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Skyscrapers & Sorcery White Box Rules Pay What You Want
Average Rating:4.3 / 5
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Skyscrapers & Sorcery White Box Rules
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Skyscrapers & Sorcery White Box Rules
Publisher: Sleeping Griffon Productions
by Steven W. [Verified Purchaser]
Date Added: 01/20/2016 16:18:01

I really enjoyed this product, but felt it could have used just a bit more to really make it sparkle.

The game system is based on White Box Sword & Sorcery (i.e. old D&D), but the addition of a career system to flesh out the PC's background (instead of a skill system) is a really neat idea.

The game setting is post-small-apocalypse late 20th century Earth, with monsters and magic coming back in the hidden and secret places. Another really interesting idea.

Overall, I loved what was here, but felt that a little more could have made this a better product. For instance, I felt that a small (2-3 page) write up of adventure or campaign ideas could have really helped nail down the tone of the game. Similarly, I think a small section of new and unique magic items - mixing the campaign magic with the technology of the unique setting - could have helped provide a great deal of color. Admittedly, these are all things an experienced DM can think up themselves, but I always like to see the game's writer develop this kind of material.

Still, four stars and I really hope Mr Hunter and Sleeping Griffon Productions produce more material for this game.

[4 of 5 Stars!]
Skyscrapers & Sorcery White Box Rules
Publisher: Sleeping Griffon Productions
by Michael H. [Verified Purchaser]
Date Added: 01/11/2016 06:33:00

What an intriguing game.

The campaign setting is almost but definitely not our own world so there's no chapter about the fantasy play environment. Instead, aside from a brief introduction, snippets of the world background find their way into the enjoyable writing style. If you remember Bloodshadows - this game will ring a few bells but it is its own game, not a knock-off and the player characters are all humans. A decision I applaud, for me, I either need the protagonist or the world to be identifiable, if both are alien, I'm lost.

Next is the rule system. For the most part it's a nicely realised interpretation of White Box or old-school play with subtle tweaks to make it stand out from the pack. Classes are brilliant - slender as befits an OSR game but packing some unique elements that create interesting and viable heroes with little effort on the part of the players or referee. Monsters are all re-written to fit the game's new world view, there's a lengthy beginning adventure - an essential addition for ALL new games (other writers, please take note). A very light skill system is included which dove-tails with a previous career ranking which doesn't feel tacked on but integral to the game; and occult magic sings.

The experience section seems out of place - you get experience points for killing things and looting their bodies and in VERY small quantities. The writer adds a sentence about awarding points for other things but there's nothing to support the idea and finally he adds words to the effect of "darn it, just give 'em the points you want to advance the game at rate that suits your play". Yeah... The report card would read "could try harder". This is an odd cop out. It doesn't seem the kind of game where loot and murder should advance characters and the alternatives are too wishy-washy.

For the most part the game flows beautifully, like a well-oiled machine. Until you hit the tail end of character generation and you have to choose your character's gear. Ouch. What a nightmare. Everything has to be accounted for in dollars and weight units. Everything (except kits which inexplicably have cost values but no weight). This just doesn't mesh with the rest of the game. It's agony to slog through page after page of spread sheet-like tables. Then you tot-up your weight carried which gives you your movement rate (there's no spot on the character sheet for that by the way).

One final gripe and it's really minor - characters are likely to speak lots of different languages. I find that a little unusual. Some might say - 'yeah but that's how original D&D played it' but it just doesn't sit well - I know people that struggle with one language let alone being fluent in 4 or more.

So, overall a game that is nothing short of brilliant. Not perfect but there's little that is. I'll need to write a workable experience system but that's a paragraph worth of work and sort out a less tedious method of equipping characters but that's it.

I spotted only a couple of typos - having a high Wisdom reduces your chance of saving versus magic and the d6 language table repeats the number 5.

I would score the game a "5" if experience and equipment had earned a little more love from the writer.

[4 of 5 Stars!]
Skyscrapers & Sorcery White Box Rules
Publisher: Sleeping Griffon Productions
by keith b. [Verified Purchaser]
Date Added: 01/10/2016 22:33:45

RATING 4 out of 5

Anyone familiar with D&D/Pathfinder could be playing within 5 minutes. the rules are basically the same. Roll 1d20 and compare it to the Armor Class of the opponent. Skill checks are 2d6 with a target number of 9. Class bonuses and career ranks add to your roll. Equal 9 and you succeed.

Very simple rules presented in a simple but beautiful format while not including obscure rules are a major plus for me.

The 5 classes available are again simple to understand and with the multi-class option you can create any style of character you may want in a more modern setting of investigating and fighting all kinds of normal and fantasy creatures or people.

Additional good points -Beyond the first few pages and 1 later in the book all the pages are black and white. -Plenty of creatures to battle -A sample adventure -A large variety of spells -a large variety of modern equipment, vehicles and weapons

  • little to no artwork Bad points -Even though Wyverns are presented and in its description dragons are mentioned, none are presented(I always need dragons)
  • Beyond that I can't really say anything particularly bad

Further thoughts In my earlier days of RPG games my group often times took to different time eras and while reading the PDF I was taken back to those times as this game doesn't seem to concentrate on the minutia of rules but instead on the fun and interaction.

Also while reading I had visions of zeppelins instead of planes and more of a steam punk setting but possibly including futuristic hover vehicles. My creativity was immediately put to work. THANK YOU.

[4 of 5 Stars!]
Creator Reply:
Thanks for your review, I hope you enjoy the game, and I almost included an entry for dragons, so I\'ll put together a PWYW supplement on my take on dragons in the S&S setting as soon as I get a chance (might take a couple of weeks, I\'m in my busy time of the year at my day job)
Skyscrapers & Sorcery White Box Rules
Publisher: Sleeping Griffon Productions
by Bill L. [Verified Purchaser]
Date Added: 01/09/2016 21:12:27

I really think you did a great job on this. I'm really impressed with the simple and clean layout, the very readable text, and the lite nature of the game. I'm really pleased with how this title developed, and am eager to get it to the table. Great job!!!!

[5 of 5 Stars!]
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