Monday, February 19, 2024

Eberron Campaign Setting Review

 

 

Ah, the Eberron Campaign Setting.  A long time ago, about twenty years ago, Wizards of the Coast did a setting search.  I sent my proposal in, and so did thousands of others.  All hoping for a chance at fame for producing the next Dungeons and Dragons campaign setting.  Keith's setting made the cut.  Called Eberron by Bill Slavicsek, Keith Baker's setting became a new setting for Dungeons and Dragons.  Although still for D&D, it's different than what came before. The Eberron Campaign Setting describes a world that is unlike anything before.

Inspirations

Eberron is inspired by the pulp era of the 1930's. The book suggests you watch several movies inspired by the same era.  Indiana Jones and the Raiders of the Lost Ark was one of these. Casablanca was another (though I don't know how it was an inspiration -- but it's a classic movie).  The original Conan stories by Robert E. Howard certainly counts as inspiration. The Lensman series by Doc E.E. Smith also certainly counts. Certainly Buck Rodgers also counts, along with the classic Flash Gordon movies. However, thanks to the novel series and collaboration by others than just Keith Baker, the Eberron setting grew and evolved.

Innovations

Eberron, due to it's pulp era inspiration, brought a few innovations to the D&D game. These include Action Points, new races, dragonmarks, a new heroic class, and the philosophy that if it exists in D&D, there is certainly a place for it in Eberron.  This included psionics and other things as well.

Action points was one of the new innovations.  Eventually, Paizo would create hero points for Pathfinder (1e), which was based on the same idea.  Basically, you can spend a hero point to modify your d20 rolls.  This means, if a d20 roll wasn't the result you desired, you can spend an action point to modify your roll with a d6.  This is to reflect that in Eberron, your characters are larger than life heroes.  Which was already a thing in D&D.  Eberron characters just stand out.


 

The new races included certainly don't have dragonmarks.  But they represent something new about the setting.  These races include the changelings, the warforged, the kalashtar, and the shifters.  Changelings are beings that can shapeshift into other persons by using a supernatural ability that works like the alter self spell in D&D.  This shapeshifting is so complete that the changeling can replicate other beings exactly.  This makes them useful as spies and rogues.  They do not have dragonmarks.

Warforged are living constructs.  They were constructed by House Cannith to basically serve in the Last War.  Which, I promise, we will come back to. Anyhow, like the Changelings, the warforged do not have dragonmarks.  But they do have souls, which can be worked into adventures exploring that fact. Because of their constructed nature, warforged have bonuses to AC and living construct traits.

Kalashtar are the result of man bonding with Quori spirits in the past. Because these spirits are good and trying to be good, Kalashtar tend also to be good.  They are also beautiful persons, with an ethereal quality about them. And because the Quori are from the region of dreams, the Kalashtar also tend to be psionic.  Like the Changelings and the Warforged, the Kalashtar cannot have dragonmarks.

Shifters are the result of lycanthropes breeding with humans.  The result is a race that is capable of shifting with animal like features.  This brings into question that the Shifters represent the fusion of man with the natural world.  Like the warforged, kalashtar, and changelings, shifters can't have dragonmarks.

Dragonmarks are a new thing brought into being with the Eberron Campaign Setting.  The idea that the seven common races in the PHB (and incidentally, Pathfinder) can have dragonmarks.  They are purchased with a feat.  A dragonmark allows a person to have a certain spell-like ability depending on it's strength. indviduals with stronger dragonmarks have stronger spell-like abilities. While some races get only one dragonmark, and humans get five.  Also, the dragonmarks are tied to the Draconic Prophecy.  They are manifestations of the Draconic Prophecy and the dragons are trying to understand them. What the dragonmarks did was allow the formation of the Dragonmarked Houses -- financial, political, and social institutions that have at least a near monopoly on certain services.  Such as crafting and healing.


Artificers are another addition to D&D by Eberron. Artificers are a class that is made to represent the construction of magic items and constructs.  Artificers achieved this through the use of craft points and the various craft item feats.  In D&D 3e, however, the class was broken.  It wasn't balanced and so DMs would disallow the class in their games.  In fourth edition, they received an overhaul.  Which I didn't like anyhow.  When Paizo released the Advanced Player's Guide for Pathfinder, there was a contender for the Artificer called the alchemist.  Although the class was meant to represent something new to Eberron, it would take Advanced d20 Magic to provide an alternative to crafting magic items that would make this class viable.

If it Exists in D&D, then it fits in Eberron

This philosophy is the guiding light of Eberron campaigns.  Everything about D&D exists in Eberron somewhere.  This means that you can have exotic items from D&D in your Eberron campaign, like psionics.  Although each monster was given a certain flavor in order to exist in Eberron.  Mind flayers are aberrations from Xoriat, and orcs aren't seen as automatically evil. Alignments aren't concrete in Eberron either.  This means you can have good creatures do things that are thought of as evil, and evil creatures push for good things all around.

Eberron's History

The history of Eberron reflects its pulp nature.  There once was a continent spanning empire in Eberron, called the kingdom of Galifar.  This lasted for nearly a thousand years.  The empire of Galifar (lets just call it what it is) was a time of peace and prosperity.  It was divided into five geopolitical areas known as the five nations.  The scions of Galifar would rule each nation and the eldest of the scions would ascend to the throne.  However, there was a devastating war that split the kingdom of Galifar into thirteen separate kingdoms.  Called the Last War, it was almost every man for itself.  As each nation warred to have it's king or queen to ascend to the throne of Galifar. Due to a devastating attack on the nation of Cyre, which utterly destroyed the nation, the last war was brought to a halt and a treaty was signed.

Tensions run high, however.  It's almost like a cold war has replaced a hot one.  The nations spy on each other, and there are small conflicts on the borders of certain nations. While the dragons are obsessed with the Draconic Prophecy, they did little to halt the conflict once it began.

 


Eberron's Technology

Eberron is definitely set apart by it's high technology.  As reflected above, the most obvious example is the Lightning Rail, a train that runs on magnetic levitation.  Produced during when the Kingdom of Galifar was at it's height, the lightning rail represents what can be done with magic in Eberron. Magic is definitely seen as a tool by everyone that uses it.  Through magic, man and other races have created great wonders. But, like what happened to the Mournland (Cyre) and what happened to Mordain the Fleshweaver, magic itself is a tool that can be misused.  Although Eberron is described as medieval, it's technology certainly places Eberron in the late Renaissance era.  It's more like modern times, like the early 1920's of our history.  What else sets Eberron apart from other campaign settings is the lack of gunpowder.  There is no gunpowder on Eberron.

Looking forward to the Future

The Eberron Campaign Setting is certainly innovative. It describes a setting that is not like other settings. Unlike Forgotten Realms, Greyhawk, Dragonlance, and others -- it certainly has potential moving forward.  I foresee that the Eberron Campaign Setting certainly has potential and this has been realized in the Dungeon Masters' Guild.  Where anyone can contribute to the setting.  This has certainly been good for the setting as a whole.  Certainly more novels will be produced in the future, and more pulp campaigns will be realized. The Eberron Campaign Setting certainly has a bright future ahead of it.  Although I could have discussed more about what was in this setting, mind you this is only a review and I could not talk about everything.

Friday, February 9, 2024

More Magic and Mayhem Review


 Ah, More Magic and Mayhem.  I received this book back in 2007 as part of the Necromancer Games' gift exchange.  I wanted the book so I can use it.  And thanks to Advanced d20 Magic, I can.  More Magic and Mayhem is a magic sourcebook for the World of Warcraft Roleplaying Game (which is now not considered to be canon). Since the book was written for D&D 3.5, it can be easily used for that game.  Since the license for the WoW RPG expired, the book is also rare and it can cost more than fifty dollars to buy from Amazon. But what makes this book so good is the goodies that are inside it.  Such as the magic items, and not to mention, the magic spells.

The book starts off with some new classes and prestige classes.  New classes include the Inscriber, the Witch Doctor, and the Runemaster.  Both the inscriber and the runemaster deal with runes and glyphs of Azeroth.  While the witch doctor deals with mojo magic.  New Prestige Classes include the Argent Dawn Templar, the Enchanter, the Ley Walker, and the Steam Warrior.  The argent dawn templar is simply a class created to fight the undead of the plague lands.  The enchanter is capable of enchanting objects (although this class is competing with the Artificer in Eberron), and the ley walker follows the ley lines of Azeroth.  The steam warrior uses technology and mechs to fight.

Then there are some new feats to choose from.  There is a new feat category called Totem Feats, and are related to the Totem spells that shamans can use.  There are also alchemy feats, which are used for the alchemy portion of this book.  However, the Alchemist class from the Pathfinder Roleplaying Game can make use of these feats, if they wish.  Since More Magic and Mayhem are about magic and technology, most of the new feats are geared towards spellcasters.


In the next chapter Alchemy is addressed.  Each alchemical item has a DC associated with it's crafting.  The alchemy items addressed are from the WoW MMORPG -- and includes most items from the World of Warcraft game.  There are none items addressed from the Burning Crusade or other expansions.  Still the chapter can be useful for Pathfinder Alchemists, if the GM wants to expand on alchemy for his Pathfinder game.

After the section on Alchemy, enchantments are addressed. Again, enchantments from the World of Warcraft MMO are addressed, and no enchantments are addressed from the expansions.  Can they be used for a regular D&D game or Pathfinder 1e game?  Yes, they certainly can be.  The enchanter prestige class becomes important for enchantments, though.  Of course, the various crafting feats can be used instead.  The class isn't broken, although you'd have to break items to get the various items for enchantments.

The next section talks about runes. Since all the runes listed are for Azeroth locations, I don't use the inscriber or runemaster for my games -- as converting runes for my game world (Eberron) would be quite a hassle.  IF you are playing the WoW RPG, then the runes become important. Runes are a part of World of Warcraft.  That is why they added Inscription from the Wrath of the Lich King expansion.

After this chapter, spells are discussed.  All of the spells are magical abilities from the WoW MMO, so they become useful.  Some spells are not, such as sense demons. However, the spells are important enough to be mentioned -- and I converted a few to the Advanced d20 Magic Dynamic Spellcasting system.  Allowing me to use them, which isn't funny.  This chapter, to me, is pure gold.  I'm using the spells from this chapter in my Eberron game.


The fourth chapter of this book deals with magic items. The chapter talks about how magic items work in the game and lists many magic items that are apart of World of Warcraft.  While these items can expand your regular d20 or Pathfinder game, you may find that these items are apart of World of Warcraft lore, and many of them work in World of Warcraft.  Some of these items could be curious items in your game, of course.  Your GM has the right to approve of any item you wish to create from this chapter.

The last chapter deals with technology. Since most worlds are medieval, or Renaissance, the technology chapter is the least useful.  While technology was introduced in previous Warcraft games, almost all technology worked with the Phlogiston.  That property of the Warcraft world is discussed in Magic and Mayhem.  Still, there is an engineering skill in World of Warcraft that deals with technology.

This book is a good buy, from the usefulness of the spells alone.  Combined with the savvy of the system in Advanced d20 Magic, you will have a lot to add to your game. I recommend it if you are a fan of World of Warcraft.  If not, it's still useful.  Remember, its your game and you have to be judicious in what you will allow in your game.

Thursday, February 8, 2024

Advanced d20 Magic Review

 

Advanced d20 Magic cover

 

Advanced d20 Magic is the best magic system for Dungeons and Dragons, hands down.  A no level approach to magic, it's a system that does require math to work out.  All you are doing is add and subtract for this game system -- simple mathematics, really.  No Calculus is needed for this system.  This system is devised by David and Michelle Lyons for the Slayers d20 game by Guardians of Order (now owned by White Wolf, which is owned by Paradox Interactive).  Now, in this version, David and Michelle Lyons brings the magic system of the Slayers fully to regular D&D.

How the System Works

The system, called Dynamic Spellcasting, works by treating every spell at default like a spell you can cast at a single action as a stilled and silent spell.  As long as you are prepared to resist the drain (this part works like Shadowrun's magic system).  You cast a spell, and then you make a fortitude save to resist drain.  In BESM d20 games, this means you suffer drain of your energy points.  In regular d20, if you aren't using the optional Spell Points system from Unearthed Arcana, you suffer non-lethal damage for casting a spell.  How much damage depends on how powerful the spell is.

By Anthony Cournoyer.

A spell like fireball (Casting DC 31) will have you resisting 1d10 damage, for instance.  While a spell like wish (Casting DC 101) would have you resisting 16d10 damage.  As a result, you'll have more success casting spells with a lower Casting DC than a higher one.  Each spell has a Casting DC.  Which is the Difficulty Class of your fortitude drain.  But don't worry, you have the tools to reduce the punishment.

Forms and Focusing Agents

The system presents a number of forms to increase your chances of casting a spell. These include Invocations, Incantations, and Rituals.  An Invocation is one where your mage casts spell by invoking it's name -- loudly.  Everyone will know what kind of spell your casting when you invoke the spell while gathering it's energies.  That gives you a +5 bonus to your roll.  Another thing you can do is make an incantation.  This means you ritually chant while gathering the spell's energies.  This offers another +5 bonus to your roll. They stack, guys.  Additionally, you can cast it as a ritual, which offers a bonus depending on how long you do the ritual. That also stacks.

Additionally, you can add a focus to the roll.  This can be either basic (like a Divine Focus -- ie. your holy symbol) or an expendable focus (like bat guano for fireball).  These can offer +2 or +1 (or both) to your roll. Finally, you can make an investment of body (sacrificing hit points) and/or an investment of mind (sacrificing a number of experience points to cast your spell).

Metamagic Feats and Dynamic Spellcasting

 Two metamagic feats are included in the Casting DC of each spell -- Still Spell and Silent Spell (see the D&D 3.5 Player's Handbook or Pathfinder Roleplaying Game Core Rulebook).  You can cast any spell as one standard action as a still spell and silent spell.  The invocation and incantation forms just makes this easier. Adding any other metamagic feat (or a combination of metamagic feats) to your spell increases it's Casting DC.  Thus it makes the spell harder to cast. But worth it if you can pull it off.  

There are other rules to consider.  There are rules for cooperative casting, multiple spells, what happens if two different spells are cast -- and if they cancel out. There are rules for spell resistance, and controlling the magic if you fail your fortitude saving throw. Learning a new spell takes a number of slots.  A spell like goodberry would take one slot to learn, while wish would take four slots to learn. 

By Shaman's Stock Art (Anthony Cournoyer)

Even learning new spells are easy with this system.  All you need a copy of the spell and/or a teacher.  You learn the spell with a basic Knowledge: Arcana check or a Spellcraft Check with a DC that is -10 the Casting DC.  Thus, learning fireball only takes a DC of 21 to pass.  Easy enough, so far.  Inventing a spell with this system also is easier. You just need to work with your DM/GM and he sets the learning DC, and you have to pass the check to learn the spell.

Magical Characters

This chapter shows how you can use the system with existing rules.  For instance, it balances out the Dynamic Sorcerer class.  And then there is the magic attribute, and that is handled by this system.  Plus, each magic using character class in regular d20 is converted to this system.  For instance Sorcerers have 80 slots to learn spells, but get magical drain resistance.  Wizards can learn any spell they please, and divine spellcasters take one round to cast their spells.

Magic Items

There is a system for handling magic items. Again, you have to roll against DCs to make magic items, but you can add the spell needed and make the required investments of mind to make the magic item.  Easy peasy.

Converting Spells

Finally, there is a chapter on converting spells from other d20 System products (or Pathfinder 1e products!).  It's simple, check the spells base Casting DC, check what priority the spell has -- remember if a Wizard or Sorcerer gets the list, it's first in priority. Second, check see if it requires a focus of some sort, or a ritual form.  Then check if it requires an investment of mind or body.  Then check it's level to see how many slots it can take.  And wholla -- you converted the spell!

As an example, a spell taken from More Magic and Mayhem, the spell corruption!  Corruption is a first level warlock spell that normally takes 1 standard action to cast. This makes the Casting DC 20, since it is a Warlock spell -- it's treated as a sorcerer/wizard spell. Since it is a first level spell, it takes one slot to learn.  Easy enough!

So, since this is a great system -- it's compatible with all editions of D&D and Pathfinder -- why can't you get it from DriveThruRPG?  Well, I don't know what happened, but the only way to get Advanced d20 Magic is second hand.  You have to download it off the internet for free in order to enjoy it. Believe me it's worth it.  It will take your game to the next level, yes.

Tuesday, February 6, 2024

Eberron: Secrets of Magic

 

EBERRON

THE SECRETS OF MAGIC CAMPAIGN

Some say that the ability to command great armies is power.  Of course, Queen Aurala of Aundair certainly commands armies to do her bidding.  Some say physical strength is power.  Just look at the physical might of any Warforged.  Or anyone that has practiced body building to great extent.  Certainly physical strength is power.  However, the wizards of the Arcane Congress has a better idea of power. Their saying: Scientia est Potentia . . . Knowledge is power.

Welcome to the Secrets of Magic campaign!  A campaign beginning in Aundair, but the travels of the party might take them outside of Aundair in search of power and magic. The heroes (the PCs) start off as magic using classes that have completed their apprenticeship, i.e. level one.  They are about to start their Journeyman stage of their mastery of magic.  Their masters of magic have taught them magic and they are ready to start their journeys.  On their journeys, the PCs must learn new magic and become masters in their own right in order to reach their goals.

Campaign Dynamics

 This is a Pathfinder 1e campaign.  To be frank, it's centered around a group of arcane magic users that have attained their apprenticeship and have graduated to Journeymen.  The player characters are expected to start out as magic users (wizards, sorcerers, summoners, etc.) but may discover other paths as they accomplish their goals.  As time goes on, as they journey, they will come across new magic. 

For this campaign, the following books will be used:

* PATHFINDER Roleplaying Game, Core Rulebook: The bulwark of the campaign.
* Advanced Player's Guide: Summoner class, other class options, and new spells.
* Advanced d20 Magic: Contains the magic system we will be using. It's a simple system of add and subtract.  It's not available on Drivethru, so you will have to download it.
* Unearthed Arcana Specifically, the Spell points optional rule. On page 156. After reading the rules in Advanced d20 Magic on drain, it should be easy to understand why we are using spell points.
* Ultimate Magic: Magus class and new spells.
* Advanced Class Guide: Arcanist class.
* Eberron Campaign Setting: This contains the basics of the world we are using for this campaign.
* Races of Eberron: Talks about the four new races introduced in the ECS.
* Five Nations, especially the chapter on Aundair.

 


Classes Allowed: Wizard, Sorcerer, Arcanist, Summoner, and Magus. Multi-classing into other classes is possible. Just not the Gunslinger. Gunpowder doesn't exist on Eberron. Just remember that the Arcanist, Summoner, and Magi has to be converted to Advanced d20 Magic. Should be easy, after looking at how the other spell using classes work. I'll be willing to work with you. NO CUSTOM CLASSES!

Races: Any race in the Eberron Campaign Setting book and Races of Eberron book works out fine. Kalashtar also work as a choice, just remember this game is centered on spellcasters. Just remember, some Warforged feats work best as Alternate traits.

Character Creation Dynamics

* Purchase method; 20 ability points.
* Two traits.
* Average starting gp.
* 1st Level
* Starting spells from Advanced D20 Magic and the Pathfinder Core Rulebook. You will discover more powerful magic on your journey. Try to choose starting spells with 1 slot to learn.
* You start off knowing each other as friends and/or colleagues. Your friendship between each other should grow as the campaign progresses.
* Alignments: Any of the alignments are possible -- but try to stay away from evil alignments, I'd like to play all the bad guys.
* Character backgrounds: You can use Ultimate Campaign to generate your background. Or, if you are feeling adventurous, you can get a copy of Central Casting: Heroes of Legend by Paul Jacquays and generate your background using that.

Okay, that should cover everything. You start on your journeys as Journeymen. You won't be acknowledged as a Master until you reach 10th or 15th level. If you have any questions, don't hesitate to contact me.

Tuesday, December 12, 2023

Why Shadowrun is better than D&D

 

Shadowrun is much better than D&D by all accounts.  Although Dungeons and Dragons from Wizards of the Coast is marketed as the best Roleplaying game, you have to remember that D&D, and Pathfinder, and most level based games have a knack of pidgeon-holing your character into a particular role.  If you choose to be a paladin, then you are stuck playing a paladin (because that's your character class).  Although 5th edition has been trying to tool with alignments, it still doesn't bring you the freedom that Shadowrun has.  Shadowrun is clearly superior to Dungeons and Dragons in a number of ways.

Character Creation


 

Take for instance, the differences in character creation.  Dungeons and Dragons has you rolling for attributes, or buying them with points.  Or you may start out with a particular array.  Shadowrun, and particularly 4th edition, has you buying your attributes with 200 build points.  Now, of course Pathfinder and Rolemaster has you buying attributes too.   Just that both of these games handle the next step differently.  By your race and role.

Both Shadowrun and Dungeons and Dragons have you choose your race.  In Dungeons and Dragons and other games like it (Pathfinder, for instance) you choose your race: whether elf, human, dwarf, halfling, gnome, half-elf, or half-orc.  In Dungeons and Dragons, your race confers you certain benefits.  Like for instance a human may get an extra feat, and an extra skill point.  And an elf may get other benefits.

In Shadowrun you pay for the privilege of playing a different race other than human.  This represents how rare each metatype other than human is.  Like it costs 20 build points to play an orc, and 30 build points to play an elf.  And each metatype, other than human, has certain advantages in Shadowrun (see SR4A, page 81).

In the next step you choose your role.  In Dungeons and Dragons role is defined by your class, in Shadowrun, you define your role through the taking of qualities (something like Advantages and Disadvantages in Steve Jackson Games' GURPS).  Dungeons and Dragons still has you picking a class.  In fact, many players would pick a class based on the party's needs and not their wants. 


Take for instance you wanted to play a paladin.  In D&D you'd pick a class called paladin, and this determines some basic factors about your class.  In both D&D and Pathfinder, this would be your base attack bonus, your saves, and your class abilities. In Shadowrun you make your own role.  You aren't pigeon-holed into a particular class and role (say, like tank or healer).  You make your role your own. You want to play a mage?  Then you spend 15 build points to take the magician quality and gain the powers of a magician.

You want to play a paladin in Shadowrun?  Then you take the code of conduct quality and choose Chivalry as your code of conduct. In Shadowrun you define your role.

Both games have skills.  In D&D, skills define what you know and feats define what you can do.  In fact, in third edition D&D, the fighter got all the feats and the rogue got all the skills.  In Shadowrun, there are active skills -- which are defined as what you can do; knowledge skills, which define what you know; and language skills, which define how well you communicate in your chosen languages (Shadowrun's world is a global village). 

These are chosen through build points (you get a lot of build points).  In D&D there isn't a lot of skills, but there are a lot of feats. In Shadowrun there are more skills -- however room is given for the Game Master (Dungeon Master in D&D) to define other skills if the need arises.

After you build your characters, you go on adventure in D&D, and in Shadowrun you go on shadowruns.  In D&D you are expected to be good, in Shadowrun, you're a criminal. Both games offer an escape, and both games handle these differently.  As a result, both have their flaws.

Game Concepts

The flaws in both games are in the mechanics (or game physics as I like to call them).  D&D has you rolling primarily the d20.  That's why the system as a whole was called the d20 system during the 2000s. 

Shadowrun uses the d6.  In fact, it uses dice pools, which are multiple d6s.  If you roll a 5 or a 6, it's called a success. If you rolled more 1s than you have 5s or 6s, you glitch.  And if you roll just a number of 1s and no 5s or 6s, you critically glitch.  Which is a spectacular failure in Shadowrun.  While in D&D you roll the d20 to resolve most rolls, in Shadowrun you roll d6s.  While the chances are just about the same, you find that you have a better chance of success in Shadowrun than in D&D or Pathfinder.

Conclusion

Both games have their flaws.  Both games have their strengths, and both games provide some fun.  While in D&D you primarily play a hero (depends on which world you play in, remember?),  in Shadowrun you play a criminal out to break the law and are considered a deniable asset to your patron.  In D&D you become the Man.  In Shadowrun you stick it to the Man.  Although Shadowrun is better than D&D, you play different roles in both, and in both you can be successful in having fun.

Wednesday, December 6, 2023

Rifts Lone Star Review

 

Today, I'm reviewing Rifts World Book 13: Lone Star by Kevin Siembieda.  Basically the north half of Texas, Lone Star is about the genetic engineering lab called the Lone Star complex.  It is here that "mutant" dogs are bred and genetically engineered.

The book begins by touching on the ten thousand year history man has with the dog.  While the dog was genetically engineered from the wolf ten thousand years ago, the dog has become man's best friend.  For instance, in the Fertile Crescent, dogs were buried with their masters when their master died. Flash forward to the time of Rifts, and the dog has been genetically engineered to become a two legged biped with human intelligence.

Then the book touches on how to create dog boys (what the Coalition calls the mutants) for your game.  The book goes into different breeds of dogs, and how they are used within the Coalition States.  The book also touches on the creation of other mutant animals -- like big cats and apes. And also other mutants.

My Game

I ran a short lived game of Rifts.  It was a playtest of Rifts Lone Star.  The players had to create characters that were all Canines.  And we had fun playing in southwest Kansas.  The dog boy rules seemed to work and, keeping balance, we managed to do combat well.  The game was balanced, for Rifts that was saying something.

Like Rifts World Book 14: New West this book has something to contribute to your Rifts game. Whether it be Savage Worlds Rifts or original Rifts.  The balance wasn't all over the place, and it stayed on one locale.  You should go on Drivethru and pick up a copy. I recommend it.

Thursday, November 16, 2023

Shadowrun: 4th Ed. 20th Anniversary Core Rulebook Review


 Today, I'm reviewing the Shadowrun: 4th Ed. 20th Anniversary Core Rulebook by Catalyst Game Labs.  Alright, to me this is the best incarnation of Shadowrun since FASA first published Shadowrun in 1989.  In this game, you have a lot of options to make your character unique to others.  And strangely enough, 2019 marked the 30th Anniversary of this game, and so Catalyst Game Labs has since released Shadowrun: Sixth World.  Or sixth edition, to be fair.

 Shadowrun is a Roleplaying Game like Dungeons and Dragons, GURPS, and Rolemaster.  Although its set in a dystopian world where magic has returned and there is high technology in the form of cybernetics, computers, and other things.  Shadowrun is a mixture of Dystopian Cyberpunk and Tolkien Fantasy.  The game is inspired by Bladerunner, Minority Report, Neuromancer, and the Tolkien novels.

Man Meets Magic and Machine

The premise of Shadowrun is simple.  You play a character called a Shadowrunner.  Someone who lives in the outskirts of society.  The world has changed in fifty years. Corporations weild the power of nations, the cities are sprawling metroplexes, and as I said before, magic has returned.  The USA lost it's western states to the native Americans in a great war of magic and machine called the Great Ghost Dance.  And humanity has changed since the awakening in 2011.

Elves, dwarves, orcs, and trolls had thrown off their human disguises and joined the ranks of humanity.  And other things changed since the coming of Halley's Comet.  Humanity even further changed, introducing the Changelings into the mix (which have strange genetics, some even have reptilian appearances.)  As magic returned, so did the means of using magic.  Magicians -- from hermetic mages to shamans -- do magic in the streets.  And there is a world wide internet called the Matrix, which has become wireless.

As a Shadowrunner, you run the streets doing missions for the Corporations. These can include industrial espionage missions, bounty hunting, magical investigations, and other missions.  The GM should be inspired by James Bond, the adventures of Jack Ryan, and a host of other movies and television shows.  There is a cold war between corporations, and your character is in the thick of it.

Shadowrunners are originally thought of as terrorists, but they are operatives that are typically outside of the law.  They run the shadows, they are in the shadows, and they are equipped with magic, guns, computers, cyberware, and bioware.  Enhancements that allow them to do their job.


 

The System

Shadowrun uses simple six sided dice as it's core mechanic.  You roll six sided dice to resolve tests. The GM may set a target number, and usually you have to roll 5 or better to get a success.  The more successes you have, the better you are at that test.  Although sometimes lady luck can go against you, and if you roll more 1s than 5s or 6s, a glitch can happen.

Frequently asked questions: 

Are there classes?

No, there are no classes.  There are some sample characters which you can draw inspiration from.  From a Bounty Hunter to a covert ops specialist, to a combat mage, to a hacker, to a technomancer (someone who can interface the matrix without a Comlink), to a street samurai, and others.  They show what can be made with the system.  Unlike D&D, Shadowrun doesn't use classes.

Are there alignments?

No, and that's part of the game's charm.  D&D introduced the concept of aligmments, and games could be black and white.  In Shadowrun, there are only shades of gray.  Your character has no alignment, so you can play the character the way you want.  Want someone like James Bond? You can.  Only you aren't pigeon holed into playing a character in a way that Aligments can.  It's your character, you're free to play that character the way you want.  Of course, you have to deal with the consequences of your character's choices.

How does Magic Work?

Magic works differently in Shadowrun.  Every spell has a force rating that you can normally cast.  These ratings are typically from 1 to 6.  And sometimes can go beyond that. A magician can know many spells (typically about twice your Spellcasting skill at character creation).  And there are many spells to learn. Magic typically has a line of sight range.  You can cast an unlimited number of spells, but eventually that can take a toll on your character.


 

  How does the Matrix work?

The matrix works like a wireless network across the whole world.  Just like we have wireless phones, and wireless networks, so the Matrix is a vast wireless network.  It's been wireless since 2064 in Shadowrun.  Your character is a hacker or a technomancer.  The hacker still relies on a computer called a Commlink to access the matrix.  While the technomancer can do it instinctively without a Comlink or other computer.  The hacker uses programs to interact with the Matrix, while the Technomancer uses complex forms and sprites.  Programs (and their technomancer counterpart, complex forms) can have ratings up to 6.

 Conclusion 

Shadowrun is a good game, it has been for nearly 40 years.  It has been a cyberpunk RPG that has endured beyond other games like it.  Like Cyberpunk 2020 and Cyberpunk Red.  It's premise is simple, and you can create a whole number of characters using SR4A.  Thankfully it's on Drivethru, the game is cheep to get into.  The core rulebook only costs 15 dollars on Drivethru, and you can get the core sourcebooks for less than 60 dollars.  


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