Digital Tools Box contains what would be two physical boxes. Each contains a lot of interesting content, though Alphaware is far more fleshed out and approaches the size and complexity of the 5th Edition core rulebook, while the Beginner Box is a quick start guide with an attached setting guide and novel excerpt. Continue reading “Thursday Review: Shadowrun Digital Tools Box”
Shadowrun released two supplements this weekend, and I took a look at both of them. All-in-all, Catalyst releases content at a somewhat rapid rate, and while they haven’t been releasing the sort of content I’d like to see most (namely a Runner’s Companion for 5th Edition), they did actually answer a question I asked on Stack Exchange, so I can’t complain too much. Also, Gun H(e)aven 3 (which I will just refer to as Gun Heaven from here forth) adds sport rifles and more weapons to 5th Edition, giving more flexibility in characters’ loadouts and gear.
One of the easiest ways for a game designer to damage their games is to pay too little attention to the methods by which they design the mechanics of the game. The flaw that comes up the most when I see it is a failure to correctly scale games’ mechanical structures in relationship to each other. Often, developers get lazy and use exponential or even linear scaling in their games and don’t realize the impact that their actions have on the difficulty and balance of their work.
Shadowrun: Sprawl Wilds is a collection of adventures that are intriguing and provide a good starting point for prospective Shadowrun GM’s. They focus more on a complex mission rather than a simple one; they’ll take a fair deal of getting familiar with to run, and they involve fewer felonies than the average shadowrun, but not only do they show off SR5’s new things well and serve as a decent starting-off point for Shadowrun players. Unfortunately, they are not quite perfect, but they’re pretty good in general. Continue reading “Thursday Review: Shadowrun: Sprawl Wilds”