I have tore through this book in about 9 hours. Couldn't drop it. THere is SO much more than just a setting here - a highly customizable, idea-dispensing setting that if I had not traveled to a different reality with my players in this campaign, I would be using.
Really, awesome classes - I mean WHO WOULDN'T WANT TO PLAY A MURDER MACHINE - optional rules that make sense and can help give your adventures a much more Visceral feeling as it promises, new patrons and spells (including the funniest table title "What the Hell Did I Just Summon?"), a pantheon that teems with adventure hooks just by looking at the little descriptions given for each one and their servants, and a really cool mechanic for the Cleric.
But man, from Chapter 6 onward, it blows your mind. Those chapters sprung from the author's mind, the way I see it, with a singular purpose: make you a better Judge/GM/whatever you wanna call yourself. It helped me see all the awesome weirdness I can get into my games, while giving me the tools to do so; tables to get you out of a tight spot if you are a strict prepper; diseases with which to inflict your players, a freakin' table for GRAVE DIGGIN', NPC Generators, Plane Generators: Make-Your-Own-Game-So-Much-Better Generators.
Awesome art, nice layout, inspiring content.
Just buy it, truly. Doesn't matter the system you're playing. If you like playing visceral, dark fantasy, you won't regret it.
Rating: [5 of 5 Stars!] |