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Shadowrun: Digital Grimoire $3.95
Average Rating:4.1 / 5
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Shadowrun: Digital Grimoire
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Shadowrun: Digital Grimoire
Publisher: Catalyst Game Labs
by Dannenmuller e. [Verified Purchaser]
Date Added: 11/23/2010 08:50:28

En fait je doit tapper un truc ici pour pouvoir retélécharger mon bouquin? c'est pas top !



Rating:
[2 of 5 Stars!]
Shadowrun: Digital Grimoire
Publisher: Catalyst Game Labs
by Megan R. [Featured Reviewer]
Date Added: 11/14/2009 13:22:44

After a brief short story demonstrating how a diverse group of different backgrounds might come together and meet foes known to at least one of them, this work dives straight in to present some new magical traditions. These traditions incorporate the underlying philosophy that a magic user might study, different ways of thinking about magic, and suggest the sorts of ritual practices suitable for a student of that tradition.

The first one is the Egyptian tradition. Magic users raised in this tradition base their beliefs on those of Ancient Egypt, using imagery and items from that period, scribing hieroglyphs and visualising their powers as emanating from an appropriate deity of the Ancient Egyptian pantheon. A quite different - and newer! - tradition is the Rastafarian one. Practitioners adhere to Rastafarian religious ideas, call on spirits and are know to make use of mind-altering substances. A different approach is taken by followers of the Psionic Tradition, who see magic as a manifestation of the practitioner's own will rather than drawn in from external sources.

Magic users who do not follow a tradition can be those who learned their magic on their own, or who lack the discipline to stick to a particular set of beliefs; and optional rules are introduced which could make it harder for them to gain powers or limit what they can cast. Even without such restrictions, traditions are to be encouraged as it gives scope for role-playing such as the devising of tradition-appropriate rituals and a whole outlook, not just magic but the character's world-view, can be coloured by the tradition he has chosen to follow.

Next comes a few sample magic groups. These can provide many opportunities for the magic using character to develop contacts, gain resources... and can cause a wealth of opportunity for the GM to create adventures than can involve not only that character but the whole group. The discussion then moves on to the actual practise of magic, with skills such as the evaluation of materials which might prove useful in the creation of magic items and the creation of different types of focii... and the dangers of becoming too reliant on a focus!

Another very real danger in the Awakened World is that of possession, and there are some details of how this should be handled and how spirits interact with the world and with magic-users in particular... which of course depends on the tradition the magic-user follows. Up until now the rules have tended to focus on WHAT a spirit can do rather than on HOW - or why - it chooses to do those things, so ideas are presented here for weaving your magic-using character's tradition, his world-view, into his interactions with the spirits. Some excellent thoughts if you want to take magic beyond mere die-rolling and effects to give greater flavour to your game. The work rounds up with some new magical threats and, of course, some additional spells and adept powers.

There's a lot packed into a few pages, and all of it of interest for players and GMs who want to take magic beyond mere game mechanics, to make it a living part of their world.



Rating:
[5 of 5 Stars!]
Shadowrun: Digital Grimoire
Publisher: Catalyst Game Labs
by Shaun S. [Verified Purchaser]
Date Added: 12/14/2008 15:31:26

This book was well put together and adds some more depth to a game I love



Rating:
[4 of 5 Stars!]
Shadowrun: Digital Grimoire
Publisher: Catalyst Game Labs
by John O. [Verified Purchaser]
Date Added: 11/16/2008 13:01:43

I liked it, although I don't really ever get to play much these days. The short version of why I liked it is that it's concise and doesn't get bogged down in explaining the mechanics while still providing a window into the highly multi-cultural nature of the Awakened World. It is this last aspect that I particularly enjoy. For years, SR was largely a game set in Seattle and the world outside of that locale was very rarely given as much depth as that one city. Don't get me wrong, I lived in Seattle for a couple of years in the mid-90s (I was one of those Gen Xers) and it's a pretty cool place, but it's not the only city out there. Because there is a world beyond the Pacific North West, the additional paths of magic that evolved in other locales, sometimes very specific to other locations, help give the Sixth World greater depth.



Rating:
[4 of 5 Stars!]
Shadowrun: Digital Grimoire
Publisher: Catalyst Game Labs
by Terence C. [Verified Purchaser]
Date Added: 11/15/2008 01:07:59

Great mini sourcebook as usual for Shadowrun.

Has extra stuff such as new Toxics, new rules for Blood magic, new spells, enchanted items, shadows and Insect spirit development.

Also new traditions such as Egytian, Rastafarian etc.

Great stuff as usual.



Rating:
[5 of 5 Stars!]
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