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Shadowrun: The Complete Trog (Runner Resources)
by Michael S. [Verified Purchaser] Date Added: 08/18/2017 12:57:37

As someone who never writes reviews of things, I've only written this to adress the other reviewer's statement which clearly comes from someone who purchased this book with clearly inappropriate expectations. Then after not actually reading the book, proceeded to complain about how the book didn't meet their expectations. (The statement about the overpowered npc horde is the biggest flag that the reviewer didn't actually look at the book closley at all)

This is not a core rulebook. The cover states that it is explicitly not a core rulebook. If a reviewer or purchaser expected a lot of crunch, then of course they are going to be disappointed and rate this book lowly. (The core rules and crunch is 5 pages.)

There are a few typographical errors and formatting problems throughout the book, but for the most part the actual theme part of the book (which is the vast majority of the book) is respectable and fulfills the book's purpose as advertised. There are some good pieces of artwork.

If you want to play a Trog, buy this book. This is a useful book for understanding Trog Culture and sort of the origins and daily life of playing a Trog. The few pieces of gear in the book are a bonus and don't fundamentally change anything in the game. If you are a DM and want to experiment with trog culture or trog focused settings, get this book. This is skippable for everyone else. This book also advances plots related to NeoNet and the Corporate Court. Contains setting updates for other plot related areas, though with a trog related perspective.

First Four chapters are Trog Theme- Trogs in Nations, Trogs in Corporations, Trog advocates, Trog enemies. Fifth Chapter is divided into two parts. First part covers some experienced runners and how they fuction in society as shadowrunners. Second part covers how to make Trogs fit into certain archtypes. For experienced players this section can be useless. For GM's, great npcs. For new players, great ideas. Sixth Chapter- Trog related organizations. Seventh 'Chapter'- Crunch.

If you are experienced in shadowrun and playng Orks and Trolls, and know all about Trog Culture this book is could be shippable. IF you are new or not familiar with Ork or Troll culture there is actual value in this book. But it is clearly more focused on the roleplaying aspect of the Shadowrun Roleplaying game.

If the errors in the book are fixed, this book probably would deserve a tenative 4 out of 5.



Rating:
[3 of 5 Stars!]
Shadowrun: The Complete Trog (Runner Resources)
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Shadowrun: Anarchy
by Marc F. [Verified Purchaser] Date Added: 08/11/2017 11:52:02

An easier Shadowrun game is desperately needed an the narrative idea of Anarchy is quite interesting. But unfortunately the book is just terrible as it simply fails to explain the rules.

It starts with very basic stuff. Does the glitch die also count for the test it is rolled with? No answer in the rulebook. It gets far worse when you come to the interesting parts, like shadow amps. In the end your Rigger's drones have values like A and D that are just not explained anywhere. Even worse the information that is contained in the book is often hidden in places.

This can not be fixed with errata. The book is conceptually broken. In my opinion the rulebook needs small chapters about the individual professions, with easy examples for the standard tasks that a rigger or a technomancer needs.

You might think, easier SR rules would help attracting new people, a young generation of role-players. I doubt it, since you need to know the full SR rules to make sense of the Anarchy rules.

I hope for a better Anarchy 2.



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[1 of 5 Stars!]
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Shadowrun: The Complete Trog (Runner Resources)
by Lukasz L. [Verified Purchaser] Date Added: 08/11/2017 10:50:44

It reminds me those old White Wolf books, with a lot of pointless in-universe talking and a horde of overpowered NPCs.



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[2 of 5 Stars!]
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BattleTech: Technical Readout: Succession Wars
by Alan B. [Verified Purchaser] Date Added: 08/05/2017 05:28:07

A compilation from other sources over the years, this is an excellent resource for beginning players, and an excellent nostalgia trip for older players. It has just enough hints of what the future holds for BattleTech to whet the appetite.

Expect sometimes jarring changes in art style, but that's to be expected when drawing from other books that are upwards of 30 years old.

A good buy all around.



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[5 of 5 Stars!]
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Shadowrun: Book of the Lost (A Shadowrun Campaign Book)
by Sean H. [Featured Reviewer] Date Added: 08/03/2017 10:34:32

Shadowrun: Book of the Lost is a campaign book for Shadowrun and provides a considerable amount of potential adventure for a GM. But is it necessary? Not really, unless your group is already intrigued by the Sixth World Tarot, you do not have to prioritize this book, it is pretty and has quite a bit of fun stuff but all of it will need to be adapted to your campaign. But if a tarot hunt sound like it would be fun for you and your players, then pick this up.

Shadowrun: Book of the Lost, is a Shadowrun Campaign Book for the 5th edition of Shadowrun, this particular book covers how to use the Sixth World Tarot (SWT) in a Shadowrun game and how, story-wise, that tarot deck is affecting the word of Shadowrun. The book is jam packed with beautiful full color art, much of it from the SWT, but, my, there is a lot of art.

After a short introduction to what is in the book, we get two fiction sections, and then it moves into what is known about the SWT in the setting. The chapter called Deck Building talks about the major players who are hunting the SWT and some of the tactics they use. A variety of plot hooks are scattered through this section waiting to catch a GM’s eye.

Next is Aligning the Court which deals with the interaction between the Seelie Court and the Tarot, essentially a useless section if you are not playing a Fae Court game at least it is short. More art and Using Themes and Motifs follows and gives some general advice, do not interpret the cards too literally, and gives an out for the GM (in the form of an NPC, the Wondering Fool) to help players who get lost.

Items and Objects is two parts, first an insetting lecture about the symbolism of the things that appear in the SWT (if you have a deck, it would be good to have it available as you read through this section). Interesting but very dense going without the cards as reference. The second half is a set of divinations (again, in setting) and possible interpretations thereof (i.e., plot seeds).

After more art and a very short piece of fiction there is People, a bunch of snapshots of people involved directly or indirectly in the hunt for the SWT. Useful as NPCs, just to namedrop or as plot seeds, or some mix there of. This section provides considerable amount of inspirational stuff for your game here. Next up, Taco Temple, a new fast food chain that has sprung up in the last couple of years and appears on multiple SWT cards. This section discusses what might be the secrets behind Taco Temple and its relationship to the SWT, interesting if convoluted stuff.

Codes and Puzzles is the setup for how to use the SWT in game, starting with what a character is likely to know about it, then moving into how the various power players perceive it. Then some, but not all, of the puzzles presented on the cards are discussed, others are hinted at. But the bulk of this section is sample operations and campaigns building off of the puzzles on the cards, given who is hunting the SWT some of the easy missions seem, well, too easy when they involve actual acquisition of cards from the SWT. But these puzzles provide a good foundation to work from if you want to integrate the SWT into your campaign.

Cards as Augury talks about how to use the SWT as, well, a tool for prediction. This section covers how its symbolism differs from most tarot decks and some of the patterns that appear in the SWT. It also provides some advice on using divination in a game which is always tricky.

Ending the primary resources is Power of the Cards, which talks about what sort of magic can be worked with the cards themselves, these are usually ritual and are tied to possessing four of the same card (say “2s”) of the minor arcana or any card of the major arcana. Looking at the sorts of effects the cards can generate, it is easy to see why people are hunting for them. But be warned, the effects from some of the cards are potentially campaign changing, a GM should think very carefully before letting the power of the cards loose in their game.

The final section is a bunch of stat blocks for the people referenced in the People section, the problem is, it is mostly just stat blocks. A few get a couple of sentences of tactics, some get a paragraph of background info, but mostly just page after page of stats. There are three new mentor spirits, an alternate Raven, Goddess and Lion, and the highest of high end comlink as new equipment, scattered through here as well. And, as is mostly usual for Shadowrun books, no index.

This book looks beautiful with the color pieces from the SWT scattered throughout and there is so much implied adventure here as long as you want to focus on the magic and mystical side of the Shadowrun setting. If you prefer to focus on the grim and gritty cycberpunk side, this book will not give you much to use. Still, a worthwhile addition to a GM’s library if not a priority.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/



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[4 of 5 Stars!]
Shadowrun: Book of the Lost (A Shadowrun Campaign Book)
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BattleTech: Technical Readout: Succession Wars
by Brian B. [Verified Purchaser] Date Added: 07/23/2017 17:33:02

So I am a very long time Battletech player and was hoping at least something new would be in this TRO, but alas it wasn't to be. With that being said though, it isn't bad. The book has almost ALL battlemechs of importance or Star League era signifigance, though there are few blaring omissions due to another company being a pain.

All in all not a good book for players that have all the TROs, new players though should love it, as it has everything in one place you need for histor5ical signifigance.



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[3 of 5 Stars!]
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BattleTech: Technical Readout: Succession Wars
by Customer Name Withheld [Verified Purchaser] Date Added: 07/23/2017 08:33:52

Verdict: For new players and completionists only. Caveat emptor.

Conceptually, this book is supposed to be the companion volume to the new BattleMech Manual, giving new players both an overview and a grab bag of BattleMechs and nothing else from some of the more common and less complex older game eras. TRO:SW is the new TRO:3039, only with less width. The product description refers to this, and the intro fluff of TRO:SW gives somewhat of a more narrative explanation for this.

The new content in this product boils down to a page of intro (with some implications for the next game era), the entry for the GLH-1D Galahad, as well as new-ish art for the Flea, Banshee and a handful of Newseen. The rest is a potpourri of copy-pasted BattleMechs entries from the games history that were chosen for different reasons by CGL.

So, is this product worth your money? That will depend on if you're a player new to the Battletech or not.

A new player gets a nice, but incomplete overview on a variety of BattleMechs from different game eras. The inclusion of artwork from three decades of Battletech will feel inconsistent and jarring to them - just compare Duane Loose versus Anthony Scroggins, or look up other comanies production values. Some of the fluff has similar problems, since it still reflects the different points in time for which it was written originally.

Us old hands...? Yeah. It can be pretty hard to justify the 10 bucks, not the mention the the original 40.



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[1 of 5 Stars!]
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BattleTech: Second Succession War
by Trevor R. N. [Verified Purchaser] Date Added: 07/18/2017 13:09:06

Excellent artwork as always. Excellent story and information on an era in BattleTech that has been ignored for along time much like the First Succession War book.



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[4 of 5 Stars!]
BattleTech: Second Succession War
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Shadowrun: Chrome Flesh
by Logan M. [Verified Purchaser] Date Added: 06/30/2017 14:30:08

I have been waiting for this book to come out for a good long time. So excited to finally have it . Not at all disappointed.



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[5 of 5 Stars!]
Shadowrun: Chrome Flesh
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Shadowrun: Forbidden Arcana (Advanced Magic Rulebook)
by Sean H. [Featured Reviewer] Date Added: 06/25/2017 09:46:44

Shadowrun: Forbidden Arcana will be on the list to acquire for anyone GMing a magic heavy Shadowrun campaign, both for useful background information on what is happening with magic and new things to play with. For players, sightly less useful but there is still a lot of good information and interesting options for characters here. Overall, one of the more solid works to come out of for Shadowrun lately.

Shadowrun: Forbidden Arcana are the Advanced Magic Rules for the 5th edition of Shadowrun, expanding on the earlier rules presented in the Street Grimoire (which is required to use several sections of this work).

The book begins with one of the ubiquitous fiction sections, then it begins with a section called Seeing the Invisible World which talks about how non-magical people perceive magic with a variety of (in game) first hand accounts of encounters with magic. This is useful for both for players and GMs when describing magical effects to characters who cannot directly see magic.

The Magic Mastery section is the character option section starting with new Mastery Qualities representing the ability to manipulate magic in refined ways all of which have requirements, usually skill based, and which can be acquired after character creation (which is good as many of them have steep requirements) at no increase in cost. Some of these provide interesting options, from improved alchemy to allowing mundanes to assist with rituals and new options for peace makers, which are rare in most game systems. New focused spellcasters: elementalist, hedge witch/wizard, null mage and seer provide more ways to have character to use a narrow section of magic. There is new metamagic, including way for characters to flip to insect or toxic shamanism, most of which builds on that presented in the Street Grimoire but tarot magic and necro magic is new to this book. Aspected magicians are expanded with new options for “apprentices,” enchanters, explorers and the barely magical Aware. Of course, there are new spells, including one that manipulates gravity(!) and a few new rituals, including the necro-magic one that creates animated dead things, always good for a scare.

Traditions talks about, well, traditions and how there are changing under the effects of Unified Magical Theory (UMT) and its effects on existing traditions, updating seven existing traditions which include some radical changes to how some of them work which may cause problems in an ongoing campaign with practitioners of these traditions. Some advice for GMs on how to incorporate (or not) the way these traditions change for existing characters would have been helpful. The eleven new traditions cover a lot of ground and variety, from cosmic to green (plant) magic, Olympian gods to Tarot, red (animal) and necro magic, good tools for players and GMs alike. Fourteen new mentor spirits are presented, including one for religions Holy Text, and alternate versions of three existing totems (rat, spider and wolf) are included again, providing some strong new options for those using mentor spirits. Magic oddities introduces the possibility of hybrid traditions and rules for an awakened martial art (Way of Unified Mana Hapsum-do). A section on magical demographics, i.e. how many magically active people are out there?, rounds out this section and is an interesting read.

No prize for guessing what is in the Blood Magic section, this builds on the rule presented in the Street Grimoire and tries to restrict the use of blood magic as well as presenting a noble path (self-sacrifice) that uses blood magic. There is a lot of information on how blood magic works, what sorts of people are drawn to using it and the dangers of doing so. Additionally, there are new blood magic spells and rituals, blood crystals (functionally magical cyberware) and new spirits (bone spirits and blood shades). Lastly, there is the addiction danger of blood magic which will turn the user of blood magic into a remorseless and casual killer if they succumb. Placing limits on blood magic, social and cultural as well as mechanical, is a good call as maybe that will keep players from messing with it.

Where the Wild Things are drops back into UMT and how that has affected the application of magic and spirits in the Sixth World and what (may have) been behind the explosion in the number of wild spirits in the world and the new sorts of spirts than have been appearing including the spirits of beast, radio waves and vehicles! So much fun to have with spirit here. Then, then, a huge amount of metaplot partly revealed through in-game world discussion. This section concludes with statistics for the new spirit types and new rules for summoning and negotiating with wild spirits.

Advanced Alchemy is just that, with a discussion of corporate alchemy, new reagents, new tools, compounds (which are new ways to use alchemy) and preparations (which are common ways spells are bound into alchemical items). All of which give the alchemist considerably greater flexibility and utility which they sorely needed. A short discussion on how the “dark traditions” (blood, insects and toxic) use alchemy to leverage their forms of magic in ugly but effective ways. Research, Rumors and Legends are five bit of knowledge which, unusually but usefully, each come with a set of adventures seeds both for groups with or without an alchemist in them. This section ends with some brief advice for the shadowrunning alchemist, basic but solid.

The entire book ends with an index of all of the new things included inside.

Forbidden Arcana is a useful resource for any Shadowrun campaign in which magic plays a major role and even in those where it is just a background element, it is a useful book for the GMs shelf. It does provide considerable support for alchemist characters and anyone playing such will want at least access to this book (a gift for you GM maybe?) but that is probably is not worth the purchase price alone.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/



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[4 of 5 Stars!]
Shadowrun: Forbidden Arcana (Advanced Magic Rulebook)
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Shadowrun: The Assassin's Primer
by Nick B. [Verified Purchaser] Date Added: 06/11/2017 01:04:51

Mostly fluff, with just a little bit of crunch. In comparison to other SR supplements, you almost get what you pay for.

It's mostly advice for for players and GMs on assassin-type characters in the format of a Jackpoint post, but little to supplement actual gameplay.

While I feel that the fluff is pretty decent for what you get, I just can't feel justified in giving this a good reccomendation. If this had included a few more pages of rules or equipment than it might be worth the asking price, but what you get should have been free or Pay What You Want.



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[3 of 5 Stars!]
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Shadowrun: Cutting Aces (Deep Shadows Sourcebook)
by Sean H. [Featured Reviewer] Date Added: 05/20/2017 14:52:35

Shadowrun: Cutting Aces is a sourcebook for Shadowrun and provides an odd mixed bag of information on the metaplot and setting which providing more options for social-based characters and challenges. As it covers some neglected aspects of the Shadowrun world, such as the Middle East and social skills, it is probably a good investment for a GM but the book is so unfocused unless cons or Constantinople are the focus of your campaign, I cannot say that it should be a priority to acquire.

Shadowrun: Cutting Aces, is a Deep Shadows Sourcebook for the 5th edition of Shadowrun, this particular book covers a variety of sins, confidence games and swindlers, Constantinople (formerly Istanbul) and a bit more about current events in the Sixth World.

The book begins with one of the ubiquitous fiction sections, then moves into what is going on with the big megacorporations and the world, including the special election for the Governor of the Seattle Metroplex, what is going on with Spinrad Industries in the Middle East, too much news from Faerie, and -perhaps most importantly- what sorts of cons (and thus scenarios) the situations exposed are ripe for.

Next we have Constantinople, in all its glory, which lacks that most useful of props, a map of the city, the two and a half pages spent on the pre-21st century history of the city would have been better used for maps. Oddly, the Constantinople at a Glance sidebar neglects to mention what languages are used in the city. The city is full of interesting places and adventure potential and the new information blocks for NPCs scattered throughout look useful. It is rather off the usual beaten path for Shadowrunners and while the adventure seeds are interesting, more ways to tie the city into an ongoing campaign would have been useful.

After another fiction section, there is Alibi Artists of Constantinople, twelve interesting NPCs done in traditional NPC stat blocks, not the one used in the previous section which contains some information that should be folded into any NPC that can be used into a contact. This section then has a selection of life modules for those who wish to play confidence artists (and use that alternate character generation method).

The Art of Confidence covers just that, running down the basics of short and long cons. It is mostly a list of traditional cons, sometime with more modern names, and some idea of how they run. At best an overview of the subject but sufficient for the purpose of most games.

Gat and Glad Rags is the toys section with new weapons, clothing (armored mostly), modification to armor, gear including many things that can be useful in a con (tailored perfume, social subscription software), a handful of smaller drones. Information for Sale lists the price to acquire various types of information that can be of use to con artists and shadowrunners both. A selection of new qualities, both positive and negative, almost all social oriented follows. Next a few new adept powers (three) and spells (four). Then it sets up the expanded social interaction section with new “social maneuvers” that really could have been better defined and structured. And this section then ends with a shift into a list of five character (personality) archetypes.

The next section, the Grifter’s Bible, is the rules section starting with Factional Reputation, that is how particular groups see you and what you can use such reputation for. A good idea but possibly too much of a bookkeeping chore as written. Expended rules for social skills detail, maybe excessively, the value of things when Negotiating prices for services (i.e. a run) or selling gear or information. Rules and structure for using the Con skill to actually run cons. Some advice on using Intimidation in the game. And the world thing ends with a page and a half example of the new social rules in action.

Cutting Aces is a interesting resource providing new tools for the GM, and possibly for the players, but it is scattered, covering a lot of ground in different directions. However, maps for the city and tables for the social maneuvering would have made this product more useful.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/



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[3 of 5 Stars!]
Shadowrun: Cutting Aces (Deep Shadows Sourcebook)
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Shadowrun: Fifth Edition Core Rulebook (Master Index Edition)
by Simon S. [Verified Purchaser] Date Added: 05/19/2017 15:45:40

No problem with the PDF on Android 7 or latest iOS. I use the built in PDF viewer in Dropbox without a problem. As much as I love the printed books, PDF is so much easier to search.



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[5 of 5 Stars!]
Shadowrun: Fifth Edition Core Rulebook (Master Index Edition)
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Shadowrun: Fifth Edition Core Rulebook (Master Index Edition)
by Thomas B. [Verified Purchaser] Date Added: 05/18/2017 23:12:10

the file was corrupted. If I recive a refund I many consider raising my reivew



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Shadowrun: Fifth Edition Core Rulebook (Master Index Edition)
by Ashlyn C. [Verified Purchaser] Date Added: 05/12/2017 15:21:19

Completely worthless, won't open on mobile or tablet with either Adobe or Google pdf viewers. Won't ever be using drivethruRPG again.



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