A gaming magazine published by White Wolf (the same company that produces Vampire: The Masquerade and all of its related games) that was rather good as it covered all games, not just those produed by its parent company (although it sometimes slipped toward a White Wolf-bias). The final issues attempted to turn WWM into a kind of "lifestyle"-magazine, with stuff totally unrelated to gaming, but which the staff apparently figured appealed to the kind of people who play RPGs. My guess is that change in focus is part of what caused the magazine to disappear about six months later... Still, copies can still be found in places (some game stores, second-hand book shops, conventions, etc.) and are definitely worth looking through when you come across them.
(An explanation of the items in each book review can be found here.)
ISSN: 0897-9391
Article & Author: To Kill A Dead Man (adventure, Stephan Wieck)
Page: 4
Overview: This issue contains only an adventure for Shadowrun (okay, and an advert on the back cover), which will be discussed in the Magazine Adventures section for spoiler reasons.
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ISSN: 0897-9391
Article & Authors: The Darkest Shadow (adventure, C.R. Shaver & Jason Rush)
Page: 6
Overview: This issue contains only an adventure for Shadowrun, which will be discussed in the Magazine Adventures section for spoiler reasons.
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ISSN: 0897-9391
Article & Authors: The Scope Of Magic (adept abilities, Herbert L. Helzer II & David Perry)
Page: 57
Overview: An article with a list of new physical adept (or "adept" for those who've only played Shadowrun, Third Edition) abilities. The abilities are fairly useful and don't really overlap with what FASA has published, which is good, although some I would not use in my own game. The reason for this is mainly that some powers are either just a bit too powerful for my taste, or do things that don't fit in with my own view of physical adepts. Still, it's a useful article for those who want some new abilities for their characters.
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ISSN: 0897-9391
Article & Authors: Nova Gaia (organization, William Lenox)
Page: 14
Overview: This article ties in with Denver The City Of Shadows, and was written by one of the co-authors of that boxed set. The article describes a magical group, based in Denver, that has environmental protection as one of its main goals; although nominally a magical group, their sympathizers include street sams, deckers, and other non-magical types, which makes them somewhat more powerful than a magician-only group. Having a really powerful free spirit as a patron also helps... It's a nice bit of supplementary material if you run a campaign in Denver and own the Denver box set, but by no means does it contain vital information. The group is however easily transplanted to another city, if the gamemaster wants to include them but doesn't feel like hauling the player characters to Denver to do so.
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