Shadow, Sword & Spell is your game. You, as the Gamemaster, are free to run your game how you want.
With all this freedom, you might get stuck trying to imagine new situations, or how to use the rules to craft the type of game they your players want. That is where this Gamemaster comes in.
Gamemaster is written to bring you new ideas and new means of using Shadow, Sword & Spell and creating a different type of game. Within this book you will find, numerous new ideas and expansions, including:
• Rules for psionics • New options for domains • Rules for making settlements into characters • The ability to create and run games where the domain is the character • Discussion on dimensions and other planes of existence • A look at the multiverse • The effects of coming into contact with extra-planar creatures
Gamemaster gives you more tools for your Shadow, Sword & Spell toolbox. Use them to create the game you want!
Product- Shadow, Sword & Spell: Gamemaster System- 12* Producer- Rogue Games Price- ~$5.25 here TL; DR- Lots of different topics in one book including the dreaded psionics. 97%
Basics- Well, your players got some options in S, S&S: Player, why not you, the GM? S, S &S: Gamemaster give the GM more options for his/her games. This book also introduces the controversial psionics to the game. However, most of this book is more rules options that you don't have to figure out on the fly.
Mechanics or Crunch- After working my way through the entire S,S&S/12* system, it's fast becoming one of my favorite systems. 12* is really well done, and expands nicely by adding new skills to accommodate new options. Psionics operate just like magic except you have a pool of points you spend from. DONE! The book also expands on the rules for running kingdoms and domains, adds ship combat, and provides new multiverse rules. All the rules all work well and give some really nice rules that a GM can use and not have to devise on the fly. 5/5
Theme or Fluff- The book has rules on how cities work, but I would have really liked if the book revisited the different cities from S,S&S:Basics and Expert to provide some examples on how those cities should work. That's not bad, but now I have the numbers to describe what they are and revisiting would help a bit. What this book will be really remembered as this is the multiverse and psionics book. What's here is full of different descriptive options on how the multiverse could works. And then the book goes crazy by describing deep math physics in chapter to demonstrate the multiverse. As a PhD, I loved this! You might not enjoy this as much. But, if you want some options to throw at your PC's from the quilted universe model to old school 1st ed. DnD, here you go! As for psionics, I was a little surprised to see this here and not in S,S&S: Player. The authors describe why this is here since the addition of mental magic makes games a pain, but it does stick out a bit. It is described well and given some nice story elements, but it is a bit off in this book. 4.5/5
Execution- Just like in S,S&S: Player, the art budget really helped this book. It still has the small book style with nice font and good layout. But, focused art and even asides for math really made me enjoy reading this book. 5/5
Summary- I really liked this book. It's up there with S,S&S: Expert on how happy it makes me. The 12* system really shows its versatility by easily just adding a whole new class mechanic here without any real growing pains. The city system is well done and reminds me of city stat blocks from Pathfinder. The multiverse has a section for discussing how real multiverse could work with included simplified math! That warms my heart! 97%