Ring Side Report- RPG Review of Shadow Spells

Product– Shadow Spells

Producer– Catalyst Game Lab

Price– ~$7 here http://rpg.drivethrustuff.com/product/137717/Shadowrun-Shadow-Spells

System- Shadowrun 5e

TL; DR– Good, but more for your GM.  92%

 

Basics– Always geek the mage first!  Shadow Spells is the first pdf book to be released post Gen Con for Shadowrun.  This book builds on larger magic book Street Grimoire by introducing new traditions, new threats and allies in the shadows, and ending with new spells and abilities for mages of all sorts.

 

Mechanics or Crunch– This book does have some cool stuff in it, but most of the presented crunch is focused on making the GM’s life easier.  The book introduces several new threats and allies for the PCs to tangle with, and they are all well done with fun new magical powers.  On the PC’s side, the new traditions all look great and look fun to play with.  The best thing introduced by far in this book is the Norse tradition.  So if you want a mage who has a crow familiar and worships Loki for power all the while screwing with everyone with illusions, then this is the book for you.  The powers and spells are ok.  Nothing is bad here, but most of the spells have extremely limited use.  There are some winner spells that are pretty useful on most runs.  However, most of these might be spells you buy later, as most of what’s here is not the kind of spells you would pick up at character generation when you only can choose 10 spells.  4/5

 

Theme or Fluff–   I love the way Catalyst presents information in their books.  Instead of “here is X information”, everything is always presented as an internet post with people commenting on what just was presented either to provide new information or to provide some snark.  It might not be laughing out loud comedy, but it’s funny and entertaining enough to keep you reading and interested in what is basically a textbook on obscure magical persons and traditions in the sixth world.  5/5

 

Execution– Much like the rest of the short Shadowrun PDFs, this one is well done.  I’d like a few more pictures and some more white space to break up some text, but overall, I enjoyed reading this.  It never felt like a slog through dense, boring text.  There are some cool pictures as well as some nice text boxes to break up the text and give the reader a chance to breath.  These all help to keep me interested and entertained rather than bored.  Some things I would have liked to see are some pictures of the named characters in this book as we see some pictures of the named people of interest, but not all.  But overall, it’s a well done book.  4.75/5

 

Summary– I love magic in Shadowrun.  It’s always fun to take down a fully armored troll street samurai with a timid elf pinned down in an alley.  This book adds some more story to the Shadowrun world.  Overall, it’s pretty well done, but if you don’t play a mage, then this book is completely useless to you.  If you don’t want to play an obscure tradition, then this book doesn’t help you either.  As a GM, this book is very useful as it provides a new set of enemies and powers that you might want to throw on an enemy.  For the average player, you really have to consider what you want.  This book provides some great character options, but it might not be useful to most players.  92%

Daily Punch 10-01-14 Generalist quality for Shadowrun 5e

If we have a specialist, how about a generalist?

 

Generalist

Cost: 15 karma

If you don’t master anything, then be better at everything than most!  When you use a skill that you are trained in and do not have a specialization in, gain a one bonus die to the die pool.

Daily Punch Specialist quality for Shadowrun 5e

I’ve been reading lots of Shadowrun lately.  Let’s see what I can come up with.

 

 

Specialist

Cost: 15 Karma

What you practice, you really practice.  Whether its shooting round after round at the same target at the range or just learning to make that pretty Troll at the bar smile on command, when you focus on something, you make sure you do it well.  When you gain a specialization in a skill, you roll three dice instead of two.

 

 

Thoughts?

Ring Side Report- Board Game Review of Shadowrun: Crossfire

Game– Shadowrun: Crossfire

Producer- Catalyst Game Labs

Price– $60 here http://www.amazon.com/Catalyst-Game-Labs-CYT27700-Shadowrun/dp/B000B2VCDG/ref=sr_1_1?ie=UTF8&qid=1409799537&sr=8-1&keywords=shadowrun+crossfire

Set-up/Play/Clean-up– 20 min per player (2-4 players)

TL; DR– Randomness hurts the story. 84%

 

Basics-Welcome to the shadows, chummer.  Crossfire is a co-op deck building card game where players take the roll of different Shadowrun characters.  Each character chooses a race and a roll.  The race give you hit points, a starting hand size, and  starting money.  The rolls are twofold.  The rolls give you a starting deck of cards as well as determine what cards will attack your character.  The players then choose a scenario.  The scenarios give you a set up conditions, new rules, and a story.  Aside from the scenario specific changes to the basic game, the game goes as follows.  A number of obstacles are dealt out equal to the number of players.  Each obstacle has a color and that obstacle will attack a player with the same roll color.  Then, players take turns as follows.  First, the start player draws a crossfire card.  This card will give an effect for the round such as increased damage to players or players not being able to heal.  Some cards also have an effect if enough crossfire cards are in the discard pile.  Next, the player play cards with icons that match the current icons on any obstacle to damage it.  If the players play enough cards to completely damage an obstacle, then the players get money.  Otherwise, counters are used to indicate the next icons that have to be played on the obstacles to defeat them, so damage to an obstacle is tracked between players.  When the player is done playing cards on obsticles, any obstacle in front of him/her damages that player.  Finally, the player draws cards if he/she has less than three cards, buys cards from the center, and play passes to the next player.  This player takes an almost identical turn except does not draw a crossfire card.  Play continues until it’s the start players turn, a new crossfire card is drawn, and the game continues.  If all the players do not have an obstacle in front of them, then the crossfire pile is discarded.  The game keeps going until the players beat the scenario or a player dies.  If the players beat the scenario, they score karma (experience) based on the scenario.  If a player dies, then the players run away and only get one karma each.  Between scenarios, players can spend karma to upgrade their characters, but they almost always start with the same basic cards in their starter deck.

 

Theme-This game feels like a stripped down Shadowrun game.  It’s fun, but you don’t get the complete experience.  There is a bunch of Shadowrun things here ranging from quotes and story starts for the scenarios, but the games random nature makes the cohesiveness come apart a bit.  You don’t get the story you would expect from a standard night of playing Shadowrun, the Pathfinder adventure card game, or the Lord of the Rings card game.  Both of those card games have more targeted effects and story.  Make no mistake, this is Shadowrun.  But, it’s not as Shadowrun as I wanted. 4/5

 

Mechanics– Your enjoyment of the mechanics of this game will directly reflect how many people you play with.  If you play with four, this game is awesome.  Each player gets a roll; everybody gets a ton of turns to help, even if one player has all the obstacles in front of him/her.  The mechanics of building a deck, using icons to target icons to damage an obstacle, rolls, karma, and money will all work pretty well.  But if you play with three players, or god forbid two, this game is a ride on the pain train.  With fewer players, the current players take more rolls.  But, those same players DON’T take more cards for those rolls.  You take two roll cards, choose one, and then get the base cards for the roll you choose, not the one you didn’t.  This means you get fewer icons and can still be target by obstacles from that color.  That’s a problem as the random nature of the obstacle deck means the Orc Decker/face could get all face obstacles even though Orc only has Decker cards.  That player will die, and his/her partner won’t be able to do anything because the center market cards could only be black attacking cards.  The balance is off if you are missing players, so that is a very troubling problem for me as my wife and I typically only play co-op cards together. 4 /5

 

Instructions– The instructions are ok.  The rules start with a quick start guide, but the quick start isn’t quick, and to really understand the game, you have to read the full rules anyway.  Also, the rules hide some of the more fiddly bits of the game in text.  They rules do a decent job of explaining the game, but it could use a bit more polish and a one page external summary of what to do to get you playing in under five minutes. 4/5

 

Execution– I like what I see here, but the game makes a very BAD sin!  This box is full of cards, room to expand the decks, glossy character cards, stickers, and lots of nice, hard tokens.  The cards don’t bend or tare easily.  A major complaint a while back was that the stickers would ruin the game.  But, the glossy cards and the stickers work together to hold the stickers just enough to keep them on the character cards, but not hard enough to make it a pain to change stickers.  However, this game could really use a start player marker among the many other tokens.  Also, the book says to just use a dry erase marker to track karma on the characters.  But, no marker comes in the box.  I HATE when instructions do that.  If you tell me to use something to do X, by god, you better have put X in the box!  This game has a MSRP of $60, and I don’t get a nice way to track karma besides buy another thing?!  Why not give me stickers? What’s here is well done, but what’s missing is pretty obvious. 4.8/5

 

Summary– This is a fun game, but your fun will really very with the number of players you got.  Like any good Shadowrun RPG game, you need all the bases covered-one person on magic, another on computers, a talker, and a guy/gal with a gun.  Playing a game without those people will really make life that much more hard, and that’s reflected in this game.  It’s fun, but it’s punishing if you don’t have that full party.  Another problem is the story.  It’s there, but get used to randomness.  I’d like a bit more targeted problems for my team to deal with, so each game fits the story, not just random encounters.  This game is fun, its one I want to play more of, but it’s one that I know the sheer randomness of could really make me hate playing.  A bad draw, and a bad night can really spin out of control easy.  What this game really needs is more options and cards.  I really want some more cards for characters, half rolls, and more scenarios.  If Catalyst promised semi-regular releases of this game, I’ll keep buying!  Keep that in mind, shoot straight, never deal with a dragon, and you will have a great time. 84%

Daily Punch 9-2-14 Skilled Wire implant for Shadowrun 5e

Been thinking about data jacks and directly plugging in to a device.  Why not have a cord you can control?

 

Device

Skilled Wire (rating 1-6)

Essence

0.1

Availability

4

Cost

rating x 300 Y

Skilled Wire is a single cord that is implanted either directly into your arm or leg and is directly connected to either a RCC, deck, internal commlink, or a datajack.  It can extend up to one meter.  Skilled wires have a pilot rating equal to its rating, can only be given commands remotely, never be actively piloted, but you are always consider to be directly connected to it and anything it connects to.  It can not be hacked as it and any device are consider to be connected, never in wireless mode. As a simple action, you can command Skilled Wire to directly connect to a device with a data jack.  Skilled Wire will attempt to do so stealthily with a stealth dice pool equal to double its rating.

 

 

Thoughts?

Daily Punch 8-7-14 Extra specialization quality for Shadowrun 5e

How about being able to specialize in more then one thing in Shadowrun 5e?

 

Extra Specialization

Cost: 10 + 5  karma per specialization beyond the first.

You focus on one area and really spend your time working on that to the point all facets of that task are almost second nature to you.  When you take this quality, you may spend additional karma to specialize in a skill that you are already specialized in.  You must specialize in a second area.

 

Thoughts?

 

Daily Punch 8-4-14 On the Money quality for Shadowrun 5e

I’ve had quite a few players at my table get mad when they only grazed a target, let’s fix that.

 

On the Money

Cost: 4 Karma

Life is a lot of absolutes for you: food/no food, rent money/sleeping in the car, hit/miss.  When you attack a target with a melee or ranged weapon and you score a grazing hit, you are considered to have hit the target doing base damage for the weapon or ammunition.

 

 

Thoughts?

Daily Punch 8-1-14 Summoning Sickness quality for Shadowrun 5e

I’ve been making a lot of good qualities for Shadowrun 5e, how about a bad one….

 

 

Summoning Sickness

Bonus: 5 Karma per Level (Max 4)

RequirementSkill ranks or skill group points in Conjuring skills equal to the level taken for this quality.

You play with spirits, but they don’t play nice with you (kind of like cheap McHugh’s sliders)!  When you use a skill from the Conjuring skill group, you gain extra drain equal to the level(s) you take in this quality.  Determine if the drain is physical or stun before adding the additional drain from this quality.

 

Thoughts?

Daily Punch 7-31-14 Fading Fade quality for Shadowrun 5e

I’ve heard Technomancers feel left out, and that complex forms are not very good.  Its powerfull, but the backlash is too much for it to be usefull.  So, how about a quality that will help them?

 

 

Fading Fade

Cost: 7 karma per rating (Max rating 3 )

You are a master of your mind and the matrix.  The inner math that makes the wireless world go round is something that you don’t even think about anymore.  When you use a complex form, reduce the fading value by an amount equal to the level of this quality.

 

 

Thoughts?

 

Daily Punch 7-30-14 Special Spell Training quality for Shadowrun 5e

We all focus on what we’re good at, so how about some focus for spell casters in Shadowrun?

 

Special Spell Training 

Cost: 10 Karma

Benefit: You’ve spent time working on one type of spell, so much so you don’t even feel the spell as it drains you.  When you take this quality choose a type of spell (combat, detection, etc), when you cast that spell of that type reduce the drain by 2 to a minimum of 1.

 

 

Thoughts?