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It is a good book, that sets up an even better series of stories to follow.
A great storyline, deep and evolving. You will not be able to stop until you finish it. And a after that - two more books await ...
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Its a good reference for the beginner and novice paraglider pilot.
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A must to have if you are a second edition fan is the players handbook. Simply stated, you cannot play the game without it. Although some of the artwork is lacking and (my biggest gripe) they do not put the spell level on every page of the spell directory, over all it is a very well put together book which I would be proud to recommend it to anyone who is wanting to play AD&D.
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Here's why:It introduces a vast, complex new set of worlds that the offers several hundred possible campaigns for any group of players, be they new and starting in Sigil (Planescape's home base) or hardened veterans, looking to combat the forces of evil beyond those of their home world.
If you want a gothic horror campaign, then Pandemonium, the Abyss, and Sigils streets should prove more than enough material for you.
If you want a world of chivalry and classic good vs evil, then Baator and Mount Celestia will fit your needs.
Classic hack and slash, in the Greyhawk tradition? Try the Outlands.
To put it simply... It's all here.
The major downpoints to this setting, however, come mostly in the sheer vastness of its scope--ie, in the amount of material which was produced and sold for the setting.
Although this boxed set gives the DM all the information he needs to run a PS campaign, it is rather sketchy on the planes themselves, including the creatures that inhabit the planes.
(Most of these nasties can be found in old AD&D 1st ed texts or in the Planescape MC appendices vol. 1-3.) Instead, this particular boxed set focuses more on Sigil and those things which set the Planescape world(s) apart from other gaming settings.
In order to get full information on all the planes, 3 (!) additional boxed sets are required, as well as 3 seperate soft bound books (all of which are out of print). Unfortunately, the last I heard, the Planescape MC appendices are out of print, as well.
This is a wonderful setting for your PCs if you have the time to create new worlds from a one page description (thankfully, there is enough material in Sigil to keep everyone happy, especially with the Faction War adventure--sold seperately *sigh*) or if you have the time and money to hunt down and buy these increasingly rare boxed set accessories.
The greatest thing about Planescape is that it's very innovative. It's not like any other D&D setting out there and it was entertaining just reading this departure from the norm. I got into Planescape after playing a lot of Forgotten Realms so the change was dramatic. If you have a penchant for the unusual and imaginative, this is a great setting to buy. The second best thing about this Planescape product is the artwork. Tony DiTerlizzi does most of the art for this setting and it's all gorgeous and unique. It does a great job differentiating Planescape from the normal "everyday" fantasy settings. I have seriously considered buying art prints of some of the sketches or paintings in these books. The third best thing about this setting is that it almost makes alignment unimportant when compared to their faction (which is basically a tenet of beliefs). Evil and good will work together in the name of justice or chaos. It's an interesting concept that works well though it's best if PCs are from factions with similar interests or allying factions. And finally, this setting is nearly limitless in its possibilities if the DM is an imaginative one.
What are the bad things about this product? Well, sadly, the Planescape product line has been discontinued so don't expect any more books or adventures to be published. Also, as someone mentioned earlier, the charts for which spells work on which planes can be annoying or confusing at times. However, the DM can work against that by just changing the rules on some planes. While the "chant" (or slang) can jar ones nerves after awhile, a reader will eventually get used to it. Lastly, I absolutely detest the way they renamed the demons, devils, and angels to be less offensive.
None of these things should be enough to dissuade you that the product is a great one however. I really think that it gives a mature spin to D&D and that it's a shame it was discontinued. The campaign setting came with maps, a player's guide, two books for the DM, and many pages of creatures of the planes.
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I'm not quite sure why they kept the random powers for most of these artifacts. Is there some rule that says that if you're not rolling dice, you're not playing D&D? Most of these artifacts are centuries old. I would think that they would have powers that were more constant, not different every time someone new found them.
Fun book. Good items. Lots of room for abuse, but I don't feel the need to proselytize game balance right now. That could be because I'm being slowly dominated by the Dice of Mort the Mad PowerGamer.
Why any sane fellow would even touch an artifact with a 10 foot pole, i cannot understand. Of course player characters are not sane people so, if the party is getting bored, just drop an artifact into some poor party member's hand, preferably the scepter of the gods (or some thereabouts) and watch the fun. Personally i find the jacinth of inestimatible beauty to be great fun.
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The Tahiti handbook also contains useful background on this region. Topics include the coral reefs of the Pacific, typhoons, Tahiti's climate, plants, animals and local customs. Show me another guidebook that has such unique content like Polynesian dance diagrams or instructions how to buy a black pearl.
The book concludes with a complete bibliography, related Internet web pages and some useful direct email addresses of contacts in the region. Overall, I highly recommend this guide book to anyone planning a trip to Tahiti/French Polynesia, Easter Island or the Cook Islands.
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The typical Dungeons and Dragons-related novel has one pace to it: breakneck. I've wondered more than once if one of the writing guidelines for new TSR authors is Poe's old maxim that all novels should be written as if they are to be read in one sitting. (This, of course, is why Poe wrote only one novel.) I've read a lot of D&D-themed novels, and very few break that mold. The most recent to cross my desk is David Cook's King Pinch.
Pinch is a thief of indeterminate birth who leads a band of merry men (and one overly merry woman) down a road of small-time crookery-- that is, until a member of Pinch's past life shows up and takes him and his companions back to Ankhapur, the city of Pinch's birth, with promises of a nebulous job that will put enough money in their bank accounts to keep them comfortable for life, and threats of their heads on pikes if they don't come.
The book starts off in an almost leisurely way, with Cook taking some time to develop Pinch's character before getting into the action. While that's never a bad thing, it does jar in the greater scheme of things. The pace does pick up as the novel goes on, but I wonder if most series readers who focus on TSR novels won't abandon this one given its initial slow pace. More fool them, however, because the reader of swords-and-sorcery fantasy will find much to enjoy once it gets going. ***