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‘Jet Set’ from the outset is a GM book only. Whilst the first chapter may be of interest to players, I’d suggest that they stop reading there. The book aims to introduce the concept of the ultra-elite, those with the wealth to literally change the course of human history. Whilst traditionally, Shadowrunners wouldn’t be calling these folk omae, they certainly do offer the temptation of ‘the one big job’. The first chapter gives an overview of the jet set from a Shadowrunners’ perspective, as moderated by FastJack. It covers some of the key personalities and offers some setting-enhancing material (spot the SOPA reference) with echoes to our world. This in particular is quite well-done and continues SR’s fine tradition of making the world a lot more than just rules – there are diverse agendas being explored, and the writers have paid careful attention to ensuring that each NPC offers something distinctly different from their counterparts. A ‘run working for the Villiers should be different to working for Johnny Spinrad, and it does show in the flavour text.
The rest of the book is given to a new format of story ideas, and there are plenty of these to suit the palate of almost any shadowrunning group. The basic structure is a BBS-style intro with a little backstory, followed by an overview and a series of plot points. Each point serves to walk a GM through the key events occurring in the story, and does so in a very loose fashion. Strung together, the plot points do tell a story, but it does require some planning and fleshing out by the GM to work properly. As said, there are a wide variety of scenarios from Matrix-runs, to mad aeroplane bombers to a story which makes use of the material in the Shadowrun War! supplement. On the whole, the writing for these is concise and again attention has been paid to making these distinct experiences for the characters, and keyed to a range of play styles. However, the link between the jet set and the plot points in some cases was quite tenuous, and I felt that some had a much more generic SR feel than the authors may have intended.
On the note of War!, the introduction to the book does note a few titles which would be useful if you intend to use the material in Jet Set. I’d agree that whilst those books are not absolutely necessary, you will have a better feel for the source material if you do own a copy. I’ll leave it up to individual readers to determine if this dependency is a problem.
The final section of the book contains stats for all of the major NPCs mentioned in the book, and whilst interesting, isn’t an essential part of the book. I might refer to it from time to time, but the preceding chapters is where my attention will be firmly placed.
In summary, Jet Set does offer up new material and background for the Sixth World, but it may not be to everyone’s taste. The Plot Point structure is interesting and I could see some solid development work which could be done to extend this through other titles. My main gripe was that I would have liked to see less of these ‘adventures’ and more of the type of setting information found in the first chapter. If the book had focused exclusively on setting info, with a GM Advice chapter on designing games revolving on the influence of the Jet Set, this would have been a stronger product.
That said, I certainly enjoyed it, and this title has more than enough ideas for me to loot and pillage for my own Shadowrun game.
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'Burn' is the latest instalment in the Season 4 of Shadowrun Missions and acts as a way of starting to tie-up the Ork Underground plotline which you'll find through most of the other S4 modules. It is primarily investigative in nature, with minimal chances for combat (unless the runners take rather foolish actions) and will best suit a team that has a wide range of Contacts and a Face. Any Hacking skills will also be useful.
The module deals with the repeated firebombing of key areas in the Ork Underground, and this time the targets will be enough to get even the most jaded Shadowrunner involved. As I mentioned, there is a lot of legwork which needs to be accomplished, and there is definitely the feeling that the story will be finished elsewhere. This will be a challenge if you're running this outside of a convention as a dogged group without the pressure of a convention timeslot deadline may spend a lot of time chasing down leads to try and 'close' the module. The GM will need to put some serious thought into how their group would approach the job and how to wind down the module without meta-gaming.
That said, it is consistent with Catalyst's high standards for Shadowrun Missions. The pricing if perfect, the writing strong, the modules engaging and the art is usually of a good quality. As I have mentioned before, the SR2 part of my gaming soul rejoices to see the module format has been kept and this sense of familiarity (in all SR products) always makes me comfortable when cracking open a new title. This module taps into those nostalgic leanings even more by the nature of the Johnson in this run - but I shan't ruin the enjoyment by saying any more.
I'm extremely interested to see the next module and look forward to the resolution of the current storyline.
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MWP's iteration of the MArvel RPG represents an intertesting method for running games in general, not just this one. As with other product lines (most notably Smallville), there is a massive responsibility for all of the players and the GM to reach accords, discuss gameplay rationally and also look to the the 'bigger picture' rather than remain selfishly introspective - which may not suit all gaming groups style of play. That said, the game is about playing superheroes, so the premise that you need to work together, think about the whole plarty and have fun aren;t at odds with the chosen genre. I'm very keen to use this game with my group as it does offer a conceptual challenge, and it will be interesting to see how they handle it.
Character creation is a process which will require some thought, but it is relatively streamlined and essentially revolves around picking descriptive aspects of your character and assigning a dice value to them (as a side note, if you don't want to play your own character, there is a datafile in the back with a lot of recognised heroes ready to play). These are Distinctions (what your character is well-known for) and Specialities (the skills at which you are adept). Different modes of play are supported by the Affiliation stat which governs whether your character is best at Solo, Buddy or Team play. The only downside to this, is that I can see those characters with Solo rated the highest being a little frsutrated given that most scenes will be a co-operative team effort, so the dice will let them down a little in those circumstances. However, this is something the GM will need to consider when deisgning play opportunities for their group.
The Power Sets are quite well-developed, but the GM should take a guiding role in development at this point, as it is easy (as with most supers games) to build a character with a single, extremely over-powered speciality. I was glad to see that most of the powers I'd expect in a supers game to be here (including sorcery so I can play Stephen Strange!).
Gameplay, as I mentioned is highly collaborative, and those with experience in the Smallville RPG will feel right at home. The dice mechanics will take a bit of time to fully grasp, and in a newer group you should expect that any event requiring dice rolling will take time due to the number of variables that can be assigned to the roll. I would have liked a much more streamlined system (like Serenity) as this would support the 'fast and furious' action that comics represent. Only time (and a lot of play) will see if I can move my combats at the optimum speed. Outside of Cortex, I can't think of any parrallel experience to which players will be able to relate; as each set of variables is assigned at the point of rolling. Add to this that you can be rolling upwards of seven different dice which contribute to your pool for very different reasons and you can see what I mean.
The layout of the book was great, and it was nice to see a collection of Marvel art running thorugh the book. Marvel has (for me) very much a 'hit or miss' with their art of late, so it was good that MWP hadn't hinged the entire book on one artists' output.
Finally, game comes with the ubiquitous and expected 'module in the back of the book'. This two-act adventure is based on the first few issues of Bendis' run on The Avengers and I'm not convinced that designing a module around already printed comic plot was a good idea. Those familiar with the first few issues of this comic won;t find too many surpirses in store. I would have preferred to see something original in this place instead.
Overall, I've not had a lot of experience with supers RPGs, mostly because the systems for these games are almost uniformly complex. I'm not sure what it is about the genre that incites mathematical complexity in game designers, but Marvel seems to be at the lighter end of the spectrum. Given its' high attention to story, drama and coi-operative play, I should be able to sidestep my initial feelings about the system and play it with great excitement - and I recommend you do as well.
Excelsior!
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I've been a fan of the Harry Dresden novels for a few years and Evil Hat's RPG has piqued my curiousity. After reading the free taster, I'll be investing in the whole game. Whilst other reviews I've read have pointed to the system being extraordinary, I'll focus on the section available for download here.
This is part of the RPG book, and provides an overview of Baltimore. At 39 pages, it contains an awful lot of informatio including an overview of Baltimore, the mundane community, the source of supernatural conflict in the city (a Ley Line of great power), and an indepth look at the supernaturals. The White and Black Courts are covered as are renegade wizards (proving that not all wizards need conform to the White Council), the Fae, a mortal secret society (dedicated to the supernatural knowledge of Edgar Allen Poe) and the White Council.
As well as a host of NPCs with full stats, the authors have included three potential PCs which could be played straight from the page. They are well-developed enough to build some in game relationships and attention has been paid to forging some links that will keep them together.
However, what truly shines is the reparte between the fictional authors of the section. There are side notes which poke fun at NPC names, reveal that Thomas (Harry's brother) is a goth LARPer (whilst also ridiculing some stereotypes of LARPers), running supernatural political commentary, Star Wars references and some other insights which make reading this a very pleasant experience, and cementing it as pure Dresden.
The last section is a more comprehensive narrative of the locations in Baltimore likely to create interest and tension in your chronicle. There are clear links back to the NPCs in the previous section showing that the authors have invested time in planning the chapter. The linkages are logical and interesting, and could be transferred to almost any other supernatural-themed game.
As I said, I'm going out and buying the RPG as soon as possible, and I'll look forward to collecting (and hopefully playing) the entire Dresden product line. Even if you don't intend to get involved in RPGs, this is worth getting just to read.
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If this is the quality of product we can expect this year from Catalyst, then 2012 is Shadowruns' year (as it should be). The last month has seen a wide array of titles released (all with a different focus) for the line, and this is the first novel/game tie-in I've read for SR20.
The design is very simple. You recvieve a fifteen page novel, with appendices covering the stats of the main characters, NPCs, equipment, spells and vehicles. If you want to incorporate the material into your game it couldn't be easier. The story is well-written, actually better than some of the older SR novels published by FASA and leaves the story on a cliff-hanger. To be honest, I'd love to see this developed out to a full-length novel. I shan't spoil the plot for readers beyond mentioning that it is a good treatment of vampires in Shadowrun and gives a great 'jumping off' point for a campaign (although I did like that the author managed a Lord of the Rings reference in a vampire novel).
The only low point was the character art - it is a type of quasi-photography which I found incredibly unappealing. The rest of the art was the same quality as the SR4 core book; which I've found quite pleasing.
The title is perfectly priced, and I'd have no problem in recommending to any Shadowrun fan, player or Gamesmaster alike.
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Exalted has a reputation for being able to deliver fantastic locations and civilisations, but none can hold a candle to Autochthonia. This enormous Realm cast in brass and shadow is nothing less than the clockwork body of a god with an expanse large enough for eight nations. The description throughout the whole book lends itself to a dangerous, over-industrialised semi-lit place of constant noise, smoke, steam and claustrophobia.
It is easy to imagine how this place will stand a firm place in a gamers’ memory. Added to this is the descriptive of the highly ordered, structured and caste-based civilisation which is a commonality to all of the eight kingdoms (with some differences, as I’ll discuss later). The reader is given a great sense of how organised and efficient their society is, and this structure is the lens through which all threats to the already dying Realm must be viewed. On the surface the Voidbringers, as the greatest threat are named, seem to be innocuous – until you realise the enormity of their heresy. The book does challenge our ingrained individualistic mindset and invites us to wear another psyche and skin for a while – which is exactly what I want to do in an RPG. From this point of view the book is a massive success in my mind.
The interesting point about the societal baseline which is established in the opening chapters is that subsequent descriptions found in the eight kingdoms show how each locale takes the baseline and applies it in a slightly different manner. In this way, the reader is shown true diversity, but one grounded in a single cultural experience. My hat is off to the writers who managed to achieve such a clever feat. I came out feeling that it is not just the geography and architecture which differs in each kingdom (check out Ixut for the best example by far), but the differences in belief, social interaction, work, values and law. This made it a pleasure to read, and entices me to set my next Exalted game here.
The penultimate chapter gives the Storyteller yet more tools to set this apart from the rest of Creation in terms of environmental hazards which make the journey through Autochthonia a memorable (albeit potentially lethal) experience. The last chapter acts as a default monster manual and again there is rich flavour to be had here (and I was glad to Ixut given some special consideration here too).
I haven’t read the Autochthonians sourcebook before this, but I am hoping that it will be a fine companion volume. Even without this knowledge though, I found no concept in the book difficult to grasp. Admittedly, setting a chronicle here would require the character creation and Charm rules in the aforementioned book – but the thematic and descriptive elements of this book will make the storytelling much easier. Also, I am glad to see this released as a single title – I originally read it in tis’ serialised version and it did not have the same impact as the full book did. In any case, this should be a ‘must-have’ on the shelf (virtual or otherwise) for all Exalted Storytellers.
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The original ‘Harlequin’ was a fine module, so it was an ambitious undertaking to offer ‘Harlequin’s Back’ and expect similar results. However, after re-reading this, I’m sure that the sequel stands up just as well as the first iteration, almost twenty years after its’ release. It is also worth noting that Shadowrun books from this era are becoming increasingly difficult to locate in good condition, so hats off to Catalyst for allowing the fans access to PDF copies of the older editions.
‘Harlequin’ was written in a modular format so that it could be play around your existing campaign – but ‘Harlequin’s Back’ is designed to be played one module after the other. Make no mistake, this is an extremely dense campaign that will offer a lot of gaming time. The format is five interlocking modules, each penned by a different author (Carl Sargent and Nigel Findley each write a chapter, much to my pleasure) which form a single unified story. The modules need to be played in order to make the most sense.
Where the developers have truly excelled is in making each module stand alone in terms of the feel, mood and theme. Players will find themselves embroiled in a Post-apocalyptic sci-fi, a Western, a Fantasy and a story with abstract philosophy before the end of the journey. There is a great blend of play experiences, but this does stand apart from the usual Shadowrun fare due to the philosophical and metaphorical elements woven into the plot. The authors have done an excellent job of conveying a sense of gravity to the plot, enabled by the imagery and the choices offered during each story. There is ample opportunity for most of the archetypes to shine, but there are some caveats which are openly discussed at the beginning of the book.
In terms of Gamesmaster support, it follows the format Shadowrun fans will recognise and is liberally sprinkled with advice throughout. I’d definitely not recommend this to a group or GM new to the setting, but rather for those with a decent amount of experience. As the style of module, and links to a grander metaplot are quite different, I don’t feel that it would be a great entry point to Shadowrun. Likewise, the group does not need to have played through ‘Harlequin’ beforehand, and there are notes for the GM to adapt the play experience if this is the case.
This deserves, quite rightly, to be seen as one of the best Shadowrun books produced by FASA. I’d highly recommend buying ‘Harlequin’ as well (which is also available in PDF) and reading the two back-to-back (as I did). I you play, or run Shadowrun, these two modules need to be part of your play experience at some point.
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If you are looking for either a diversion from your regular Cthuhlu chronicle, or interested in a small, self-contain campaign, then Queensguard is the right title for you. Queensguard takes place in an alternate America, one in which the British Monarchy, having lost Europe has transferred the seat of power to Manhattan. Around them are a swirl of Norse raiders, the war with the Central Asian Empire rages and there appears to be dissent and madness even in those meant to be the closest advisors to the Crown.
The two new societies introduced are the Philosophers and the Queensguard. The first are a scholarly order, responsible for many of the steampunk themed inventions of this age, from airships and electric carriages to augmented goggles and alchemical fire. The second are the Queen’s personal guard who are a blend of bodyguard, elite military unit and national police force. Both orders are given enough treatment to make characters drawn from either to be playable and interesting.
The overview of the Kingdom of America, character creation, new magic and descriptions of the orders take in only twenty-seven pages and it is an incredibly compact, yet satisfying section. The remainder of the book (fifty-five pages) is given to a two-part module-style story. The running time asks for around four hours per module (for eight hours total), but I’d be keen to see this tested as I believe that it would be easy to drawn this out to double the length with imaginative players. In either case, it offers a good length of play experience and an interesting (albeit sparsely developed) campaign setting. If you did intend to pursue a longer-running story arc, the Keeper would need to invest some time to further develop the setting.
My main criticism was that the elements I’d associate with steampunk weren’t immediately apparent in the book. To me it felt like a blend of 19th century technology with magic, but lacked the same feel I get from Deadlands, or Iron Kingdoms. It almost seemed as though the word was used to give the product a genre and nothing else. That said, a Keeper familiar with the genre would be able to narrate the setting as they saw fit and make things a little more industrialised, smoke filled and mechanical – with that touch of magic thrown in for good measure.
The module is well-written and would be an enjoyable experience to run as Keeper, but does require some preparation. There is some solid advice in the ‘Contingency’ sections (in case the players make choices that aren’t explicitly covered) and also notes on scaling to be found in the end of the book.
Queensguard, whilst not living up to my expectation of steampunk Cthuhlu, is still a good read and the module would play enjoyably. I could honestly see this as an alternate Cthuhlu experience that you’d be tempted to revisit (and write your own material for) every now and again – and in that it succeeds admirably as an imaginative RPG title.
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We've all had it happen in a Shadowrun game when the stakes are simply too high, the Johnson has lied, we've been double-crossed or simply need to drop out of the line of fire for a while. 'Safehouse' is a great little supplement (at eighteen pages) which gives you new rules for Boltholes and Safehouses which allow runners to customise their home-away-from-home. Narrated by FastJack, the supplement brings back a sense of the quirky and dry humour of the Shadowrun world and is told in tandem with the much younger runner /dev/grrl. The interwoven story is a good backdrop for the explanations given and the segue from descriptive narrative to hard rules is done well.
It gives, as mentioned, new rules for constructing these establishments, but also a good list of 'must-have' gear for the safehouse, new qualities (as per Runners Companion) and some sample safehouses.
Overall, it is quite a lot of information given the brevity of the page count. If nothing else, it will give your runners something to plan for and add to the somewhat paranoid edge that should be present on all runs. Highly recommended.
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If 'To Burn a Witch' is an indication of the general level of FRP's work, then they should be charging for this (and I'd gladly pay). The Adventure Seed is a an incredibly versatile and practical addition to a GM's virtual bookshelf. The writing is strong (and has a wry sense of humur) and the reader is left with a sense that there is no wasted space in the product (which weighs in at 13 pages). The underlying rationale for the product is a system-agnostic stats-less module which can provide an entire adventure. Whilst it does fit into the broader 'Moving Shadows' campaign, it can easily be played as a stand-alone experience.
Each segment is well-presented and I quite enjoyed the 'Dramatic Purpose' sidebars with each step of the module. The work as advertised - explicitly stating the purpose of each scene and what a GM should try to achieve with it. I feel that this is of use to novice and veteran GMS alike. The actual story of the module could be played out in a night or two and balances roleplaying and combat and has plenty of opportunities for the GM to personalise the experience. There is an unexpected twist which can be can be a source of great drama if foreshadowed well enough. Beyond that, I can't give too many other details without ruining the adventure.
I'd highly recommend this title, and if it is indicative of the general quality fo the Adventure Seed line, then I'd be keen to try them too.
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I don't know an awful lot about martial arts, so I can't attest to any level of accuracy in this product (but my argument has always been - do we necessarily want historical accuracy in a fantasy game?). However, it is a very useful additioonal document for any game using the D&D 3.5 rules. It is seven pages long (one page of which is the OGL) and it covers in some detail a range of shuriken and war fans, with combat rules for the variant weapons, their uses outside of combat and a few feats linked to the weapons.
Overall, it's good advertising for Action Games as it shows (for free) the types of work they can produce. I'd love to see this expanded out into a fulsome sourcebook (maybe only 30-50 pages) with a broad array of Oriental Weapons, feats and storytelling hints.
I'd highly recommend downloading this if you have even a passing interest in adding this type of weaponry to your campaign.
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I've been a great supporter of the current season of Shadowrun Missions to date, but 'Hard Target' was a mixed bag for me. As any GM does, I read a module asking myself 'what would my players do?' and subconsiously tweaking the adventure well before I've even slotted a time to play it. 'Hard Target' threw a lot of hard questions at me from the outset.
Don't misinterpret what I'm saying though; the scenes are a great mix of investigative work, roleplaying and outright violence (which is what Shadowrun is all about in my mind). The NPCs are a great mix, inlcuding one contact who is a novel inclusion. There is enough difference in each NPC to really portray them as unique identities, and there are few stereotypes. The end game has the potential to play out like any good action film, and a GM should find it easy to build the tension in the lead up to this scene.
It is the initial sell of the 'run that I have a problem with. The 'run itself is interesting enough to hook almost any group, but isn't presented in a fashion that will leave runners feeling as though it is a genuine job. If you summarise the offer, it doesn't seem to stand up to too much scrutiny and the Johnson seems insufficiently informed. I wouldn't blame a group for thinking it was a set-up and walking away - my group probably would. If you can tweak this section and make it more believable, then you have an exicting run which is distinctly Shadowrun.
The lower stars are for the rework I'd need to do on the hook, but once you fix that, you've got a quality module.
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'Strange, Dead Love' was a product about which I had deeply mixed feelings. On one hand, the whole paranormal romance genre is one whihc I simply can't stand; at least in the over-commercialised, over-published mainstream sense. On the other, the concept of love, and the storytelling opportunities it offers has always had a place at my table. Whilst this is written for vampire: the Requiem, the principles in here could be easily adapted to any game. The last section alone is worth the cover price, but I'll come to that.
Three elements are introduced in the first two chapters to blend into the chronicle as one sees fit. The beauty here is that none of the leemtns are absolutely mutually exclusive and are extremely scalable. The first two which go hand-in-hand (no pun intended) are Themes and Props. The Theme is the over-riding feel of the chronicle and it is possible to bring in elements of many of the themeses across a long-running chronicle. Each Theme presents love in a different perspective, and if communicated to players effectively, allows for the shaping of characters which either align (or more interestingly, reject) that perspective. Even though I had used themes like 'Redemption', 'The One' and 'Against all odds' in other chronicles, there was still something fresh in those entries that has given me new ways of approaching this subject matter. The Props support the executiuon of the story, and range from an examination of the Traditions to physical locations (such as the ubiquitous nightclub). Whilst a lot of these ideas are not new, they are presented with great clarity and they have enough substance to spark the imagination. What I did notice in this section was that each individual Theme or Prop spoke with a distinct voice; I'm not sure if the three authors were allocated different sections but this change of pace made this chapter extremely readable.
On that note, the quality of writing throughout the whole book was very good. It was clear that all of the authors had a great grasp of the genre and were able to distill the very essence (and then twist it to suit the World of Darkness). I didn't feel that the serialised fiction added anything to the product overall, but the rest of the writing was excellent.
The second chapter presents Shards, which are somewhat fleshed-out chronicle starters. There is still some major work to be done to bring these to life, but (as I noted with other products like 'Glimpses of the Unknown') these are well worth reading. The initial spark, basic NPCs and plot are sketched out for the Storyteller and all you would need to add is localised flavour and expand the scenes into a playable format. Normally in these sections I can find some dead wood; but was pleasantly surprised to see that all of the Shards were usable and engaging.
The last chapter is one on Storytelling Advice. It is acknowledged in the opening paragraph that pages have been written on the subject of storytelling already; but I felt that this product deserved some specialised attention. Given the genre, there needs to be a very particular approach to story and character development, a strong buy-in from both the Storyteller and all players and what this chapter calls 'Social Contracts'. I think that any group who approaches this chapter with the intent of an open dialogue between ST and players (if you don't have this already) will find their game stronger for it. Overall, I'd recommend this chapter for anyone wanting to run any game with a romantic theme - not just WoD.
Overall, I think this is an excellent product, supported by a realistic page count, and solid writing. It can be easily read in one sitting, but you will find yourself (as I did) drawn back to re-read sections and ponder how they'll fit into your chronicle.
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Even if you're not overly interested in the Mortals style of game that this presents, it is well worth getting to become familiar with the rules set for the new World of Darkness. The first thirty pages are dedicated to an overview of the systems, including full write-ups of skills, Virtues and Vices and every rule you'll need to run the module. It also comes with four pre-generated characters. The pre-gens are interesting as a lot of thought went into the backstory for each and there are some very solid emotional triggers for a Storyteller to incorporate into the adventure.
The premise is very simple - a group of mortals investigate something in their apartment building which turns out to be spooky. The author clearly defines the difference between horror and terror from the outset and gives reasons and examples for the use of each. It is a nice touch and the advice here is easily transferable to any other RPG in the genre.
Whilst the actual play of the module can come off as a little dungeon crawl-ish in its execution, the location does lend itself well to the slow transition from the real to the unreal (or familiar to unfamiliar). The story could easily be grasped by a brand new group (I'd argue even those who have never role-played before) and probably would offer a single nights' play. Beyond launching a Hunters game though, I can't see how it could really fit into the mould of chronicle-starter. However, you could tweak the module if you had a particular flavour of nWoD you wanted it to be the catalyst for.
A good introduction to the system, decent characters and a storyline which a first-time ST could fathom after a couple of readings. In all a recipe for a good product.
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Firstly, the GM Screen is marvellous. The exterior artwork is just beautiful and really aids the GM in setting the mood and flavour of the game. There is plenty of inspiration just from these images. The data on the screen is highly relevant and usable, especially having the Honour table at a glance. Overall, it is a well-designed product that any GM would find useful.
On to the adventure, then. 'Descent into Darkness' weighs in at 20 pages, with 13 of those devoted to the module and the others for NPCs and the map. It supports its claims to be a 'plug-and-play', region non-specific module very well and the designers have done a good job of leaving enough blank areas for the GM to fill and customise it for their own campaign. IT is even open-ended enough that it could be used as the introduction to a much longer campaign arc.
After reading through the whole module, all I can say is 'wow'. This is an especially dark piece of work (for L5R) which is justifiable given the nature of the conundrum placed at the feet of the PCs. There is a huge emphasis on thinking before acting, socialising and investigation to uncover the true activity behind the module. When the PCs do figure it out, they are left with a horrifying choice. This should lead to a lot of really good roleplaying scenes and characters doing some soul-searching before they can reach a sense of closure.
The module is well laid-out, and there are scaling tips in some encounters to give some advice on not only making the encounters more challenging, but also dealing with evoking the adventure (the one entitled 'Not dark enough?' has some great tips).
I think that this could well be more than a night's play to complete, depending on how much characterisation and investigation the players want to undertake. In preparation, I would warn any GM to have a contingency plan (and this is dealt with in the module too) as there are some open scenes which can potentially change the entire gameplay. Whilst this is distinct possibility, it only detracts in a small way from the product.
I'm really looking forward to putting my group of players through this. As they are interested in L5R, but have a strong background in White Wolf games, this will be a perfect hook to get them into a campaign.
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