enough, this book has almost MORE for the GM than the players.  There are adventures and ways to upgrade monsters to add the occult feel like cryptids and secret societies.  Aside from a bit of power creep, the other thing that I feel hurts this is the lack of inclusion into Pathfinder Society.  PFS is the majority of the way I play an while I LOVE that adventures are included, new options that you only get when weird stuff happens to you are not given as options in the PFS documenting materials.  What is here is well done, but balance and lack of inclusion into Paizo’s flagship gaming market hurt the book a bit. 4.75/5

Theme or Fluff– As a lover of ghost stories and campfire monsters, this book calls to me.  I love the flavor here and the fact that crunch is being tied deeper into story.  The new ways to add things like cults and monsters also helps.  What’s here is amazing.  I am slightly sad I didn’t see much Lovecraft lore here.  We can make it, but I still want my crazy horrors from beyond time and space to make more of an appearance in a book where time magic and feats get put into the system.  Couple that with adventures that GMs can drop in instantly, this is a solid book on the Pathfinder occult.   4.9/5

Execution– This is a physical book and a PDF by Paizo, so I’m almost automatically going to love it.  Solid layout, fonts, formats, hyperlinks make this a great book and a breeze to read.  My one minor issue is this is a book with almost as many pages for the GM as the players.  It would be nice to have a PDF of the maps and pictures that I can show to the players like they do with their adventure paths.  But, if my criticism is that I want more, that’s a good place to be in production.   4.9/5

Summary– I love me some crazy stuff, so I love me this book.  I listen to too many podcasts about monsters, skepticism regarding monsters, and ghost stories to pass this book up.  It has great additions to the system that might be a touch overpowered compared to things before.  It has fun adventures with some amazing options that I wish PFS players could get their hands on.  It has solid production, but a lack of web enhancements might hold it back a bit.  What’s here is good, but I just want more ways to get at it. 97%

Ring Side Report- RPG review of Starfinder Beginner Box

Product– Starfinder Beginner Box

System- Starfinder

Producer– Paizo

Price– $29.99 here https://miniature-market.sjv.io/GmOnOE 

TL; DR– Good with a few issues 90%

Basics–  To the stars!  The Starfinder Beginner Box is the intro box for the Starfinder RPG, walking players through some basic character generation, how to play, and an intro adventure.  It also provides dice, maps, and cardboard standees.

Mechanics or Crunch– What’s here is good, but is is missing a few key things.  The walkthrough of how to play is a solid introduction to the game.  But, and it’s a big but, it does leave out several things like starship combat.  I LOVE Starfinder so that’s something that I think needs to be shown off.  Also, as the GM, some of the skills are mislabeled.  The skills that are used are simplified versions of the main skills to make life a bit easier for new players and GMs, but I feel that kind of handicaps the learning experience.  That all said, it does work well and is a decent introduction to the system. 4.25/5

Theme or Fluff– The box set gives a solid introduction to the world and system, if a bit stifled.  You get enough, but the adventure is a dungeon crawl.  Not bad, but a bit simplified for an adventure.  There are some social interactions, but I’d like more.  The Pathfinder 2nd ed. Beginner box has two whole levels of dungeon, and I feel this was just a bit short.  It works well, but I wanted more. 4.25/5

Execution– What’s here is fantastic.  I love the maps, standees, and books.  Everything that is included is done well.  Solid work!  5/5

Summary-This is a good, if short, introduction to Starfinder.  I like what’s here, but just need more.  I want a short space shootout.  I want more social.  I want full skills,not simplified ones.  But those are small wants compared to my friends who learned the system quickly from the box, and myself who was able to GM a game on the fly with minimal prep using this starter set.  It’s good, but you will learn more when you buy the full book.  90%

Ring Side Report- RPG review of Blade Runner RPG: Starter Set

Product– Blade Runner RPG: Starter Set

System- Year Zero

Producer– Free League Publishing

Price– $35.99 here https://miniature-market.sjv.io/nLo07a 

TL; DR-Solid value for a solid adventure 95%

Basics–  Can you find her in time and why did she run?  The Blade Runner Start Set is a single contained adventure and all the materials you need to play the Blade Runner RPG.  It comes with dice, four characters, turn and combat cards, a basic rule book, a scenario book, and a whole packet of handouts..

Mechanics or Crunch– Any starter set that comes with a rulebook and a whole adventure is built well. You get all the rules you basically need and you can honestly start playing after about 30 minutes of reading. There is one issue I have and that’s chase mechanics in this box. You get chase cards and scenarios if you drive, but the mechanics for just running are not covered as well. It’s small, but you’re playing cops pursuing escaping robots; running will happen!  Aside from that, this will get you playing Blade Runner fast and with a surprising amount of depth for a starter set.  4.75/5

Theme or Fluff– While this starter set can’t build as much of the world as the core book, this set does give enough background and comes with an awesome story with lots of handouts to draw the players in. It’s a mystery where a replicant goes missing and your job is to track her down.  Along the way, there are twists and turns as well as corporate meddling, so it’s a standard cyberpunk story but a well done one.  My one issue is that a character does something that the players might not understand, and I feel it’s not led up to enough.  That said, it has enough of a hook and solid writing to make it a fun intro to the world. 4.5/5

Execution– Execution is the stand out section of the product.  The box is well done, the books are well written, and the handouts, cards, and dice are all top notch.  I absolutely loved all the pieces in this box, and it really helped draw my players in too.  5/5

Summary-I do love me some cyberpunk noir.  The Blade Runner movies did it well, and this starter set is a solid addition to those stories.  There are minor issues like food, chase cards and mechanics and some minor story issues that I felt were not emphasized enough, but overall if you want to start playing Blade Runner, this might be a better start than the core book.  The starter set adventure ends with teasing the next adventure, and I plan to buy and run that one when it’s out.  95%

Ring Side Report- RPG review of Blade Runner RPG Core Rulebook

Product– Blade Runner RPG Core Rulebook

System- Year Zero

Producer– Free League Publishing

Price– $24.99 here https://www.drivethrurpg.com/product/399929/Blade-Runner-RPG-Core-Rulebook?affiliate_id=658618  

TL; DR-Another surprisingly well done year zero system.  99%

Basics–  The tortoise lays on its back, its belly baking in the hot sun, beating its legs…. Time to track down those replicants or be one!  Let’s look at how to play.

Mechanics- Ah Year Zero… the system that Free League uses for everything, but is never quite the same.  This one uses attributes and skill dice for each roll.  Each thing you want to do be it hack a computer or shoot a guy is grab the attribute and the skill die for the activity and roll.  Dice range from d6 to d12, but you do not use the basic number!  What you do is check if you roll a 6 to 9 or 10 to 12.  A 6 to 9 is one success, and a 10 to 12 is two successes.  Doing a thing requires one success.  Criticals have two successes.  Slick and simple!

Rerolls-  Rerolls and player control are the parts of the Year Zero system that mostly stay the same between all the different games they produce.  If you want to reroll a physical thing, you reroll and if you roll a 1 on any die you take a point of physical damage.  Do a mental thing, and you take stress damage on a 1.  Humans can only reroll once, but replicants can reroll twice.  However, replicants ALWAYS take stress on their 1s.  This is bad – if you hit enough stress you basically need a reboot and your max stress can PERMANENTLY be reduced!  But, the choice is always yours to make!

Combat- Another thing that is the same across Year Zero systems is combat and rounds.  At the start of combat, players and the GM draw cards from 1 to 10.  Players then take their turns doing simple things like moving and more complex things like attacking.  Actions like attacking are handled just like any other roll described above.  The more interesting thing is that weapons do a set amount of damage, and any two or more successes is a critical. Each weapon has a set critical die with rolls on that die above 10 resulting in instant death!  Guns are VERY deadly!

Ok, Let’s discuss.

Mechanics or Crunch– I love the Year Zero system.  I don’t know if I’ve ever honestly seen it entirely, as every Year Zero system uses a COMPLETELY different set of dice and die mechanics, but be it a pile of d6s, a single d20, or different skill dice, I LOVE it.  It’s complex enough to build fun characters and simple enough to play fast with enough depth to keep even my Shadowrun loving self engaged.  I also like player choice. This system always gives the players the option to do something, even on failure, and the story keeps rolling.  The total package builds toward a fun system to dive into quickly, but you’ll find a lot to play with when you are there.  5/5

Theme or Fluff– Free League does their homework.  Blade Runner is a dark, fun cyberpunk romp, but if you JUST saw the two movies you would miss large amounts of material.  Free League did not do that.  They dug deep into some crazy pieces, and there is a whole world that is out there now.  Most adventures are gonna be against the corporation and world of the movies because that’s what your players know.  But if you want more, there is a whole world to see there and Free League wrote that for you to find.  5/5

Execution– This book is well done with one small thing that drives me up a wall.  First the good.  It’s hyperlinked, laid out well, reads easily, and the art fits the aesthetic.  This is a solid, well done book.  What drives me crazy is the way the die system is discussed.  You have a d6, d8, d10, and d12.  The books refers to them as rank, D, C, B, and A. So, the GM screen needs to have a table on it so you can change back and forth from letters to dice.  Just use the dice and leave it out.  This drives me up a wall, but honestly, this complaint feels like being mad that they changed the color of the toilet paper in your favorite restaurant.  If you get past my one crazy hangup, you will enjoy this book’s production.  4.9/5

Summary– I love this book.  It’s got a simple, yet interesting system with a solid world and story put together in an excellently made product.  I have my own idiosyncrasies, but if you want a dark, gritty detective story in a cyberpunk world with no magic, I would easily suggest this to anyone.  Keep in mind, though, that this is not a big damn heroes game.  Like the movies, this is a world without happy endings.  If that’s not your preference in a game, then I would pass this by.  I enjoy a good sad story, so this is one that I will bring to the table. 99%

Ring Side Report- RPG review of Shadow of the Weird Wizard

Product– Weird Wizard Quick Play

System- Shadow of the Demon Lord

Producer– Schwalb Entertainment

Price– FREE here https://www.drivethrurpg.com/product/447890/Weird-Wizard-Quick-Play?cPath=46428?affiliate_id=658618 

TL; DR-Classic fantasy from the Schwalb?! 100%

Basics– We must face the weird wizard!  Shadow of the Weird Wizard is Shadow of the Demon Lord brought to a much more traditional and family friendly world from Robert Schwalb.  Let’s break down the quick start and then the review!

Mechanics- This is classic Shadow of the Demon Lord game play.  It’s d20 based but numbers are MUCH smaller than your classic DnD 3.5.  Bonuses to rolls are attribute – 10.  A 12 means you get a +2 to the roll and a 7 would mean a -3.  If things are good you get boons where you roll a d6 and add, and banes are roll a d6 and subtract.  You get the sum total of boons and banes together and you get a total of up to 3d6 taking the best/worst to any roll.

Combat- Schwalb’s games are not crunch forward.  It’s VERY quick!  Monsters go, then players go.  Each turn you get a move and an action.  Interestingly enough, most dice rolls are either a d20 or a d6. 

Ok, Let’s discuss.

Mechanics or Crunch– I will admit my bias here, but I love Shadow of the Demon Lord’s simplicity.  You won’t have 20 pages of character sheet at level 10 (as high as this system goes), but you also get to play and understand quickly.  But, it is a choice.  If you need 20 different levels to pull in your game, this won’t be the system for you.  Me?  I love my 500 points of character building in Shadowrun and love my 1 die systems, so this is just a well done, slick system that will have you playing in under 10 minutes.  Aside from that, the other controversy here is game length.  Each session you level up.  So if you start out level 0, you get about 11 sessions to play.  That seems way too short, but in a conversation with the man himself, he brought up that most game groups might not even last that long till life takes them apart.  His focus is on much more tight stories that you can complete.  And again, that won me over.  5/5

Theme or Fluff– This is the most controversial part of Schwalb’s work, but this system doesn’t do what we would expect here.  Weird Wizard is MUCH more traditional fantasy than Demon Lord.  Demon Lord I felt was a bit more gothic and MUCH MUCH More grotesque.  Now I love me some off the wall Schwalb based horror, but I can see how that would be too much for some people.  This isn’t that.  This feels much more in line with your classic fantasy.  It’s got some interesting elements with the fey, but it’s wizards doing strange things and having to be put down.  And given what I’ve seen it looks like it will be a fun ride along the way.   5/5

Execution– This is a free product, but it does give a bit of what to expect in the final production.  It’s pretty bland in terms of art, but again it’s there for a system intro.  And I have to say, I like it.  The art of the kickstarter is good, so if that’s an indication of a full product, I’m happy.  The other books have hyperlinks, art, and all the things I now require to be happy.  For a free product, this points in a solid direction.  5/5

Summary– Pretty much whenever Schwalb puts out a kickstarter, I drop about 100 bucks getting all the digital toys.  And this is no different.  I love the simplicity of the system and the craziness of the world that is built.  It’s interesting to discuss a new project where the controversy might be the lack of that gore/craziness.  If you want a game you can play with the kids,  those of a less cast iron stomach, or those who just want to be regular fantasy knights and dragon slaying heroes, then this is your game.  A more traditional world with Schwalb’s simple mechanics, and solid production gets you VERY far with this product and I can’t recommend it enough.  Check out this free product.  100%

Ring Side Report- RPG review of Alien RPG

Product– Alien RPG

System- Year Zero Engine

Producer– Free League Publishing

Price– $24 here https://www.drivethrurpg.com/product/293976/ALIEN-RPG-Core-Rulebook?affiliate_id=658618 

TL; DR– No one can hear you scream how good this is!  98%

Basics– In space, no one can hear you scream!  Alien RPG is a new take on the classic Alien franchise.  Let’s dive into the basics of the game.

Mechanics- This system uses the Year Zero Engine.  Here, you take a specific skill you want to do and the associated trait and roll that many d6’s.  The GM may add or remove dice as the difficulty warrants, but if you roll one 6, you succeed.  Additional 6s add more levels of success.  You do this for everything from fixing a cargo door to shooting a xenomorph.

Stress- The Alien movies are nothing if not stressful!  When you do something, you might fail, and if you do, you can reroll but you gain a different colored d6.  If you roll a 1 on these d6’s you panic and roll a d6 and add your current stress level to that roll.  Roll too high and you can go catatonic to violent to anything in between.  You also gain stress dice when violence happens to you, to seeing androids, to fire full auto into a monster among the stars.

Combat-  This game uses cards to track initiative.  You draw cards at the start of a fight.  There is no rolling for turns.  Each turn on your card time, you can do a slow action and a fast action.  Slow is shooting a gun or fixing a cargo door, while fast is yelling, running, or even pushing the button to open the airlock.  Damage is determined by the weapon you are using minus any armor the creature or person has.  Monsters are interesting in this system as well.  Instead of the GM planning what happens, you roll a d6 when a monster attacks and that die determines what they do.  

Ok, let’s go my thoughts on the system.

Mechanics or Crunch– This is a pretty low crunch system, but that doesn’t make it bad!  What I just told you above gives you enough to jump in and start playing.  You just need a character and two colors of D6s.  It’s fast and lets you focus on the world that is here.  I will admit getting only one talent or a feat for your character is kind of a bit light to me.  I like having lots of fun toys for my character to use to get through the world.  But that is what you get from Year Zero.  I’m glad I get the talents/feats I do, but I would like just a bit more.  In terms of how it fits the world, I love it.  Stress is key in the movies and key here too.  A near perfect fit of mechanics and world.  4.75/5

Theme or Fluff– I love the Alien movies (yes even the bad ones!).  The people who made this did too.  They even reference old books that I thought most people forgot about long ago!  The world is built out a TON in this book.  To the uninitiated, it is WAY more than just Weyland-Yutani and chestbursters, and this book shows that.  Solid world building in this one.   5/5

Execution– PDF? Yep.  Hyperlinked?  Yes! Solid Art?  Yep.  Good layout? Yes. This is the first full book by Free League Publishing, and I have to say I am impressed.  Good layout, good art, good flow, good everything EXCEPT respect for my printer when I try to make pregens from the book.  The Alien world is dark.  That’s ok, but the background of the book is dark as well.  So if you print off characters for your friends, you WILL kill a printer cartridge!  Give me some pregens on nice white paper please!  4.9/5

Summary– I love me some sci-fi, and I don’t think enough is done with it in RPG spaces.  This book brings back the atmosphere of the 80’s Alien to a new decade and with a system that fits well with it.  It also doesn’t fall into any of the 80’s pitfalls of RPG book design and is a solid expression of modern book layout.  My issues are small.  I want more stuff for my characters, and I would like pregens on better, less black intensive sheets.  But, if thats the worst I can say about this, then an empty print carriage is a small price to pay for this awesome book. 98%

Ring Side Report- RPG Review of Shadowrun: Shoot Straight (Runner Resource Book)

Product– Shadowrun: Shoot Straight (Runner Resource Book)

System- Shadowrun 6th Ed

Producer– Catalyst

Price– $19.99 here https://www.drivethrurpg.com/product/445271/Shadowrun-Shoot-Straight-Runner-Resource-Book&affiliate_id=658618 

TL; DR– Advice, but light on crunch. 90%

Basics–  Do you know your head from a hole in the dirt?  Get some help from the old chummers!  This book is an advice book about how Shadowruns go down. It’s written in the style of several older runners discussing how to properly do a job in the Shadowrun universe.

Mechanics or Crunch– If you want ANY crunch in this book like qualities or items, you will not be happy with this one.  This book is NOT a sourcebook but it’s more a strategy guide of how to play.  It’s fun, but know what you are getting into!  -/5

Theme or Fluff– What’s here is good, but if you have a Shadowrun game, this might not be the most useful.  The advice from the old guys is always a good place to start learning a game.  But, if you are an old guy, then you won’t find much in this book.  I enjoyed the material, but it is mostly things I learned listening to the older Shadowrun players.  4/5

Execution– PDF? Yep.  Hyperlinked?  Yep. Solid Art?  Yep.  Good layout? Yes. I’m pretty happy with this book, and I think Catalyst has learned from their past mistakes regarding layout and design.  5/5

Summary-This book is really designed for players who don’t yet have a group.  If you have a dedicated Shadowrun group that has played multiple editions, then this won’t really give you much new information.  If you know the game, then I might give this a pass.  If you are new and looking for tips and tricks on how to play and do well, then this is gonna be a great book to learn the ropes.  90 %

Ring Side Report- RPG Review of Shadowrun, Sixth World Core Rulebook: City Edition: Seattle

Product– Shadowrun, Sixth World Core Rulebook: City Edition: Seattle

System- Shadowrun 6th Ed

Producer– Catalyst Game Labs 

Price– $19.99 here https://www.drivethrurpg.com/product/286850/Shadowrun-Sixth-World-Core-Rulebook-City-Edition-Seattle&affiliate_id=658618 

TL; DR– Solid new package on the 6th Ed rules 90%

Basics–  Ready to hit the Shadows Chummer?  City Edition Seattle is a revamp of the new 6th edition rules for Shadowrun.  It’s full of errata and new layout for the same 6th edition you know.

Mechanics or Crunch– If you were hoping for a completely new edition, this is not what you want.  Sixth edition has been slightly controversial, but this book clears some of the issues with included errata.  It’s still fundamentally 6th edition however.  It works decently despite some misgivings that I have with some minor choices like only gaining a maximum of two edge per turn or deemphasizing strength for melee damage.  4/5

Theme or Fluff– While Shadowrun players may not like all the mechanical choices from the system, almost everyone loves the fluff the world provides.  It’s deep and engaging with lots of short stories.  Mechanics do match fluff and the arts and stories tie all of that together as well.  This will make you want some cyberpunk tabletop in your life.  5/5

Execution– PDF? Yep.  Hyperlinked?  Yep. Solid Art?  Yep.  Good layout? Slight missteps.  Catalyst did a good job putting a lot of errata into one package, but some things are still buried into the text.  It’s much cleaner from what was before, but some things are still buried and its easy to miss small things with huge implications like how strength might not play the major role in damage but how almost all physical contests have Strength as a major factor in a contest of ability.  4.5/5

Summary– This book is a repackage of the rules that you may or may not love.  It makes them more approachable and easier to read, but it will not fundamentally change them.  The quality of life changes to the rules are fantastic, and the usual art and story are great as well.  It’s now just if you like the basic rules or not.  I have some issues, but overall it’s still Shadowrun to me, so I am having a blast. 90%