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Old 01-05-2009, 01:53 PM
Droogydroog Droogydroog is offline
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Join Date: May 2007
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Re: [RPG]: Shadowrun: Ghost Cartels, reviewed by grandmaster_cain (4/2)

I also wear my biases on my shoulder, and I'm not a cheerleader. I'm not saying that this product (or any product) is perfect, because it isn't; but if you're going to fault a product it should be on its own merits and flaws and not your own approval or disapproval of those who make it.

Let me be clear: Grandmaster Cain, I don't bear you a grudge, and if I've come out like I do, I apologize. I just think your review was more colored by your strong feelings regarding SR4 than the actual content of the product.

If I was going to hit on some actual flaws (real or perceived) in the product, I might mention the fact that RAMhounds were mysteriously absent from the Cast of Shadows in the last chapter, or mention how the adventures in the second and third chapters are somewhat out of sync - the Seattle adventures in "The Source" actually take place chronologically before the last couple tracks in the previous chapter.

Of course, I might also mention how bitchin' I feel the Kowloon Massacre was when the Yama Kings showed up to feast during the battle between rival triads over the drug trade, or the fact that the first chapter inched the metaplot forward a little and might expand the interest of the book to more than just gamemasters (though admittedly they will get the most use out of it).

Quote:
But at any event: I did mention both the globetrotting section (I thought individual scenes were generally good, but the overall connection between them was too weak to support a campaign) and the sidebars and GM aids.
Dude, you blew off an entire chapter in a couple sentences.
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Last edited by Droogydroog; 01-05-2009 at 02:03 PM..
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