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Re: [RPG]: Shadowrun: On The Run, reviewed by grandmaster_cain (3/3)
Oh, if it were only advertised as a GM aid, then it'd be very good. Unfortunately, my playtest didn't show me that the adventure was really anything more than blandish, and highly World of Darkness-ish. From my own personal experience, you'll have to do an awful lot of work explaining the Shadowrun world to a new player if you try this one on them. I highly suggest that if you are going to purchase it, don't think of it as a Shadowrun module with GM aids; think of it as a GM aid with an example adventure.
On the Run was clearly written with the GM in mind. It makes for a fairly decent intro for new Shadowrun GM's. It doesn't work nearly as well for new Shadowrun players, though. It's not as bad as the Quick Start runs, which had new runners meeting Richard Villiers and fighting a cyberzombie, but it still manages to miss the needs of new players.
I *am*, however, going to stand by my reccomendation that you should never even consider buying the pdf, if you plan on printing out a hardcopy. Even with Adam's offer, it was too much hell to go through. FanPro really needs to start puttinf out print-friendly versions alongside their technically-proficient eye-candy versions.
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10% of a lot of practice is better than 100% of no practice at all. --Random Nerd
+i Laugh Point, +1 "Mine is better than yours is!" point
Last edited by grandmaster_cain; 06-17-2006 at 02:21 AM..
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