tiggum's review
3.0
The setting seems cool and the rules seem easy enough to pick up. I'm not 100% convinced actually running a game in the extremely freeform and unplanned way they suggest would work out as well as it could - I'd probably want to at least have some Threats worked out in advance and some ideas for pointing the players in the right direction - but I guess it's written that way to emphasise the difference to people who are more used to running more rigid systems like D&D.
The book's writing style is mostly fine, but the frequent profanity seems a bit pretentious. Like the author is trying too hard to convince us that this is a mature game for grown-ups where we can say rude swears like "shit" and "fuck". Sure, ok.
The book's writing style is mostly fine, but the frequent profanity seems a bit pretentious. Like the author is trying too hard to convince us that this is a mature game for grown-ups where we can say rude swears like "shit" and "fuck". Sure, ok.
liszante's review
5.0
Actually quite engaging to read. The writing is clear and vibrant. For a game book that is not as common as I'd like.
Urban Shadows is a Powered by the Apocalypse game that pulls on urban fantasy tropes to create adventures filled with difficult decisions. I especially liked how important the cities are to the stories told through this system. In my favorite urban (really, cityscape) fantasy tales, the city is as great and interesting a character as the protagonists, allies, and antagonists. So I was glad to see that called out.
The GM section was well-written and did a good job of explaining what 'play to find out what happens' really means at the table. As I have not read AW or any other PBtA book before, that was very helpful. I also really liked the section on love letters near the end of the book. They are an interesting and fun-sounding solution for mission players and one-shots.
I read this book after playing US once. I rec both playing the game and reading this book.
Urban Shadows is a Powered by the Apocalypse game that pulls on urban fantasy tropes to create adventures filled with difficult decisions. I especially liked how important the cities are to the stories told through this system. In my favorite urban (really, cityscape) fantasy tales, the city is as great and interesting a character as the protagonists, allies, and antagonists. So I was glad to see that called out.
The GM section was well-written and did a good job of explaining what 'play to find out what happens' really means at the table. As I have not read AW or any other PBtA book before, that was very helpful. I also really liked the section on love letters near the end of the book. They are an interesting and fun-sounding solution for mission players and one-shots.
I read this book after playing US once. I rec both playing the game and reading this book.
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