Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts

Saturday, October 25, 2025

Rokugan d20 Review

 

It seems that a lot of people from China are viewing my blog, based on my blog's statistics. Although, I'm no Communist -- and I'm not for dictatorships either -- it seems that I am at least ready to review the Rokugan Campaign Setting for the d20 system.  Produced by Alderac Entertainment Group in 2001, it was written by Rich Wulf, Shawn Carman, and Seth Mason.  This is a beautiful book, lavishly illustrated like the Oriental Adventures book for third edition.  I'm reviewing a PDF copy of this book, and I do own the hardcover.

 The first thing to remember is that Rokugan isn't Japan.  It's a high fantasy land based on the culture of Sengoku era Japan and Miyamoto Mushashi's Book of the Five Rings.  There are some Chinese elements in Rokugan, but it's not China either.  Like I said, it's a High Fantasy land that borrowed a lot from Japan and some from China.  I love this book, Rokugan -- next to Greyhawk -- is a place where I would set an ongoing game.  Also, I did another review of this book on RPG.net

So, lets go for it.

The Introduction

The introduction of Rokugan goes on to explain  to players of the d20 system all about Rokugan, the Five Rings, and explains to players that they take on the roles of noble Samurai, mysterious Shugenja, enlightened monks, shadowy ninja, and finally wily courtiers.  Whole games can revolve around one or more of these elements. 

Next, it explains how one can use this book with Oriental Adventures. Since this book, Rokugan, expands on the information explained in Oriental Adventures.  Finally, it does explain why Rokugan is based on Miyamoto's Book of the Five Rings.  The roleplaying opportunities are endless.

Character

 This section goes over the Great Clans of Rokugan, their families, and favored classes for each major family.  Like for instance, the Doji of the Crane Clan make good Courtiers.  While the Isawa family make good Shugenja.  And the Shoshuro family produce good ninja, or so they say. After this, they talk about the minor clans and their schools, along with the Naga (an Indian aspect), and the Nezumi (Rokugan's take on ratfolk).

After this part on creating your character, the various character classes from the 3rd Edition Player's Handbook are talked about.  Along with two classes from Oriental Adventures (3rd Edition).  The Samurai and the Shugenja.  After that, the monk, ninja, and courtier classes are discussed.  

After all this, the Feats are discussed.  And yes, there are a lot of Feats here that are talked about.  Each great clan gets their own feats.  From Kakita's Techique, to Way of the Crab, to Akodo's Technique, to Way of the Unicorn.  All are included.  Especially one of note is Void Use.  This feat, which you can take instead of a Ancestor Feat, grants you two points of void.  Which of course you can use to modify your die rolls.


 After the feats, you get a discussion on Rokugani equipment.  Including new weapons, and old weapons that are expanded upon, new armor types, and other considerations.  After that, Religion in the Emerald Empire is discussed.  After that, Honor is discussed, along with the alignments of the d20 system -- and how they work together.  Like for instance, if someone is Lawful Good, he's considered to have an honor rank of 5.

After that, some prestige classes are introduced.  Although none of these are needed, some are recorded.  As prestige classes are meant for NPCs originally, players would take them.

Magic

 Magic in D&D is supposed to be presented as mysterious. For Rokugan, this is no different.  There are more Samurai than Shugenja in Rokugan. Magic revolves around the Kami, the great kami as well as the lesser and minor kami.  A shugenja learns to importune the kami to produce magical effects.  This can be from a simple sleep spell to a magnificent void spell worked by the mysterious Ishiken of the Isawa family.

Each clan has their own special magical technique.  The Crane works on Tsanguri, or magic items -- for example.  The Unicorn shugenja work with meishodo.  Finally, the Isawa family of the Phoenix teach the Ishiken-do -- or magic of the void.  There are four other examples of magic of the great clans.  Other aspects of magic are also discussed.  After that, there are some new spells for Shugenja to select, learn, and cast. 

Life in Rokugan

This chapter goes over adventures in Rokugan.  It discusses what a Samurai might be and how to act.  Also, the chapter goes over Rokugan itself, and how a party of disparate Samurai and Shugenja (and possibly ninja) might operate.

The culture and layout of Rokugan are discussed.  Along with how campaigns operate in the Emerald Empire.  Also, magic and magic items, how they are viewed -- are discussed.  Also, social hierarchy is discussed.  A lot of Rokugani culture is discussed in this book. This is the most important chapter in the whole book.  If you want to role play your Samurai as authentically as you can, you must read this section.

Geography

The Geography of Rokugan is discussed in this chapter.  This is the geography of the Emerald Empire, as of the Four Winds saga. Important details of each Clan's holdings are discussed in some detail.  Along with writeups for certain NPCs as of the Four Winds saga.

Cosmology 

This chapter teaches the cosmology as seen by the Rokugani.  There are several realms, including the mortal one, that are discussed.  These realms are discussed more simply in the Fortunes and Winds supplement (to be reviewed later).  Also, the worship of the Fortunes and who they are is presented.  There are seven major Fortunes, and thousands of lesser ones. Then Rokugan's mythology is presented.  Including the creation of the world as the Rokugani understand it.

History

The history of Rokugan is presented.  Nearly complete and up to the Four Winds saga.  It's enough to fill a Rokugani DM with adventure seeds and beginnings of a good campaign.  After that, a few appendixes discuss magic items, magical creatures, and finally an index.

Hits

 The colorful aspect of the book is definitely a hit.  There are colorful illustrations throughout the book. Including pictures of Shugenja, Samurai, and even a Ninja.  The writing is concise and well edited.  DJ Trindle, the editor, did a good job of editing the book for press.  The writing is top notch, definitely different than what you get in a modern D&D book (modern D&D books are atrocious in writing, editing, and illustration).  There is more, the layout is in two columns, and uses a ten point font.

 Misses 

 There is little that's missed in this book. The metaplot of the Legend of the Five Rings card game at the time -- used as a backdrop for the campaign -- is definitely a miss.  This book is for players and DMs to get into the setting of Rokugan, and the Metaplot does restrict some aspects.  Is it something I'd change: probably.  I would have started the plot during the Pre-Scorpion Clan Coup saga, as that is the most popular era setting for L5R rpgs.  Including the fifth edition of the L5R RPG.

 The Future

Again, the future looks uncertain.  It seems that Asmodee might keep the L5R property. However, they aren't expecting that someone might come to them and buy Legend of the Five Rings from them.  Fantasy Flight bought L5R from Alderac Entertainment Group in 2017, then Asmodee bought them. However, Legend of the Five Rings is a good property, one I wanted to purchase from Wizards of the Coast when they put it up for sale.  Looks like I'll have to buy it from Asmodee.  Oh well, cheers!

Sunday, October 12, 2025

The Grand Duchy of Karameikos Review

 

My first Basic Dungeons and Dragons product review.  The Grand Duchy of Karameikos is the first in a series of Gazetteers done for the Known World, the campaign setting of Dungeons and Dragons (BECMI).  It's also called Mystara, but that came later. Anyhow, is the product worth it to buy?  Lets find out.  This product was written by Aaron Allston for TSR.  Cover artist was Clyde Caldwell.  I got a hard copy from Lightning Source and also a pdf copy as well.  Note, if you buy the hard copy, you will find that the cover has a lot of red (magenta) in it.  The hard copy is paperback instead of hard back.

The Grand Duchy of Karameikos is a small book, and comes in three sections.  The Introduction: where Aaron talks about the book.  The Gazetteer Section and finally the Adventures section.  Which is for the Dungeon Master.

Introduction.

Here, Aaron says he is pleased with the book.  He mentions that fantasy worlds often grow in leaps and bounds.  The world started with a map and a few lines of text in D&D Expert.  But that has grown into the Known World through published adventures that TSR, inc. had put out.  A lot of these adventures are available on Drivethru.   He gives thanks and shout out for a few adventures that he referenced to put together the Grand Duchy. 

Part One: the Gazetteer Section

Here is where the most of the detail about the book was written.  You get into the Grand Duchy's history, some of which is for the players to read.  And you also get into region's customs, cultures (there are two human cultures: one is the Traladara culture and the other is the Thyatis culture), and also talk about the demi-humans of the Grand Duchy.  The history of the region is recounted.  How the Traladarans had a golden age, but that came to an end.  How Thyatis conquered the region, and how a duke traded favors for the land.  You also get into detail about the economy of the Grand Duchy.  A calendar was made, and a list of NPCs for the land.  A lot of information was packed into sixty-four pages.  Which was an astounding feat for writers for TSR.

The Adventures Section

 This is for the Dungeon Master or DM.  It lists some adventures you can run for your players.  They are all short form, allowing the DM to use his creativity to flesh out and present to his or her players.  At the end of the section are the maps detailing the Grand Duchy, castles, cities, and other items. 

Hits

TSR at this time, relied on a full color cover.  Inside, they use a fortified tower to add visual interest.  The book is laid out in three columns.  The type is ten points small, and the art is awesome, even though it's black and white art.

Misses 

The (new) hard copy's cover has a lot of red tones.  Which takes away from the original.  The maps are printed in 81/2" by 11" inches, and it can be a little confusing at first when you see these maps.  Otherwise, if you like Mystara content, I would start with this Gazetteer.

The Future

Again the future is uncertain.  Although I will tell you that I'm buying the trademarks and copyrights to ten (10) D&D worlds.  One of these worlds is Mystara.  So I can say with confidence that the first project we are working on is the Grand Duchy of Karameikos.  

Monday, October 6, 2025

Dragonlance Adventures Review


 Here we come to Dragonlance, the High Fantasy world created by Tracy Hickman for TSR.  Today, I'll be reviewing the Dragonlance Adventures book for Advanced Dungeons and Dragons first edition.  Dragonlance is a world of war shaped by love.  At least I'm paraphrasing what Dragonlance is about. The setting of Dragonlance is the world of Krynn.  A world smaller than our Earth.  Although I wish it could have been bigger.  Dragonlance Adventures was originally written by Tracy Hickman and Margaret Weis.  It was published in 1987 by TSR, inc.  I borrowed the book from a friend, fell in love with the setting.  Now years later, I bought my own copy of the game world (I'll be working on a review of the DLCS (3.5e) later).

 Dragonlance began as a series of modules, starting with  Dragons of Despair and ending with Dragons of Triumph.  That was forty years ago. 

 What it contains 

Dragonlance  the book is separated into chapters. The first part of it deals with the Universe of Dragonlance as the people of Ansalon see it. The dragonlance world is on three philosophic pillars: Good, Evil, and Neutrality.  There are three philosophies of these pillars are: Good Redeems its Ownor the law of Paladine, the supreme Lawful Good god; Evil Feeds Upon Itself, or the law of Takhisis the Dark Queen; and Both Good and Evil Must Exist in Contrast, which is the law of Gilean, the supreme Neutral God.  A fourth law exists that is important: The Law of Consequence: which was given by the High God himself.  A proper Dragonlance campaign is built around these four laws.  Promoting the power of truth over injustice, good over evil, and granting good consequences for good acts, and bad consequences for evil acts.

The next section talks about one's lot in life. There are three new classes in Dragonlance that are discussed: the holy orders of the stars, the knights of Solamnia, and the Wizards of High Sorcery.  A member of the Holy Orders of the Stars worship one of the eighteen true gods of Krynn. Which are manifested as constellations in the sky.  The knights of Solamnia is an order of knights dedicated to Paladine, Kiri-Jolith, and habakuk.  The Wizards of High Sorcery gain their power from one of the three moons that orbit Krynn.


Besides the dragons, which are divided into good and evil dragons; there are three races of Krynn created by the Gods to represent an ideal.  The first of these are the Elves, which are created by the good gods of Krynn.  For them, they can choose good or evil, but mostly choose good.  Ogres, which used to be the most beautiful of all the races, were created by the evil gods of krynn.  They allowed their abuse of power to warp their minds and bodies.  The last of the races to be created where the humans, created by the gods of neutrality.  They were given the right of free agency, to choose good or evil themselves.  After these races came all the others.  Gnomes, goblins, hobgoblins, dwarves, kender, and so on.  Some of these came about because of the Greygem of Gargath.  Others are offshoots of the original races. The draconians, however, are a perversion of Good dragons.  Although late in the War of the Lance, the ritual that created the evil draconians was performed on evil dragon eggs, creating good draconians instead.


  

As we continue with going into Dragonlance Adventures, one learns that alignment has a definite effect on what is available.  A Wizard of High Sorcery, for instance, has his or her spells chosen from different schools based on his or her alignment.  A White Robe is limited to certain spells which are considered good.  A Black Robed wizard is also limited to certain spells which are considered to be evil.  A Red Robed wizard has the greatest amount of spells to choose from.  Alignment is also tracked in the game based on the players' choices.  In one dragonlance game I was in, I played Raistlin and he eventually became a good guy in the game.

The new classes are eventually discussed after races.  Each new class is renumerated.  Beginning with the Knights of Solamnia. There are three orders of knights, beginning with the Knights of the Crown, then the Knights of the Sword, and finally the Knights of the Rose.  The knights of Solamnia are three orders of knights for good on Ansalon.

The Tinker gnomes come next.  Most, if not all, Gnomes are tinkers.  They constantly love to make new contraptions.  Their technology rivals that of Victorian England; and they have never seem to advance higher.  Their contraptions also prevent the other nations of Ansalon from developing technologically past the Steel age.

After that is my favorite class on Krynn, the Wizards of High Sorcery.  Basically they are magic users, but they draw their powers from the three moons of Krynn.  The Orders of High Sorcery are also divided into three: the White Robes of Solinari, the Red Robes of Lunitari, and the Black Robes of Nuitari.  Those wizards that wear the white tend to be good, those that wear red tend to be neutral, and those that wear black make wickedly evil choices.  Of course, the Wizards of High Sorcery may choose their order, and the color of their robes, after taking the Test. After that, a few new spells are described according to the D&D game.


 After that, the Holy Orders of the Stars are discussed.  There are three orders of clerics on Ansalon.  There are the good clerics, which represent the gods of Good.  Then there are the neutral clerics, which represent the gods of Neutrality.  And finally the evil clerics, which represent the gods of Evil.  Each draw their magic from these gods of their order.

 Next, the races are given statistics.  But the races' origins are explained in this section of the book.  I have already mentioned their origins before in detail.  But there are some differences that should be noted. 

 

If the Elves were united on Krynn in the past, in the present day they are divided. The elves are divided into the Silvanesti elves (high elves), the Qualinesti (wood elves), the Kagonesti (the wild elves), and the Dargonesti and Dimernesti (or sea elves).  All of them are created to be good, by the Good gods.  However, they have been divided and not united as one race.  Which is a shame, really.  However, they are one of the few races that can go up to the Towers of High Sorcery and learn magic.

The dwarves come after the elves.  The dwarves are divided into a number of clans. But for game purposes, the dwarves are divided into Hill Dwarves, Mountain Dwarves, and Gully Dwarves.  There are evil dwarves, but they aren't included in Dragonlance Adventures as a race you can choose to play.  After this, comes the Ogres as player characters.  The ogres are divided into Irda and Minotaurs as playable races.

Character skills are discussed as a final on the Character chapter. After that we get into the unique Creatures of Ansalon.  The first of these creatures are the draconians.  Starting with the spell wielding Auraks, then the Baaz, and the rest.  Each of them a perversion of Good dragon eggs. After that, we get AD&D stats of the other creatures of Krynn.  Of course, most of these new creatures are described in more detail in later products.  Of important note are the dragons. Each of the dragons of Krynn are noted, and each are power incarnate.  After that, two of the Gods are described as dragons, Takhisis and Paladine.

 Ah, so much material packed.  We go on to the world that was.  This chapter describes the world of Krynn in the past.  There is even a map provided as Ansalon as it was during the Age of Might.  This chapter goes into detail about Huma, Magius, and Fistandantilus. It also talks about Astinus (who looks like Gilean for some reason).  After that comes a section of magical items in Krynn.  Included are potions, scrolls, medallions of faith, and other items.

Then comes the chapter on the War of the Lance. Here, the heroes of the lance are described, and along with the world of the Dragonlance Saga.  While these characters are also introduced in the Dragonlance modules (and yes, I bought them from Drivethru), their older and more powerful versions are given here.  Also given is a map of the continent of Ansalon during the War of the Lance.  After that are appendices given of what AD&D monsters are in Ansalon, a race chart, a character alignment tracking chart, and other important tables and charts.

In Conclusion

In one hundred twenty-eight pages we get the whole lands of Krynn and everything you need to run a game for AD&D.  And both Tracy and Margaret has packed a lot of information about the world of Krynn and how to run it for the AD&D game.  However, the material in this book is, rather, dated.  Of course, the DM's Guild supports the world of Krynn for D&D 5th Edition.  And people have been putting out works for Dragonlance for D&D 5th.  However, with the new direction Wizards has going for 5th Edition onwards, Dragonlance seems dated and packaged for a different audience.

So, what about Dragonlance in the future?  Well the future is uncertain.  It really seems that Wizards isn't taking care of their brands very well.  They are probably changing them for their new vision of D&D.  One thing is for sure, Dragonlance classics, as this book, are available on Drivethru for print and digital.  I suggest buying a copy of both.   After all, Wizards won't change the old books (including the DLCS, which will be reviewed later.)

Monday, July 29, 2024

Legend of the Five Rings 5e Review


 Before I review Rokugan, I thought I should review something a little more current.  Like the current Legend of the Five Rings Roleplaying Game by Fantasy Flight Games (now Asmodee North America). Like in my review of Oriental Adventures 3e, this roleplaying game is set in the land of the Legend of the Five Rings, Rokugan.  Legend of the Five Rings (L5R) is a colorful book that promises to deliver a good game to the masses.  Now I haven't been able to run a game in the lands of L5R, so I can't give you a review on how it plays.  But I did have some opinions on the game as well as the company itself.  I'm here to tell you that I was wrong with some or most of those opinions.  Most of my criticisms go to how the game is played now, rather than anything else.  The game was mainly written by Max Brooke and Katrina Ostrander.

Expectations

Like most games I bought on my budget, the new Legend of the Five Rings Roleplaying Game aims to be a skill based system.  Unlike Dungeons and Dragons, the L5R RPG is not a heroic roleplaying game.  This is because it retains the roll and keep system from earlier editions, and combat promises to be quite deadly.  I don't know if players of this game try to avoid combat, but I'm running an L5R game on Paizo as a play-by-post using the previous 4th edition rules by Alderac Entertainment Group.  So far, my group has avoided combat except when it's necessary.  Unlike Dungeons and Dragons (and OSR clones), where players can take more risks in combat, the new L5R RPG promises to be mainly a social game.  Don't worry, you will be able to see many roleplaying opportunities in playing the game.  One thing to keep in mind is that Rokugan is a High Fantasy land inspired by the culture of Sengoku Japan, especially the writings of Miyamoto Musashi, and his book the Book of Five Rings.

Miyamoto Musashi in his prime, wielding two bokken.

 

No Elves?!

No, there are no elves in Rokugan.  Most of the races in Rokugan are human or ratling, although there were a group of feline humanoids called Kitsu, who were changed into humans and founded the Kitsu family of Shugenja for the Lion Clan.  However, there is magic, monsters, and wonder in Rokugan that makes it the equal of any thing like Lord of the Rings has to offer.

There are seven great clans, each embodying one tenant of Bushido.  Take for instance the Scorpion clan, who embody the tenant of Loyalty.  They make up the clan you love to hate. The scorpions play the villains, even though they are in the business of protecting the Empire.

Miyamoto Musashi killing a giant creature, from The Book of Five Rings

Playing the Game

The first chapter is probably the most important.  This chapter deals with playing the game.  And there are some different aspects from the AEG versions of the game.  For instance, you are expected to use different dice.  This probably my most warranted criticism of the game.  I don't like that you have to use different dice to play the game.  I just want to use my traditional six sided dice and my traditional icosohedric (20 sided) dice to play the game.  However, how the different dice are there to help you roleplay your character. I almost got a set myself, though, then I remembered I can't run a tabletop game right now.

Before you play the game, you create a character.  Character creation goes by twenty questions.  However, if there is one fault to this game, it's that all the schools of the various clans are listed -- along with skill bonuses for your character learning in that particular school is remunerated. What sucks, and yes, it is a problem, many of the schools could have been reserved for Clan Sourcebooks (like the Way of the Lion or Secrets of the Phoenix).  Players of the new system could fork over the cash on a certain clan sourcebook they'd enjoy.  That sourcebook could contain new rules and ways of looking at your clan.  This is true when I picked up and read Way of the Crane.

However, reading through this chapter a second time, it seems that Asmodee North America has kept the high fantasy feel of Rokugan.  After that, the rest of the game deals with skills, techniques -- including magic -- and playing the game.

Contemporaneous portrait of Miyamoto Musashi (Edo period) 

Critical Hits

You should know that at first, I thought this game didn't capture the feel of the original game I was used to.  However, like I said, the current L5R RPG isn't a heroic fantasy game.  I don't think it was meant to be a heroic fantasy game.  Of course you can run a campaign where the PCs go out on adventure and slay monsters.  And of course, you can probably run an all ninja campaign.  The rules do let you do that.  However, in keeping with previous editions, I feel that the game is more suited to social roleplaying rather than combat.  I didn't get any of the adventures for the new game to see how they interpret the RPG as they meant it to be played, though.

The art, however, is certainly colorful. The book contains examples of art from traditional Japanese Samurai art to realistic colorful art to bring Rokugan to life in the imaginations of the players or readers.  The art gives the book a five star rating for art direction.

Critical Misses

Where the game fails is that you are expected to buy a new set of dice to play the game.  This was a feature that I didn't like -- but was introduced in all the games from Fantasy Flight Games of the period. If you are like me, and run most of your games online, you would hopefully not find this to be a barrier from purchasing the game. If you are considering a new roleplaying game to give to the gamer in your family, you should get this game.

A word about Asmodee North America

If you are Christian, and are looking for a gaming company to support.  You can't do better than Asmodee North America.  The company -- and thankfully is not Wizards of the Coast -- is certainly doing its best to maintain an atmosphere of honesty and integrity.  As far as I know, the company has been supporting Christian values.  If you care about supporting a good company that you will feel good about, then Asmodee North America is that company.

Wednesday, July 17, 2024

Oriental Adventures (1e) Review


 Oriental Adventures, for Advanced Dungeons and Dragons (1e) is one of the best books for AD&D.  I wanted this book since it came out, and I managed to lay my hands on a copy during the late nineties.  My copy shows it's age, but it's my favorite AD&D book.  For it talks about the Orient in a gaming context.  It was because of this book that I wanted to learn all I can about culture in Japan, and it's the main reason why I picked up the Sengoku RPG in the early 2000's.  Oriental Adventures is credited to Gary Gygax, but David "Zeb"Cook did the writing.  It was this book that helped inspire the game Legend of the Five Rings. Without this book coming in the market during 1985, I don't think Legend of the Five Rings would have been possible.  This book is available on Drivethru.

Overview

by Hokusai

The book, Oriental Adventures (OA) allows several players to create characters in an Oriental context.  You first generate your scores, then you choose your race, and then your class.  It introduces some new races including:

  • Korobokuru: an oriental dwarf.
  • Hengeyokai: shape changing animals who can take human form, of which there are several types.
  • Spirit Folk: the oriental equivalent of elves, of which there are three kinds.
     

The book also introduces a few classes.  Including the Samurai, which is a type of the Cavalier; the Shukenja, an Oriental Cleric; Sohei, a type of monk; Kensai, a person devoted to perfection of their weapon.  Bushi, a fighter variant in oriental worlds; Barbarian, a foriegner taught in the ways of weapons; Wu Jen, a magic user based on Chinese mythology; Monk, a martial artist class; Ninja, a class for spies and assassins; and Yakuza, a class for organized crime.

Of the new classes, the Samurai and Ninja was what was shown on the cover.  Plus, the whole book is nuanced for Japanese culture except for the wu jen, which was from Chinese mythology.  The idea of the book was for AD&D players could explore the realms of the Orient in their worlds.  The book includes caste and family rules, along with rules for honor, and money and equipment.  Weapons are talked about, including proficiencies -- which are skills.

After that, the spells are discussed.  Starting with shukenja spells -- which are divine spells.  And then wu jen spells, which are arcane spells. After that, they discuss combat rules and martial arts.  Then they discuss a number of monsters that exist in the orient.  Then Kara-Tur, a setting for  Oriental Adventures, is introduced.

By Yoshitoshi

 

Hits

This book was a revolution for AD&D.  It expanded the realms of AD&D from the Occidental to the Oriental.  The mysteries of the East was revealed for fantasy roleplaying and players could visit the East.  Although the book was designed with Japanese culture in mind, especially the Warring States Period (Sengoku) of Japan, the book has a few Chinese influences.  A first for the Roleplaying games, eventually after this book is published, Steve Jackson Games would come out with GURPS China,  and GURPS Japan, both of which would have Sengoku by Gold Rush Games following in their footsteps.  As for Legend of the Five Rings, which is now owned by Fantasy Flight Games -- I think OA inspired the legends of Rokugan in the first place.  OA was a revolutionary book in that it would inspire books that came after it.

Misses

I wasn't too impressed with the Martial Arts rules in the book.  This is because I'm a martial artist myself and I felt that the book didn't capture the martial arts.  I felt more could have been done with the Martial Arts rules in the book.  Especially with designing your own martial arts (which was followed in The Complete Ninja Handbook).  Also, I felt that Chinese mythology could have been represented more in the book.  Although all the monsters came from several oriental sources, the book is certainly lacking in several aspects.

Conclusion

Several of the classes could have been worked on more.  The Ninja class, for instance, didn't work until you had a disguise (multi-classed).  The Samurai class was good, but they could have done more with it.  Of course, when Oriental Adventures came out for 3rd edition, we would see an update to the original OA in several respects.  Done for the 3rd edition of Dungeons and Dragons, we would see a better treatment for Oriental Adventures as well as a new setting: Rokugan.

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.

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