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Improbable Tales Volume 1 Compilation
Publisher: Fainting Goat Games
by Sean H. [Featured Reviewer]
Date Added: 07/06/2014 12:02:38
If your Icons game is light-hearted, mostly four-color adventurism then Improbable Tales Volume 1 should provide an excellent set of short adventures for your campaign. These adventures are fun and have a great spirit of comic adventure, only a few taking dark turns, if such fits you campaign style (and if you are playing Icons, it probably does) give this collection a look.

Improbable Tales Volume 1 Compilation, from Fainting Goat Games contains eleven adventures for Icons, each designed to be done in a session or two. Each short adventure includes several scenes, full statistics (and art of) the major characters and printout paper standees for the adventures. The first few also have their own mock advertisements in the style of the Hostess ads in superhero comics from the 70s which I found charming.

Primarily, the tone of these adventures is light, fighting giant ants, super-intelligent gorillas or Nazi zombies, and follows a basic comic book progression of scenes ending with the requisite final confrontation with the major supervillain. Most are designed to be dropped into an existing campaign, with an NPC (or two) provided to act as an aid to do such though one adventure (Tokyo Kaiju Chaos) works better -as it is a pastiche of Japanese sentai shows- to have character built specifically for it. There are considerable call outs to pop culture scattered through the adventure, everything from 1950s atomic horror to the Lovecraftian mythos, 1980s cartoons and classic superheroic characters and more all have their cameos. There are the occasion sidebar suggesting possible changes and problems, and solutions, that came up in the adventures while playtesting.

The Improbable Tales adventures are excellent to fill in the space between campaign arcs or when you just need something quick for a night’s superheroic action.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[5 of 5 Stars!]
Improbable Tales Volume 1 Compilation
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[PFRPG] Player's Options: Half-Orcs
Publisher: 4 Winds Fantasy Gaming
by Sean H. [Featured Reviewer]
Date Added: 06/29/2014 11:16:02
Player’s Options: Half-Orcs begins with Orc-kith, those who have more distant orc blood, and the unhappy Sharukh, half dwarf and half orc, both look good mechanically but the Sharukh seems like a vanishingly rare creature. The eighteen new feats are primarily combat oriented, brutish charm being a notable and amusing exception, several of them are “storm” feats which can only be used in the first round of combat (and not in conjunction with each others) that are quite effective, despite the combat focus there is an interesting selection of way to customize a character here. The six flaws focus of the physical or psychological damage that being among the orcs can cause, most are unpleasant but not unreasonable. The equipment section is the weakest part of this product: an iron jaw to improve bite attacks, a better whip, a “human seeming” kit and scarification kit, what stands out is the idea of the arena mask (a customized helmet that identifying the fighter) is good but should it not provide a minor bonus to intimidation? While the equipment section is weak and the Sharukh seems unusably niche, the product as a whole is solid and worthwhile for those who make use of half-orcs in a campaign.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[5 of 5 Stars!]
[PFRPG] Player's Options: Half-Orcs
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[PFRPG] Player's Options: Half-Elves
Publisher: 4 Winds Fantasy Gaming
by Sean H. [Featured Reviewer]
Date Added: 06/29/2014 11:14:28
Player’s Options: Half-Elves provides Strandlings, half aquatic elves, and Wellens, children of a half-elven union, as their racial variants, both have good roleplaying potential and interesting mechanics though the Wellens’ enthusiastic ability, which can negate surprise, may be a little too powerful. Fifteen new feats emphasize the half-elven ability to adapt, though unpredictable behavior (which gives a combat bonus) and versatile hands (which help craft, preform and profession) may be a bit on the strong side. The eight flaws play off of either the physical or social effects of being of mixed heritage and can be useful to inspire roleplaying even if not used in full. The new equipment comprises a weaponized buckler, a bow that can be used as a melee weapon and a specialized type of rope, nothing ground breaking here. Overall, a useful set of ideas and options for half-elves and if they play a major part in your campaign world or you are a fan of playing them, this may be a worthwhile investment.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[4 of 5 Stars!]
[PFRPG] Player's Options: Half-Elves
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Racial Ecologies: Living Dolls
Publisher: Fat Goblin Games
by Sean H. [Featured Reviewer]
Date Added: 06/25/2014 16:18:00
Racial Ecologies: Living Dolls is a fun source book, while they do not necessarily have a place in all campaign, there are enough options here that a GM should be able to find a way to use one if they want. Equally a short “all toys” campaign would be rather fun using these rules. While there are a few odd bits and one important oversight in the rules proved, overall it is a strong, if niche, addition to the races available for Pathfinder.

Racial Ecologies: Living Dolls is a new “race” for Pathfinder and an unusual one, not a race of flesh and blood but a constructed race animated by magic of various sorts, toys by a child’s love, dolls by dark magic, or other combinations.

Wooden toys, marionettes, stuffed animals, porcelain dolls and cloth dolls are all variants built off of the same basic rules. They are “constructed” which means that they suffer the limitation of a construct (no healing, cannot be raised), along with vulnerability to fire, with only some of the advantages, gaining bonuses against disease, poison and similar effects which leads to some potentially odd situations (how does a blood disease manifest on a bloodless being or a nerve toxin punish a creature without nerves?). Each Living Doll is further customized with four Construction Points which can be used to buy an animation type (Child’s Love, Dark Arts, Lost Soul or Magic Surge are the choices, all of which imply intriguing back stories) or other minor abilities based on construction or origin.

To further support the new race there are: nine new feats, all building nicely off of the established themes. Seven racial traits, including the amusing Shift the Blame, which gives bonuses for doing exactly that. Five new items, all toys used as weapons, knucklebones and marbles to impede your foes, rubber balls as thrown weapons (which probably should do non-lethal damage), wooden swords and the probably too effective yo-yo (and certainly too heavy, a five-pound yo-yo?) and three new magic items. Four archetypes, mother bear (barbarian), toy soldier (fighter), possessed doll (oracle) and voodoo doll (witch) are presented along with rocking horse, an archetype/template for the animal companion of a living doll, complete the product.

The one thing that needed to be addressed for the living dolls to really work in a campaign is, how do they “heal”? By their description they “cannot be healed through normal, divine healing or channeled energy.” The repair object rules do not apply very well so it would have been nice to have had this addressed in the rules rather than forcing a GM to solve it on their own. Apart from that, Living Dolls is an excellent addition to the options available for Pathfinder races.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[5 of 5 Stars!]
Racial Ecologies: Living Dolls
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Thunderscape: the World of Aden: Campaign Setting
Publisher: Kyoudai Games
by Sean H. [Featured Reviewer]
Date Added: 06/20/2014 19:56:52
Thunderscape: the World of Aden Campaign Setting is an interesting book, obviously if you want to run a campaign set in the world of Aden this is a must buy item, but what if you are just a Pathfinder GM? Well, in that case, it depends on how much use you think you will get out of the new races, classes and rules. If you want to move your campaign in a more magical steampunk sort of direction, there are considerable tools to support that especially of you want to make vehicles more important to your game. Want to have a corrupting evil that spawns twisted agents? There are tools for that. For me, the insect druid Entropomancer is almost enough reason alone to have the book, but not every campaign has a place for such a class. But each GM will have to make the call for themself.

Thunderscape: the World of Aden Campaign Setting by Kyoudai Games for use with the Pathfinder RPG is based on the World of Aden used in the SSI computer game created by Shane Hensley and developed in both novels and source books. This current version is written by Shawn Carman and Rich Wulf and was made possible by a Kickstarter.

The World of Aden mixes magic with technology, steam-powered vehicles, gunpowder weaponry and mechanical golems. Opposing this are the sinister powers of the Darkfall and the nightmare creatures it has awoken.

Found in Aden are seven new races and nine new classes:

As well as traditional dwarves and elves (and half elves) such as: Faerkin, a small fey-touched race. The Ferran, race of magically evolved animals that come in various subraces, predator, brute and sneak, to allow them to be customized to various animal types. Goreaux and Jurak are variants of goblin and orc respectively. Rapacians are lizard folk. The most unusual are the Echoes, a spirit race that must take on the form of someone dead, and the Ilithix Exiles, a race of intelligent insects with interesting abilities from that heritage.

The new classes draw upon the nature of Aden: The Arbiter mixes high, but focused, combat potential with an investigative skill set, though it remains primarily a combat-oriented class. A Druid variant, the Entromancer, which focuses on the control of insects and other such creatures and is by far my favorite class in the book. Several of the classes mix magic and technology, the Golomoid (who enhance themselves with golem-tech), the Mechamage (who make golems), Steamwright (steamtech tinkers) and Thunderscouts (master of vehicles). The Fallen are an interesting class, representing those who have been touched by the Darkfall but not subverted by it (though it can also be used to model those as well) who use the tools of evil to fight. Seers, who look beyond, and Thamaturges, who tap into the abilities of ancient heroes, also provide interesting options for characters. As a nice touch, three example characters (only a paragraph though) for each class are presented just to give a feel for the class in Aden.

Existing classes are given a handful of new archetypes and how they fit into the setting of Aden as well as two example characters for each class. Next are traits and feats, the Folk Magic Trait is especially clever and has a potential wide application, while most of the feats apply to the new races and classes. A brief section covers new uses for skill in Aden, nothing groundbreaking but useful.

Then it moves into history and the nations of Aden, each getting a multi-page description that lays it out as a place to go and adventure in with the current political and military situation and a lovely flag. It would have been nice to see some adventure hooks for each of the areas and points of interest, but what is here being serviceable.

Next it is back to rules with new spells, after a discussion of the place of magic in Aden, mostly to fill out the spell selection for Entromancers and Mechamages. Followed by new equipment, including firearms, mechamagic weapons (magmaxe!), vehicles and rules for customizing vehicles, and a handful of new magic items. A selection of Aden specific monsters and templates finishes off the book along with an index (always useful).

There is a considerable amount of useful material here for any Pathfinder game but it is very focused on the steam-magic world of Aden and will require adaptation, possibly considerable adaption, to fit into other campaign worlds.

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

Rating:
[4 of 5 Stars!]
Thunderscape: the World of Aden: Campaign Setting
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Shadowrun: Run & Gun
Publisher: Catalyst Game Labs
by Sean H. [Featured Reviewer]
Date Added: 05/09/2014 16:21:57
Shadowrun: Run and Gun provides tools and tricks for the working shadowrunner. Do you need this book? Unless you are running a very combat oriented game, probably not, but it sure has a lot of fun toys and options in it. The rule options can be extremely detailed and are not going to be needed for most games and styles of play, but they are an interesting reference and provide interesting ideas and adventure seeds. As a GM, I would definitely put this book on the list of things to have to scare players with.

Shadowrun: Run and Gun, is the first major sourcebook for the 5th edition of Shadowrun providing more toys for the players (and GMs), not just guns but armor, explosives, tactics, martial arts and hazardous environments all get explored in this book. There should be something for just about everyone (but especially the GM).

The book begins with one of the ubiquitous fiction sections, then a (in game world) discussion on weapons followed by the weapons themselves, this section is call Arsenal naturally, everything from chainsaws to flamethrowers, crossbows to lasers, something for everyone. Additionally there are rules for customization of weapon and new things to customize them with. Overall, a good expansion of the available options for weaponry including more nonlethal choices.

Followed by a section on Armor & Protection, to keep you from being killed by all the new weapons . . . Much of it is armored fashion which provides some interesting insight into the Shadowrun world with some in game world discussion on how best to use armor and style to your best advantage. Also included are various forms of unusual environment protection (including space suits) and new options for armor. Again, a nice broadening of options.

Next, there is Tactics & Tools, which discussion the place of combat tactics with a basic overview of small unit tactics, how various groups apply them and some rules to give mechanical advantages to those groups that follow trained tactics. Additionally some gear to enhance tactical options, including tactical communications networks is provided. Killshots & More provides options to adjust the combat rules for greater or lesser lethality, expanding rules for called shots and combat actions and new qualities. Rule for martial art styles are provided which in turn allow access to additional types of combat actions and other coolness.

Staying Alive is all about environmental hazards and how to survive them (or not) from extreme heat to bone chilling cold, radiation to vacuum with appropriate new qualities to help runners do one or the other. Then, Blow Up Good provides advanced demolition rules for blowing up everything from people to building as well as rules for making your own explosives (don’t glitch!).

It ends as it began with another fiction piece and then tables, lots of them, covering everything from the earlier chapters and the core book as well. All of the weapons! And a handy cheat sheet for the new combat options.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[4 of 5 Stars!]
Shadowrun: Run & Gun
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[PFRPG] Dragon Templates - Volume 3 - P to Z
Publisher: Ennead Games
by Sean H. [Featured Reviewer]
Date Added: 03/23/2014 11:37:04
Dragon Templates (and Variants), Volume 3 - P to Z, has 11 templates ranging from a -1 to +2 Challenge Rating (CR), with one with a variable CR bonus that could go to +4! As the pattern established by the previous two volumes, the templates are unpolished but useable, just. Some interesting ideas here, the stone imbued xenolith, the amusing yodeling and the astrologically tied zodiac templates. But the quantum template will just drive everyone (including the GM) crazy, the temporal template gives out limited uses of 8th and 9th level time spells and splitter looks like a mathematical headache though it is a neat idea. There are some useful pieces here and some dross to be sorted through.

If you use a lot of dragons in your campaign, or if you just want the ones that show up to be unique and interesting, these products will provide inspiration and a starting point for various unusual dragons but they are only a starting point, you will need to work out the finer details and balance them yourself.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[3 of 5 Stars!]
[PFRPG] Dragon Templates - Volume 3 - P to Z
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[PFRPG] Dragon Templates - Volume 1 - A to H
Publisher: Ennead Games
by Sean H. [Featured Reviewer]
Date Added: 03/23/2014 11:36:19
Dragon Templates (and Variants), Volume 1 - A to H, has 23 templates ranging from a -1 to +3 Challenge Rating (CR). The templates are light on detail, providing an introductory paragraph or two, a brief note on the physical changes that the template causes, and lastly the mechanics which sometime come with drawbacks. While some of the ideas are interesting and solid, they are not well developed and the CR adjustments do not seem to always align with the powers granted. The hybrid (half dragon/half something else) variant is especially sketchy but the albino, broken and glass templates have a considerable amount of potential.

If you use a lot of dragons in your campaign, or if you just want the ones that show up to be unique and interesting, these products will provide inspiration and a starting point for various unusual dragons but they are only a starting point, you will need to work out the finer details and balance them yourself.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[3 of 5 Stars!]
[PFRPG] Dragon Templates - Volume 1 - A to H
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Shadowrun: Sprawl Wilds
Publisher: Catalyst Game Labs
by Sean H. [Featured Reviewer]
Date Added: 02/15/2014 22:06:43
Shadowrun: Sprawl Wilds contains four short adventures for SR4A or SR5, converted from tournament adventure:

Manhunt, finds the runners in a barrens defending a farm and investigating a series of odd attack.
Carbon Copy, pits them against the latest version of a serial killer.
Ashes, which finds the runners in the Ork Underground in the middle of an arson spree.
Humanitarian Aid, finds the runners hunting for stolen medicine in a small town.

While a mixed bag, Manhunt seems exceptionally strong providing a good mix of roleplaying and problem solving, with some combat as well. Carbon Copy requires investigation skill and can provide the runners with a set of valuable contacts, if they succeed. Ashes but the character in a position to make a difference, a big difference, in the future of the Ork Underground, GMs should be very careful with this adventure, it is likely to have serious long term impact on a campaign. Humanitarian Aid is a solid horror scenario and is the lead in to the Romero and Juliet adventure. Pretty close to something here for every campaign.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[4 of 5 Stars!]
Shadowrun: Sprawl Wilds
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Shadowrun: Splintered State
Publisher: Catalyst Game Labs
by Sean H. [Featured Reviewer]
Date Added: 02/15/2014 22:05:42
Shadowrun: Splintered State is an introductory adventure for SR5, designed as the launching point for a campaign. While I admire that ambition, the scenario drops the characters into the deep end of a very dangerous political game, and it would be very easy for the entire team to get wiped out in some of the early encounters especially if the NPCs are played as competently as they are implied to be. It also seems to assume that the players will have a strong grasp on the setting as they are thrown between no less than four rival factions for what they possess. My fear is that it is aiming for too complex and too political of a story to serve as an easy introduction for new players, now for players experienced with the setting but not the new rules, it may be an ideal starting point, but I think it fails as a solid entry for new players and GMs.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[3 of 5 Stars!]
Shadowrun: Splintered State
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Shadowrun: The Neo-Anarchist's Guide to North America
Publisher: Catalyst Game Labs
by Sean H. [Featured Reviewer]
Date Added: 01/14/2014 21:46:25
The Neo-Anarchist’s Guide to North America, is what it says, a guide to the non-Native American nations of North America (in 2050). Just read the opening section that defines the Neo-Anarchist philosophy, the first four paragraphs really tell you everything you need to know (the rest is just wacky economics). It is an interesting look at the early ideas for the United Canadian American States, the Confederated American States, the California Free State and Quebec, some of which have evolved considerably in the last twenty years. It is obviously an early effort but it remains a useful reference for certain sections of North America and an interesting look back to an early era.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[4 of 5 Stars!]
Shadowrun: The Neo-Anarchist's Guide to North America
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Shadowrun: Rigger 3 Revised
Publisher: Catalyst Game Labs
by Sean H. [Featured Reviewer]
Date Added: 01/14/2014 21:45:38
Rigger 3 Revised, is the Shadowrun 3rd big book of vehicles and rigger rules covering everything that drive or flies in detail. While designed for the 3rd edition of the Shadowrun rules much of the general discussion and information is still usable in later versions. The discussion of what vehicles will be like in the Shadowrun future and the expenses (licences, insurance) is an interesting read. There are discussions on the role of riggers, security riggers (who operate building security systems), vehicle design and customization rules and a combined list of 3rd edition vehicles

The general information and ideas are still excellent reference and full of useful data and ideas, unfortunately it is almost totally incompatible with the current edition (or even the 4th edition) of the rules. Still, if your campaign makes wide use of vehicles and drones it may just be worthwhile.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[4 of 5 Stars!]
Shadowrun: Rigger 3 Revised
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Instant Teams For That Violent Dystopian Age Pro-Sports League
Publisher: Fishwife Games
by Sean H. [Featured Reviewer]
Date Added: 01/14/2014 21:43:50
Instant Teams For That Violent Dystopian Age Pro-Sports League, that title is almost longer than the product! It is a list of fifty (American) cities and fifty team names and a table for generating team colors. I would have liked the city list to have been weighted but population so you were more likely to see teams from New York or LA than Waco or Detroit. But other than that complaint, it does what it sets out to do.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[4 of 5 Stars!]
Instant Teams For That Violent Dystopian Age Pro-Sports League
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Shadowrun: 10 Mercs
Publisher: Catalyst Game Labs
by Sean H. [Featured Reviewer]
Date Added: 01/01/2014 11:52:36
10 Mercs looks at ten of the midrange mercenary companies in the Sixth World some famous, some infamous and some new but all interesting and most which can easily spawn plot hooks for characters. It is also very entertaining reading and even the opening fiction is a good read. If you use, or want to use, mercenaries in your Shadowrun campaign this will be a useful resource.

Shadowrun: 10 Mercs, is a good-sized (52-page) product detailing selected mercenaries groups in the Shadowrun setting along with a very brief discussion on the place of mercenaries in the Sixth World. Each mercenary group gets at least one named member fully described and statted out along with at least one standard member of that group with information (and stats) on equipment and vehicles as used by certain of the groups. While all of the information is still fairly current for 5th edition, the extensive statistics would be considerable work to convert, but if done only as needed should be manageable.

Some groups that have been mentioned before, such as the Free Marine Corps, get fully detailed and Picador (who is a frequent commentator ins other files) gets revealed. Some of the groups are obviously designed as opposition (Task Force Magus), others at potential allies (77th Independent Rangers, Bravo Company) but most could go either way depending on the situation and even the potential allies could end up opposed to the Shadowrunner goals. While there are no separate adventure seeds there is enough interesting information on each of the groups to be easily spun into scenarios.

While sizable units of mercenaries may not have a place in every Shadowrun campaign, if you are thinking of including such in yours, you will find this a useful resource and interesting read.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[5 of 5 Stars!]
Shadowrun: 10 Mercs
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Shadowrun: Sim Dreams & Nightmares
Publisher: Catalyst Game Labs
by Sean H. [Featured Reviewer]
Date Added: 12/26/2013 22:00:57
Sim Dreams & Nightmares is a brief guide to the use and abuse of sim sense technology in the Shadowrun setting. Sim Sense and BTL (Better Than Life) chips, and the addiction caused by them, are a major part of the Shadowrun setting so, good to see them get some more detail. However, this product does not provide nearly enough mechanical information, rather just enough for an overview, which may be enough for most games but it creates more questions than it answers.

Shadowrun: Sim Dreams & Nightmares, is a short piece on sim sense and related technologies (Better Than Life -BTL- chips, moodchips, personasofts) and their place in the Sixth World of Shadowrun. While made for the 4th edition, the background information remains applicable to the setting and the limited additional rules should be easily convertible to 5th.

The discussions of sim sense and its uses (“opiate of the masses”) are interesting. But the really interesting chips are moodchips (choose your emotion) and personasofts (act like someone else with skills to match) and they are not given enough information to properly integrate them into a game as their mechanical effects and limits are not even discussed and they have so much potential as plot hooks and in game devices.

Additional mechanics for addiction as well as new sim and addiction related edges and flaws complete the product along with a complete list of addictive substances (including skillwires now) in Shadowrun along with prices for various sorts of sim programs.

The subject really deserves more space and clearer rules though it does do a good job of providing an insetting look at sim sense, it is lacking the mechanics to back them up properly.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

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

Rating:
[3 of 5 Stars!]
Shadowrun: Sim Dreams & Nightmares
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