The Dragon's Gate: San Angelo's Chinatown

REVIEWER'S NOTE: This review was prepared from a pre-release PDF version of the book.

"The Dragon's Gate: San Angelo's Chinatown", details the history, geography and inhabitants of the Chinatown section of San Angelo - a fictional, modern day California city that is the setting for superhero role-playing campaigns published by Gold Rush Games. Weighing in at 128 pages, this dual-stat book (for the Action! System and Green Ronin's M&M Superlink) gives a willing GM a wealth of information about the mysterious, fascinating, and potentially dangerous streets of San Angelo's Chinatown.

Broken into 33 sections that examine every facet of life in Chinatown, "The Dragon's Gate" presents a complex three-dimensional world populated with a cast of hundreds. A useful timeline (combining the fictional back story of San Angelo's Chinatown with real world events) walks a GM through the area's colorful history, and the book takes pains to give advice on running campaigns in these past periods. Nevertheless, the focus is modern day adventuring, and the book details the minutia of a 21st century cityscape. Restaurants, banks, vendors, hotels, kiosks, churches - almost every imaginable aspect of urban life is detailed, complete with NPCs ready to breathe life into this fictional world. But from the outset, it's clear that "The Dragon's Gate" is more than a listing of buildings and businesses, or a rogue's gallery of Asian villains and NPCs. Rather, "The Dragon's Gate" seriously examines Chinese/Asian culture, religion, and history, becoming as much cultural primer as source book. For example, the book addresses the difference between the "outer" and "inner" Chinatown - the former comprised of a Western visitor's expectations (Chinese restaurants, tourist traps, street festivals) and the latter made up of the "real" Oriental religious, mystical and political traditions that permeate each resident's daily life. This attention to holistic detail and the authors' obvious enthusiasm for the source material are true highlights of "The Dragon's Gate".

But as I read through any source book or supplement - no matter how well researched and presented - the first thing I look for are ideas, themes, locations or NPCs that jump out and demand inclusion in an actual game setting. I found more than enough here, including the mysterious Ning Fu Zan (Chinese scientist and former Japanese collaborator specializing in "super soldier" experiments) the "Saturday Night Specials" (teenage hackers), the quirky Lung -Jeng Pan (an attorney specializing in personal injury suits against supers), and "The Game" (a lethal lottery). And this list hardly does the book justice, because there are adventure seeds on literally every page. From criminal masterminds to mystical monks, sleazy businessmen to evil corporations, crime gangs (in particular the three tongs that run almost every aspect of Asian organized crime) to police officers, and all the legitimate citizens who share the streets of Chinatown with them, there is something for almost every GM and every style of game. So much so, in fact, that although "The Dragon's Gate" is designed for supers role-playing, much of the material is useful for any modern day campaigning.

All of this detail comes at a price, however, and that is there is a tremendous amount of material to digest. Even with the helpful "campaign tip" boxes scattered throughout the text, the sheer volume of information and the number of NPCs requires a committed GM in order to fully exploit the book's strengths. And this is the tip of a rather large iceberg, because the book also makes frequent references (21 by my count) to Gold Rush Games' "San Angelo: City of Heroes" - which details the rest of the city surrounding Chinatown. While necessary perhaps, it is aggravating to read about interesting locations and NPCs (including important Chinatown super heroes such as "Jade") that are only detailed in the other book.

And a couple of other small concerns. Although promoted for its compatibility with M&M Superlink (improperly referred to as M&M Supersystem on more than one occasion), the M&M stat blocks are located almost as an afterthought in the back of the book, even though other game system stats are included in the main text (it should be noted that the M&M conversions are solid and were done in part by M&M author/guru Steve Kenson). The book's illustrations range from only fair to average (the imported photos are jarring) and the layout/editing is functional but hardly inspired (including a missing page reference on page 59). Nevertheless, these are minor complaints, and most if not all may have been addressed by the time the actual book hits the stands.

My greatest reservation, however, stems not from the book's substance but from its game table application. The material is "deep" but not "wide" - without a doubt, the book rewards those willing to wade through it, and a diligent, dedicated GM could run a complex, long running campaign and never leave the confines San Angelo's Chinatown. But, in the final tally, this may be "more Chinatown" than any one GM might need or want. Further, although geared toward superhero role-playing, there are very few true super heroes or villains listed in the book, leaving one wanting a little more of the oft-referenced "San Angelo: City of Heroes" and a little less of "The Dragon's Gate".

I enjoyed "The Dragon's Gate" and came away impressed with the amount of work that went into it. In the end it does what it claims to do - presents a living, breathing cityscape that can be incorporated into almost any existing city campaign. There is a lot of gold buried between the covers, but a lot of work will be needed to take full advantage of it.
 

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Delve into the mysterious world of San Angelo's Chinatown neighborhood.

The Dragon's Gate features a detailed description of the neighborhood, numerous businesses and personalities, both beneficial and dark.

Includes numerous NPCs, a map of Chinatown, adventure seeds, and an in-depth timeline of San Angelo's Chinatown!

Plus, the book contains character write-ups for some of the most popular superhero RPG systems around! Includes stats for HERO System, M&M Superlink and Action! System!

The Dragon's Gate: San Angelo's Chinatown and San Angelo: City of Heroes are trademarks of Gold Rush Games. Hero System and Champions are trademarks of DOJ, Inc., d/b/a Hero Games. Used under license. Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and Green Ronin are trademarks of Green Ronin Publishing and are used with permission. Action! System is a trademark of Gold Rush Games.
 

The Dragon's Gate: San Angelo's Chinatown is a 128-page sourcebook for the HERO system (with conversion appendices for the Action! System as well as for Mutants And Masterminds/d20) from Gold Rush Games. It is a follow-up to San Angelo: City of Heroes and is intended to detail the society and culture of a modern-day Chinatown district as found in many major cities. This review is based on a pre-release PDF copy of the book, so it is quite possible that there will be some differences between the subject of comments in this review and the released product.

My first impression was that this was an extremely ambitious project. There are quite a few campaign setting books out there that attempt to explain an entire world in 128 pages. This book attempts to detail a single neighborhood in the same number of pages, for three different game systems, with guidelines for use in several different genres (superhero, western, science fiction, dark heroes, and pulp). To be a genuinely useful product, it would have to both avoid too much fluff to filling out the 128 pages and give enough detail so that the product would actually be beneficial to those wishing to run a campaign, without wasting a bunch of space on gaming system conversions at the cost of setting details.

Surprisingly, they've pulled it off quite well.

First, for the people that care about things other than just playability:
Art: The majority of the artwork looks very comic book-ish, or similar to what you may find in some of the more popular graphic novels of the last decade or so, which is entirely appropriate based on the target genre of the book. A few of the images, however, are actually retouched photos, which do seem visually out of place in this work.
Writing Style: Generally well written, wonderfully detailed, and easy to follow, but with a few run-ons that should have been reworked in editing. There’s nothing that's going to make you stop, scratch your head, and have to reread the last paragraph, though.
Page usage: Of the 128 pages, there is one page of credits, a two-page table of contents, one page of ads, and a half page of OGL. The remainder is 123-and-a-half pages of source material.

The strong point of this book is the depth of detail it goes into for each aspect of the neighborhood and culture it attempts to cover. Business, gangs, organized crime, martial arts, academics, entertainment, news media, history, politics, mysticism, population ethnicity, religion and even night life are covered with a level of detail usually found only in some of the old Judge’s Guild products, in which quality detailed descriptions of each individual culture and location the player's may be interested in knowing about was the norm. With the material provided in The Dragon's Gate, you need only have the desire to base a campaign in a Chinatown area and willing players – you can let the rest of the campaign write itself with the details given in the book. That is not to say this book is intended as a "module" or that it would in any way preclude a GM from basing his own adventures in this setting. The truth is quite the opposite, as the book is filled with plot hooks and details that can be expanded into full adventures, take place "behind the scenes" of the character's experiences, or omitted entirely, depending on what the GM wishes to develop and employ in their campaign. Character stats throughout the book are given using the HERO system, with conversion chapters included at the end of the book for the Action! System as well as Mutants and Masterminds (and similar d20 systems). Stats are not only for hero-types, but include a diverse assortment of NPCs that characters could encounter in this setting, even if used as a basis for a non-super-powered campaign.

On the plus side, the depth and level of detail provided on the setting itself is outstanding. Every minor aspect of historical or setting importance I would want in a Chinatown-based campaign setting (historical timelines, immigrant railroad workers, tongs, opium dens, crowded street markets, representation and diversity of multiple oriental cultures, etc.) is addressed with enough detail to make it really useful. At the same time, however, not all of these aspects need be integrated into each campaign. GMs can pretty much mix and match what aspects they want to include in their own version of San Angelo's Chinatown.

On the negative side, most of the text on the included map, including the key numbered locations, is way too small to be read easily. Hopefully it will be appear significantly better in printed form. With the assortment of gaming systems it was written for, it would have been nice to see additional chapters, or least notes provided, on conversion to even more common gaming systems as well (d20 Modern and GURPS come to mind), just to make the product even more "universal", but as they already cover three popular systems, I'm probably asking a bit much as being a "universal" supplement was not the authors' original intent. The M&M Superlink section does list compatibility with "most d20 system products", but referenced plenty of classes, feats, and powers that will be familiar only to players of Mutants and Masterminds. Even a short M&M to SRD (3.5 or Modern) conversion section would have been a nice addition for those wishing to port some of the material contained herein over to another gaming system or genre as described in the introduction. Those looking for crunchy bits won't find much here, which should be expected, as this is intended as a pure campaign setting supplement, not a book of player's options. Besides, any such additions would have to receive triple-treatment, based on the numerous gaming systems The Dragon's Gate attempts to cater to. The "other genres" section was a nice touch, and more products should consider adding such notes, but there were no suggestions for running an espionage-type campaign, which I thought would have been an obvious fit. There is no index but the table of contents, which fills up two pages, is pretty detailed and serve as a decent reference for quickly finding your way around its pages.

Overall, the product's shortcomings fall more into the "it would have been really nice if they did this, too" category, as opposed to the "gaping pit of errors". The biggest disappointment, tome, was the clarity of the map. That being said, if you plan on running any RPG that may involve a Chinatown-flavored district, you need this book. Even if using a game system other than the three this supplement was intended to support, you will find enough quality generic background and source material here to keep a campaign running indefinitely. I only wish something with this detail had been available when I was doing V&V and Marvel Super Heroes back in the '80's and '90's!
 

Hi all!

I have agreed to review The Dragons Gate, by the gang at Gold Rush Games.

The Dragons Gate is a companion to San Angelo: City of Heroes. It is essentially a "China Town" setting for San Angelo. The book was written with a Supers campaign in mind but it easily adapts itself to other genres, such as a martial arts campaign, or a mystic campaign with an oriental flavor. The supplement comes with Hero System stats by default, but also includes GRG's own Action System, and M&M Superlink (D20) stats in indexes at the back of the book.

The Dragons Gate is a rich miasma of historical detail, supporting cast characters, mystery, and intrigue all wrapped in an aura of oriental mystique. As I perused its pages I could almost smell the tang of exotic spices hanging in the air from the street vendors and restaurants that are the main tourist attractions. I could feel the grittiness of the back streets ruled by rival tongs, and rife with gang controlled "violence". I could picture the street walkers and surreptitious drug deals going on around me.

There is enough historical information the a GM can easily run a western game a la "Kung-Fu" the tv series, a pulp genre game, a martial art game, a street level supers game, or a street level "Cops & Robbers" type game. It also easily tweaked for use in a higher powered 4 color supers game.

The Dragons Gate includes over 3 dozen NPC’s of note, dozens of business descriptions, and a plethora of plot seeds.

The artwork is well done and very appropriate for this type of supplement, adding great atmosphere. The detailed street map is also a plus.

For Hero gamers looking for a rich backdrop this is IMHO a must buy supplement. Gold Rush Games has a real hit with this one.
 

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