Sword & Sorcery: Advanced Player’s Guide
May. 6th, 2011 10:29 pmIn case you weren't aware, Sword & Sorcery is the D20 inprint of White Wolf Publishing. Which might explain a few things. White Wolf games tend to be full of cool ideas, that it's then up to the GM to translate into whatever works for his camapign. The theme of this book seems to be: Clever D&D 3.5 ideas that we had that we didn’t really have time to playtest, but made up lots of numbers for anyway. Most things in this book are interesting. Most things in this book wouldn’t work for most gaming groups without modification, because they’re either incredibly breakable or not up to snuff with even non-broken standards.
( Also, I’m not sure why this is a “Player’s Guide”. Half the stuff here is specifically for DM use, the rest would require significant DM buy-in for a player to use. )
Overall, I’m underwhelmed. Kudos to them for having a lot of neat ideas of ways to make 3.5E more interesting or make a specific session a little different, but next time I wish they’d try them out before putting them in a book.
( Also, I’m not sure why this is a “Player’s Guide”. Half the stuff here is specifically for DM use, the rest would require significant DM buy-in for a player to use. )
Overall, I’m underwhelmed. Kudos to them for having a lot of neat ideas of ways to make 3.5E more interesting or make a specific session a little different, but next time I wish they’d try them out before putting them in a book.