Shadows in Focus - Morocco is a location sourcebook for Shadowrun and provides useful information on Morocco and its environs that would be useful to the sorts of people who are Shadowrunners. It is the sort of book you need if you are going to run a game set in or around Morocco.
Shadows in Focus - Morocco is a location sourcebook for the 5th edition of Shadowrun, this particular book covers the shadow nexus of smugglers, corporations and nationalism that exist in the Morocco of the Sixth World.
Morocco is a gateway to the Mediterranean and Islamic worlds so it serves as a nexus of trade, legal and illegal, as well as a gatekeeper of the Gibraltar straights. In the Sixth World, it suffered heavily during EuroWar II which saw it invaded by European forces driving back the Islamic forces which had used it as a stepping stone to invade Spain. Morocco has rebuilt with heavy corporate aid making many see the government as a puppet of megacorporate interests. The truth is more com...
An awesome collection of ideas! Unlearn what you have learned and start running an interesting game. This book along with Vornheim: The complete city kit is a great place to begin the journey away from WOTC cookie cutter adventures for children, and run a next level game!!
Go head and buy this. No Ragrets, not even a single letter
"No more WOTC fluff, by yourself some heady stuff"
Thanks for Vornheim part 2 Zak waiting for 3!! And we need a world map!!
Date Added: 03/18/2018 15:11:13
Letztes Jahr hat Tales from the Loop die Herzen vieler 80er-Fans höher schlagen lassen. Die Spieler schlüpfen in die Rolle von Kindern und Jugendlichen, die in der kultigen Dekade fantastische Abenteuer erleben können. Bietet dieser Sammelband nun brauchbares neues Material oder kann man ihn links liegen lassen?
Im Dezember des vergangenen Jahres erschien mit Our Friends the Machines and other Mysteries die erste Abenteuersammlung für Tales from the Loop. In diesem Rollenspiel können die Spieler in die noch nicht ganz so ferne Vergangenheit der 1980er reisen und dort in die Haut von Kindern und Jugendlichen im Alter von 10 bis 15 Jahren schlüpfen. Wer also die Magie von Filmen wie Die Goonies, E.T. oder auch neuen Serien wie Stranger Things liebt, der sollte sich dieses System schnellstens zulegen, wie auch unser Spieltest belegt. Ein paar Abweichungen von den r...
Publisher: Word Mill
Date Added: 03/18/2018 13:16:27
This is the review you're looking for down here.
Okay, so. If you're *primarily* interested in the GM emulation rules, but you're looking at this and thinking to yourself 'hmm, well, why not just get the full rules for the like 2 more dollars it costs?' then I strongly suggest you STOP and go buy the standalone GM emulation rules. I own both, and I purchased the GM emulation PDF *second*, despite the fact that this book contains all the information in that book, and to be honest, I somewhat wish I had purchased that first.
The issue is in presentation.
I'm going to state right now that there is nothing *wrong* with the Mythic RPG rules. It is a perfectly servicable (if not particularly interesting) low-crunch generic system. It looks like it works. I can't particularly think of any specific type of game I'd choose it over a more specialized system for, though. I suppose it might work for a simple generic system in the case of wanting to run something I already knew and didn't ...
DDAL 7-08 Putting the Dead to Rest is an Adventure League adventure for levels 5-10 that should take about two hours to play. (Though it can easily go long) It is written for 5 characters of 8th level.
Part One is quick and two the point. It's always nice to get a chance to interact with some of the factions and this is no exception. It moves us along to part two nicely.
Part Two is a brief combat encounter which is thematic and fun for Chult. It can also be spiced up if a member of a certain faction is with the group.
Part Three starts the wrapping up of plots with a cool fight scene that can be followed with another interesting fight if you have a member of the correct faction. Then we get the end boss fight which is pretty cool and well thought out.
Overall this is a great module. It runs into the Adventure League issue of under awarding XP to players as it caps at 3,000xp but the required fights would provide nearly 4,000xp to the players before accounting for how cert...
DDEX 2-04 Mayhem at the Earthspur Mine is an Adventure League adventure for levels 5-10 that should take about four hours to play. (Though it can easily go long) It is written for 5 characters of 6th level. This adventure contains a .mod file for use in Fantasy Grounds Virtual Table Top
This adventure is just getting an overall and not a breakdown for two major reasons, one because some of the parts can happen non-linearly depend on player actions and adventure hooks, and two I don't want this review to be as long as the adventure which can be forever long.
This is a good adventure and has the options for some cool scenes, like gladiatorial combat, but it also has road bump scenes that kinda steal player agency like when they get rescued from a horde of monsters in order to move the plot forward.
It also have some cool set pieces in a room like the lake of molten lava, but not really enough chances to use it. This adventure needs to be trimmed by the GM to suite the needs of h...
Well balanced with combat and RPing for a short adventure. The players loved the decisions to be made (barrels, rope bridge) and interacting with the arrakocra. The final battle freaked them out but they managed to survive it (barely!). I highly recommend!
The players and I really enjoyed the module. It had a great balance of RP and combat. The role playing with Favin and Crackle were a blast to run. The players felt challenged at the end of the adventure, but really liked the terror of the pulsing cyst.
DDEX 2-12 Dark Rites at Fort Dalton is an Adventure League adventure for levels 1-4 that should take about two hours to play. It is written for 5 characters of 2nd level. This adventure contains a .mod file for use in Fantasy Grounds Virtual Table Top
Part One starts with a prologue that the players can choose so that they have a reason to be at Fort Dalton. It's an interesting way to tie players to the adventure when you aren't building towards that story. Most of this adventure is searching the ruins which can lead you over the time limit and xp budget if you focus on them, but could be interesting if you have the time.
Part Two Is still in the ruins but focus on one building with cult members trying to perform a Dark Ritual, or Rite. It's extremely straight forward and the completion of the combat encounter leads into the next part.
Part Three So the players could have arrived here from the last encounter, or by random luck while searching the ruins, leads to a semi-interes...
I am going to be honest with you. I obsessed on this book when I got it. It is so well written and illustrated that my Cthulhu fanboy self went into overdrive. If you are interested in the Cthulhu Mythos games, then this is a must-own book no matter what gaming system you are playing with.
DDEX 1-06 The Scroll Thief is an Adventure League adventure for levels 1-4 that should take about four hours to play. It is written for 5 characters of 2nd level. This Adventure has close ties to DDEX 1-2 Secrets of Sokol Keep and DDEX 1-5 Courting of Fire. The adventure is divided into three main parts. This adventure contains a .mod file for use in Fantasy Grounds Virtual Table Top
Part One is contains the standard intro to the module and sets the the players goals as trying to find who commited a series of three thefts that have happened over the last week. They're isn't much to the investigations other then a few brief roleplay encounters and few skill checks to expand on the information the players find. These scenes lead into the adventures first combat, and pushes the story towards the next part. Overall this part is ok, but not great. The three roleplay scenes are good to add flavor but can serve to distract the players by making the adventure seem like a “who done it?” adve...
My favorite part of this book is the very lore friendly Mechanist specialties. These are the tech subclasses that use things like repeating crossbows, alchemist fire bombs, rockets (yes, rockets) and several other weapons and even ancient mechanical armor-like devices made from something similar to golem magic. So, you could have a fighter in power armor firing rockets and it is all D&D lore friendly. That's pretty awesome if you ask me.
Yes. It was written by THAT H.G. Wells. It's a really good system and simple introduction for wargaming and a lot of fun. I'll be honest though, I got for the historical significance. I just wanted to own one of the first war games. If you are a bit of a fanboy or fangirl for this stuff, you need to own "H.G. Wells' Little Wars".