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Author : Rodney Thompson Number of Pages : 224 Release Date : 2009-01-20 Publisher : Wizards of the Coast List Price : $39.95 Amazon Price : $26.37
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Product Description Bring your Star Wars Roleplaying Game campaign into the epic battles of the Clone Wars. This book includes new information for heroes on both sides of the war, including new talents, feats, prestige classes, and equipment designed to tailor characters to the unique feel of the Clone Wars conflict. More than just information for players, The Clone Wars Campaign Guide provides Gamemasters with descriptions and statistics for starships, vehicles, allies, opponents, and planets and features in-depth information on material drawn from Lucasfilm's new CG animated series, The Clone Wars. Related Search : clone wars , accessory , campaign guide | 
 Author : Bruce R. Cordell Edition : 4th Number of Pages : 288 Release Date : 2008-08-19 Publisher : Wizards of the Coast List Price : $39.95 Amazon Price : $21.42 Used Price : $21.43 |
Product Description Dark perils and great deeds await! Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Campaign Guide presents a world of untold adventure; a land of a thousand stories shaped by the deeds of adventurers the likes of which Faerûn has never seen before. This book includes everything a Dungeon Master needs to run a D&D campaign in the Forgotten Realms setting, as well as elements that DMs can incorporate into their own D&D campaigns. The book provides background information on the lands of Faerûn, a fully detailed town in which to start a campaign, adventure seeds, new monsters, ready-to-play non-player characters, and a full-color poster map of Faerûn. Customer reviews How to Use This Horrible, Horrible Book by .. Colin J. Sullivan (Los Angeles, CA United States) It IS possible to use this book. Here is an example of how to use the 4th Edition FRCG to actually play a 4E D&D game in the Forgotten Realms:
1) Open the pitifully dull and inaccurate map, pick a location. For example, Nathlekh, a city featured in FRCG author Bruce R. Cordell's latest novel, "Plague of Spells."
2) Search for Nathlekh in the Index or Table of Contents of the FRCG. Hmm, not there. Search for the region labeled next to it, "Nathlan." Nope, not there either. Nathlekh is next to Long Arm Lake, maybe that's in there... Nothing. Well, the Vilhon Reach is now called the Vilhon Wilds; maybe it's there- okay, Vilhon's in the Table of Contents... but nothing on Nathlekh.
3) Check the other closest region, the Dragon Coast. We're in luck- there's an entire paragraph about Nathlan, which includes a couple of sentences about Nathlekh! It turns out that Nathlekh is the capital of the Shou "County" of Nathlan, and it used to be the "City of Cats." Hmm. So how was the County of Nathlan created, who are these Shou people, and why was it called the City of Cats?
4) Search the Forgotten Realms wiki articles and Candlekeep(.com) threads/answers from Ed Greenwood about Nathlekh, before going to other references.
5) Search through the 3.0E FRCS for any background information on the city and county. Nothing on Nathlekh, but some decent information about the Tuigan Horde, the Golden Way and other clues as to why the Shou humans of distant Kara-tur would be in a city in western Faerun.
6) Check through my 1st and 2nd Edition sources on .pdf for more info- interesting bits on the Dragon Reach and whole sourcebooks devoted to the Vilhon Reach and the Horde Campaign. Okay, that pretty much answers the Shou question.
7) Find references in Powers & Pantheons (AD&D book) and Faith & Pantheons (3E book) to Nobanion, the interloper Lion God of the Gulthmere Forest neighboring Nathlekh, who drove off the worshippers of the beast god Malar in the Vilhon Reach and Dragon Reach and was venerated in Nathlekh, the Gulthmere Forest, and by the wemics of the (former) Shining Plains. Nathlekh, the City of Cats, used to be filled with good-aligned werefelines of all types, and there Nobanion's greatest temple had a Festival of the Pride, a ten-day ceremony during the month of Ches. The only problem is that the Day of Mourning -uh, Spellplague- apparently destroyed Nobanion, the Shining Plains, and all the wemics and werefelines, leaving Nathlekh all to the Shou immigrants.
8) Conclude that while there's not a lot of info about Nathlekh out there, I now have plenty of background history to provide an interesting context for the city and its current status. I think I'll use some of this "City of Cats" stuff anyway.
9) Flesh out the city locations by mixing in a couple of forgotten shrines to Nobanion with the distinctly Shou culture, plus the entire paragraph on Nathlan County provided the 4th Edition FRCG. Throw in a little of the inexplicable anti-fey sentiment and the Shou-only prejudice of the townsfolk from the Plague of Spells book to bring it up to 1479 DR.
10) Write a little background on key NPCs- there's no way to stat any of them out. If there's a fight, I'll just pull something out of the Monster Manual. I'll figure out a way to include a couple Shou weretigers and werelions.
11) Paste over any incongruous bits with the all-purpose deus ex machina of the Day of Mourning- I mean, Spellplague- and we're ready to play!
So, if you use the 4th Edition Forgotten Realms Campaign Guide as a Panglossian treatise ("All is for the best in this, the best of all possible Forgotten Realms"), and use all previous edition materials and online sources as the actual references, it is possible to cobble enough information together to actually play 4th Edition Dungeons & Dragons in this campaign world.
For purposes of an actual "book review," I agree with what everyone else has said:
-- Dubious organization of chapters/ sections
-- Inexcuseable lack of detail/ huge font size/ tons of white space
-- Comprehensive excision of all contextual background history that would give weight to the latest "Realms-Shaking Events."
-- Referencing items covered in the FRPG with no cross-reference or cursory explanation. (Genasi, spellscars, etc.)
-- Pitiful map that is both inaccurate and woefully incomplete (Is that formerly coastal city now landlocked or not? I'll have to check the city description, if there is one, to be sure...)
-- Intentionally designed lack of NPCs and NPC stats in a system where NPCs aren't built with the same rules as PCs.
-- Complete failure to convey the sense of grandeur and history of the Forgotten Realms.
To be fair, there were some things I liked:
-- Nice interior art
-- Background information on regions organized by skill check/DC
-- Region sections include 'mini maps' (which would have been more useful had they provided the detail lacking in the full-size map.)
-- Satisfies my completist urge to have the latest Realmslore, such as there is of it.
Crap by .. Rikki Walker (SLC,UT,USA) Where to begin?? 4th Edition D&D is crap. 4th edition Forgotten Realms is crap. Wizards of the Coast or whatever the hell their name is now suck in every way but the good one. I get the feeling that the place has been taken over by bean counters who have no concept of what business they are in or what it takes to make good fantasy and fascinating adventure; look at the way they have been screwing Weis and Hickman for example. Its hard to believe that some of them who have actually written some very good books like Rich Baker are behind this monumental change from something that was fun and fresh to something that is choked in rules and feats and other lame, stupid changes.
not one red cent by .. Denver Duane Starkey (Texas US) I haven't actualy bought this book , but i had a good deal of time to look it over in teh bookstore the other day. what i saw disgusted me to the core. Fr WAS the greatest campaign world that D&D ever had. This is not FR, This is a "new" world with FR's name slapped on , this is the death of FR, I think it is safe to say that when 5th ed does role around FR will not even get a single book. In fact , I think i would ahve prefered that this edition instead of this. they gutted out every thing that made Fr what it was and replaced it with this cookie cutter campaigne. I agree with teh person who said "i think it is WoTC's mission to kill Fr" i can guarantee you that Eberron doesnt get such a enormous face lift as FR did for their cheep tacky 4e rules that play more like a WoW game than a pen and paper RPG.
FR is gone and for this gamer what they are wanting to call Fr , will most assureingly be TRUELY FORGOTTEN.
Devoid of Life by .. Azer Kain En (Columbus, OH USA) For old players of the old realms the new realms may end up being a hollow and empty place best avoided.
So much has changed with 4th edition that I really feel that they should have just came up with a new campaign world or two for 4th. I mean, how many times can Mystra die or the weave get reshaped because of some catastrophe? Is it going to be every new edition?
I always felt that a thinning of the realms was coming in the new edition when authors would get embarrassed by contradicting cannon in their many books.
Funny isn't it though, we all know that the same miss mashed flood of books and material is going to bloat the realms yet again. Guess Mystra is going to have to die again when 5th edition comes around and we'll have to get rid of half the continent again (chuckling).
If only some of the authors researched the realms as much as my players.
Funny thing is, I never really found the plethora of content available in previous editions to be a problem. The great thing about the realms for me was always that there was a flood of ideas and I could pick and choose what I wanted to run. I always disclaimed to my players that in my realms we weren't necessarily following cannon though I adhered as much I could. I thought that was reasonable since I didn't have multiple editors looking over my work who could miss the same things I had missed.
Overall, this product leaves a stale taste in my mouth. Mainly because of the vast amounts of information that was just washed away, hence the one star rating. And the reasoning behind the powerwashing is weak at best given the fact that we know the realms is just going to bloat itself all over again in 5th edition.
The same problem plagues authors as often plagues players...they want to write/play high level characters because they don't find lower level characters all that interesting to write/play. In both instances that is more a problem with the writer/player's imagination and ability to craft or be apart of an interesting story involving less powerful pc's and npc's. Some realms novels accomplish this, but not enough.
Had every other novel series put out not been some world changing cataclysmic event, maybe the 2.x/3.x realms would not have gotten so garbled.
Anyhow...I digress...I think from this review you can see where my frustration comes and though its more a review of the intention behind this product, it is still relevant to the end product.
I'm sure there are people out there who love the new edition and all that has been done...I'm glad for them, for me, I'll be sticking with the 3.5 realms.
Mostly useful by .. Michael R. Wild (Aloha, Oregon United States) It is interesting to start the guide with a full 1st level adventure as chapter 1. It is also interesting to see the new maps and art. The book is a guide to the realms. The book is clear that the FR players hand book is also needed. The rules are mostly in the FR PHB and not in this book and maybe that is OK. It was just a surprise that you needed both.
Like previous books it lists all the lands and tells you a bit about each. It also has a few interesting new rules. The FR PHB has much of the same information but presented differently and at a player view. It reminds me of a Fodor's Guide more than a rule book.
Related Search : 4th edition , campaign guide , forgotten realms | 
 Author : Sterling Hershey Number of Pages : 224 Release Date : 2008-09-16 Publisher : Wizards of the Coast List Price : $39.95 Amazon Price : $22.77 Used Price : $22.77 |
Product Description Unleash the Force and fight the Empire. The Emperor has swept away the last vestiges of the Old Republic. Darth Vader and his dark apprentice hunt down the surviving Jedi one by one, but a few escape capture and find refuge on backwater worlds. Fewer still reach deep into the Force, unleashing powers beyond their wildest imaginings. Meanwhile, other brave heroes rise to oppose the tyranny of the Empire, heralding the birth of the Rebellion. This campaign guide draws its inspiration from The Force Unleashed, a revolutionary new video game from Lucasfilm, Ltd. It presents a complete campaign setting during the period between Episode III: Revenge of the Sith and Episode IV: A New Hope. The guide offers exciting new character options and Force powers for players as well as adventure content, campaign seeds, and ready-to-play adversaries for Gamemasters. This supplement is designed for use with the Star Wars Roleplaying Game Saga Edition core rulebook. Customer reviews Force Unleashed Campaign Guide by .. Skandrannan () There is something for players and GM's in this book. The new weapons, feats, and tallents are a real plus to any game. If you want to add really hard to kill sith to your game then look here.
unleashed by .. C. M. Surinaga () This truly was a great purchase. This is one of the easiet time periods to run a campaign and your players heroes are not shadowed by obi wan or luke. Your heroes make the difference and set the table for new hope. A wise purchase for Star Wars gamers.
Tons of options by .. Alessandro Andreis (Verona, Italy) As in the title, the greatest of witch is the unleashed one. A must have if you're running the Dawn of Defiance adventures. Optimum product by WOTC as always!
Henchman AW by .. Andrew K. Winham (Shreveport, LA USA) Hands down a great book. Wizards has been hitting homers all the way to the galaxy far far away with their new campaign guides, but The Force Unleashed guide is just pure awesome.
The most notable addition of the Unleashed abilities puts SE into a new level of cool.
If the Dark Times are your times, get The TFU guide. If they aren't, Get the TFU guide. You won't regret it.
And come on, stats for the first droid with Jedi levels. How can you say no.
Saga Edition: Unleashed by .. Evil Genius () I am a casual SW:SE player and I find that I truly enjoy the two recent campaign settings that WotC has put out for it (This and Knights of the Old Republic Campaign Guide (Star Wars Roleplaying Game)). Each adds a great deal to your options, has splendid flavor and lore intertwined and seems like it had some decent production value (especially Force Unleashed, as it has actual concept art from the game of the same name Star Wars: The Force Unleashed). But now, onto the review.
Chapter 0: Introduction
The introduction is done exceedingly well. It begins by giving a short situation report on the status of the galaxy; How the Republic has fallen and the Dark Times are upon the beings of the galaxy. Then, it goes on to summarize what you will find in each chapter of the book. It then explains how a Force Unleashed campaign is markedly different from the other era's you might play in. Much more so than the Rebellion Era, the Empire is supreme. There's no Rebel Alliance to help you when you're in dire straights, it's quite an epic set up for You vs The Empire. The last part of this chapter is six item timeline of events that span the Dark Times. It begins with the execution of Order 66 and Palpatine's New Order speech, and ends with the Corellian Treaty, where the Rebel Alliance was born. This is an excellent primer for the rest of the book.
Chapter 1: Species
We have 10 new species for everyone to try out. Each species block is approximately a page long, give or take, and they're as detailed as they were in the Core Rulebook. I found each of their descriptions to be brief, but full of good information about their species and important events in their history. It's a very nice smattering of races that cover a good bit of the spectrum, from feral Felucians to the pacifistic Caamasi and the mysterious Yarkoa. Other races include the Aleena, Gran, Nosaurian, Talz, Togorian, Togruta, and Whiphid.
Chapter 2: Heroic Traits
This chapter begins with ideas for character origins, such as what first made your character start upon the path of a hero. It continues into a section tailored to each Heroic class, explaining their lots in the new order and offering new options for talents, or even new talent trees! Jedi get two new talents for each the Consular, Guardian and Sentinel trees. Nobles get a single new Inspiration talent, two Lineage talents and a new Ideologue tree. Smugglers make out with three Slicer talents, and five new talents from a Smuggling talent tree. Scouts get a single Awareness talent and a six-talent tree called Spy. Soldiers get five skills from the Mercenary talent tree. After this, there are new ways to use current skills, such as Acrobatics helping out in Low/High gravity or how to conceal large items with Stealth. 20 new feats await your discriminating eye, a couple new Destinies, and, of course, the much awaited Unleashed Abilities. The Unleashed abilities seem very interesting. They are very cinematic and can potentially turn a very dire situation into a favorable one.
Chapter 3: Prestige Classes
Bounty Hunters, Elite Troopers, Force Adepts and Jedi Knights get new talents to fill out their own trees, while new classes are introduced. Enforcer, Independent Droid, Infiltrator, Master Privateer, Medic and Saboteur are what you have to look forward to.
Chapter 4: Organizations
The Rebel Alliance is not around yet, but this chapter gives you the tools to create your own small resistance group, planetary rebellion or even, should it tickle your fancy, a group that spans the entire galaxy. it explains what benefits, risks and power levels such bodies will represent and what the players can do with them. It goes on to describe organizations such as the Antarian Rangers, Black Sun, Bothan Spynet, Bounty Hunters Guild, Car'das Smugglers, House Organa, Kota's Militia, and he Lok Revenants. Each has a section on history, what type of group it is, Enemies and Allies, Operational Scale, Criteria for positive and negative modifiers for the group, Titles, Benefits, Duties and Roleplaying applications. Very good stuff here.
Chapter 5: The Force
A section on how Jedi are living, how the Force is viewed in game, six new Force powers, six new Force talents, ten new Force Techniques, five new Force Secrets, and yes, even eleven new Unleashed Force powers. There are even two more Force using traditions to round out the chapter.
Chapter 6: Equipment and Droids and Chapter 7: Vehicles and Starships
The are both lumped together simply because they're both equipment and it's easier this way. There's a good bit of new equipment, droids and ships. Enough to keep most players busy, at the least.
Chapter 8: Campaign Guidelines
From here you can mine quite a bit of inspiration for character histories. It can also help figure out how to get your group together to begin with. Following that are common campaign elements such as trying to remain hidden from the Empire, scarce resources and garnering allies. The end of the chapter has a few challenges that you might throw at your heroes in game.
Chapter 9: Galactic Gazetteer
A good bit of information on new planets, and additional information on previously described planets, but with the Dark Times in focus.
Chapter 10: The Empire
Everything you'd want to know about the galaxies best Monolithic Authoritarian Regime. It explains the Imperial Government, personnel such as the Dark Troopers and the 501st Stormtrooper Division. It even goes on to detail the Death Star. Fans of Timothy Zahn will be happy to find stat blocks for the Noghri and Chiss in this section. At the end of the chapter you'll find Stat Blocks for Admiral Thrawn and Grand Moff Wilhuff Tarkin, and the big ships of the Empire during this time.
Chapter 11: Allies and Opponents
This chapter finishes the book and relates to you a few important characters, such as Bail Organa and Garm Bel Iblis. It also gives you some NPC people to use with or against your heroes.
Overall, an amazing book. There are a few shortcomings: I wish the Chiss and Noghri stat blocks were included with the other ones for ease of use. I wish some of the Imperial/Droid equipment was thrown into the equipment chapter, but all-in-all, this is a fantastic buy. It's a very well made campaign setting, it's well written and it inspires excitement in me to play this game. What more can you really ask for?
Related Search : campaign guide , force unleashed , star wars 
Author : Wizards RPG Team Number of Pages : 288 Release Date : 2009-06-16 Publisher : Wizards of the Coast List Price : $39.95 Amazon Price : $26.37
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Related Search : d supplement , guide 4th , edition d | 
 Author : Rodney Thompson Edition : 4th Number of Pages : 224 Release Date : 2008-08-19 Publisher : Wizards of the Coast List Price : $39.95 Amazon Price : $22.06 Used Price : $22.06 |
Product Description A Star WarsTM Roleplaying Game campaign set during the dawn of the Old Republic... Make the jump to lightspeed 4,000 years before the Battle of Yavin to a time when Jedi Knights and Sith Lords clashed in galactic conflict. This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith. Customer reviews Well done by .. Xero Gold () This book is as extensivily layed out as the main book for the series, covering new skills and feats, characters and droids. It offers senaros, NPCs, and advice on what to do if all your players are Knights of the Old Republic fans and want to be HK-47. This book is a great choice for fans of the game, and a good choice for any Star Wars fan in general who wants to add new ideas and concepts to their role playing game.
True to the material and a joy to read by .. D. Wilson (Connecticut) One of the most annoying things of the "Other media to game" model is that the results are frequently less than inspiring. Not so in this case. The material is neatly arranged, true to the original source material and a joy to read. It inspires both player and game-master notions.
KOTOR campaign guide by .. K. Martin (St. Louis, MO United States) Good product full of useful information for games centered in the old republic era. Since most of the characters are out of video games and comic books they had artists do pretty slick drawings and paintings of characters and ships. Lots of talents, feats and other things that could be useful in other eras of play.
KOTOR Campaign Guide by .. Andrew G. Fishback () This was great product. It will be of special interest to not only roleplayers but also anyone who has played Bioware's KOTOR series. I really enjoyed this book and found it a great read.
great tie into video games by .. David C. Miller (las vegas NV) If you like to two Knights of the Old Republic games that came out you will like this book.
Related Search : republic campaign , guide star , wars roleplaying | 
 Author : Theodore L. Hake Number of Pages : 192 Publisher : Wallace-Homestead Book Company List Price : $17.95 Used Price : $4.25 |
Customer reviews Excellent guide! A++ by .. C. Kellerman (Arlington, TX) Over the past year I have been very interested in campaign collectibles. This is the perfect guide. There are fifty categories ranging from buttons and pins to fans, clocks, banks, pennants, and postcards. Over 1700 items are catolouged in this guide. Each category has an introduction describing the items in general with a brief history. Each individual item in the book is presented with a photograph, the size of the item, year produced, and worth in dollars of the item. The book tells you how to pick out reproductions from real vintage items, and contains campaign materials from George Washington to George Bush. There's also a checklist, glossary, and list of campaign slogans in the back. I highly recommend this book.
Related Search : guide artifacts , guide , hake s 
Author : Rodney Thompson Number of Pages : 224 Release Date : 2009-03-17 Publisher : Wizards of the Coast List Price : $39.95 Amazon Price : $26.37
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Related Search : accessory , legacy era , campaign guide | 
Author : Rodney Thompson Number of Pages : 224 Release Date : 2009-07-21 Publisher : Wizards of the Coast List Price : $34.95 Amazon Price : $23.07
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Related Search : rebellion era , star wars , campaign guide | 
 Author : J.D. Wiker Number of Pages : 160 Release Date : 2003-08-01 Publisher : Wizards of the Coast List Price : $29.95 Used Price : $21.00 |
Product Description It’ll take a few moments to get the coordinates from the navi-computer.
Countless planets span the galaxy -- every one just a hyperspace jump away. From bustling spaceports to desolate wastelands, it’s up to you, the Gamemaster, to provide the details and descriptions that bring them to life. Whether you’re preparing a game session beforehand, or running an encounter on the fly, this book will help you fill every corner of the galaxy with memorable individuals, cinematic locales, and desperate situations.
This sourcebook features: • Information, tips, and ideas for fleshing out every game session, from individual encounters to entire campaigns • 100 adventure ideas and over a dozen mini-campaign ideas • 48 pregenerated and mapped-out encounter locations, such as a Nightclub, Hangar Bay, and Luxury Apartment • Random name generators for all of the heroic species featured in the Star Wars Roleplaying Game Revised Core Rulebook • 10 pregenerated supporting characters, including the Common Thug, Freighter Pilot, and Taxi Driver, along with tables for generating personalities, mannerisms, and quirks
To use this sourcebook, you also need the Star Wars Roleplaying Game Revised Core Rulebook.
This product is for use with all Star Wars eras.
Customer reviews Priceless by .. Jet () Probably one of the most valuable guides I bought. Full of ideas and notes. My players loved it from the first day.
GMs by .. Ryan P. Roossien (Grand Rapids, MI) If you run a star wars campaign i think this is a must have. it has a lot of great ideas.
Good Content, Disappointing Art by .. T. Hooper (Osaka, Japan) The Galactic Campaign Guide is a tool for gamemasters. Among the things provided here, are a hundred adventure ideas, descriptions, maps and adventure ideas of dozens common locations such as cantinas and so forth, descriptions of several environmental items, such as computer ports and escape pods, planet generators, and GM character generators. The list goes on. This book comes in really handy when you need to whip up a quick adventure, location, or character. It takes some of the backbreaking work out of planning a campaign. Also, I would recommend this for beginning gamemasters. The advice here will really help beginners get into the swing of things. However, if you're an experienced gamemaster, the advice section will probably be common knowledge for you, so you'd only be able to use this for the locations and generators.
The downside of this book is the art. A lot of the artwork is done in a cartoony style in which the Star Wars world is mixed with the modern world. You end up with ridiculous art like a Star Wars alien wearing a T-shirt, jeans, and sneakers. They could have done a much better job with the art.
If you're a beginning gamemaster, be sure to pick this up. If you're an experienced gamemaster, you could probably skip this one.
A valuable resource for the GM by .. Scott Owen () The Galactic Campaign Guide takes a departure from previous sourcebooks in that it's light on the rules, and heavy on advice. It is also the only sourcebook designed solely for the Gamemaster. However the GCG isn't clogged with the usual array of charts and tables, nor will you find prestige classes, new feats, or any equipment at all. Instead it focuses on the particulars of creating and implementing interesting campaigns, storylines, locations, and NPC's. Chapter 1: The Campaign Foundation is really the meat of the book. A full description of its contents would take some time, but needless to say this wide and varied chapter discusses everything from how to capture the feel of Star Wars to how to bring the PCs together to how to deal with party splits. Chapter 2: Settings describes a wide variety of urban locations that can easily be plugged in to any campaign, and it provides a few location-specific rules for each. Chapter 3: The Environment discusses props and hazards, among other things. Chapter 4: The People discusses some great supporting characters and also provides extensive name generators for the main character races. Finally, Chapter 5: The Heroic Journey devotes its entirety to this central concept of Star Wars mythology and provides a rare and in-depth look at how to truly make a campaign "epic." The GCG is also filled with the standard high-quality level of full color artwork in and out. On paper, much of what this book talks about might seem fairly obvious, for example, how to set the mood of an encounter. In practice, however, some GM's simply don't know how to do this effectively, and even experienced GM's might unintentionally gloss over such an aspect. What this book has done is gather, combine, and explain much of what it takes to be a "good" GM into one single reference. What the book doesn't talk about in great detail, unfortunately, is how to tailor the campaign based on the levels of the characters. After all, would a level 1 character and a level 16 character both be saving the galaxy in the same way? Probably not, but the GCG doesn't discuss this. Nor does the book talk about player characters who attain great wealth, recognition, or power and influence. I realize that the authors had to stay within a certain page limit, and such omissions aren't unforgiveable, but they do prevent a good book from becoming a great one. Aside from these minor faults, the Galactic Campaign Guide succeeds admirably in covering most of the important aspects of running a campaign. GMs of low to moderate experience will probably find this book to be their best friend. An experienced GM will also appreciate it for its ability to take much of the grunt work and guesswork out of running a campaign. I strongly recommend it.
Related Search : galactic campaign , guide star , wars roleplaying | 
 Author : Wizards of the Coast Number of Pages : 64 Release Date : 2001-03-01 Publisher : Wizards of the Coast List Price : $14.95 Amazon Price : $4.00 Used Price : $6.21 |
Customer reviews Good source material by .. William A. Mayer (Kentucky) This supplement is from a now ended "Living" roleplaying game event. This provides really good back stories for gamemasters and players alike to be able to play in the Living Force campaign setting. I liked it a lot.
Not very useful by .. () As an avid collector and player of the d20 Star Wars system, I found the Living Force Campaign Guide very dissapointing. I thought that it would point me in the direction of getting involved with the RPGA, or at least explain how it works. Instead, there are only two pages in the back on it with a few web addresses. I still don't know how it works. The rest of the book is a very dry, vague desciption of the Cularin system. The system is so broad and generic that any reasonable GM should be able to re-create the same thing with a pencil and piece of paper. Its obvious that the authors wanted the system to be able to fit into any campaign at any time, but that makes it just to generic. In summary, don't bother buying this supplement if you are looking for material for your RPG game.
Not very useful by .. () As an avid collector and player of the d20 Star Wars system, I found the Living Force Campaign Guide very dissapointing. I thought that it would point me in the direction of getting involved with the RPGA, or at least explain how it works. Instead, there are only two pages in the back on it with a few web addresses. I still don't know how it works. The rest of the book is a very dry, vague desciption of the Cularin system. The system is so broad and generic that any reasonable GM should be able to re-create the same thing with a pencil and piece of paper. Its obvious that the authors wanted the system to be able to fit into any campaign at any time, but that makes it just to generic. In summary, don't bother buying this supplement if you are looking for material for your RPG game.
Bland by .. () Note that this is not a hardcover, and I don't think it ever was. Lots of info on a campaign setting for the rpg, but for only this one system. Star Wars is about a broad galaxy.
Bland by .. () Note that this is not a hardcover, and I don't think it ever was. Lots of info on a campaign setting for the rpg, but for only this one system. Star Wars is about a broad galaxy.
Related Search : star wars , living force , roleplaying game |
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