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Like some others, I bought the book after seeing the movie Quiz Show, to read more about the Van Doren scandal. And, yes, the book is about Van Doren; it's also about a lot of other things, and the quiz show scandal of the late 1950's is only a small part. There's a lot more here than that.
So many books written about JFK and RFK idolize them and give them godlike status. Goodwin clearly admires them both, and is not an impartial judge of either - but in all fairness, I don't believe he would claim to be unbiased. But, if you're looking for effusive, gushing praise of the Kennedys, a la Pierre Salinger, you'll probably find Remembering America a disappointment. Goodwin presents fairly well-rounded portraits of both men.
Perhaps you want historical analysis, complete with graphs, footnotes, and scholarly reasoning. This isn't it. This is Goodwin's own recollections over his career, include his brief (and hilarious) Army service; his admiration of, and later pity for, Johnson; his shock and grief when Robert Kennedy (who had become a close friend by then) was assassinated; his personal impressions, memories of, and anecdotes about a wide variety of significant people, from Felix Frankfurter to Che Guevara.
Maybe you want "the voice of the sixties," complete with all the garbage that often passes these days for political and historical thought about that period: self-indulgence, combined with the sanctimonious suggestion that the baby boomers were the only people ever to be troubled by or try to change the world around them, topped with the arrogant idea that they are always right. Nope, you won't find that here either. Goodwin does recall that decade as turbulent, exciting, and volatile; I wouldn't be surprised if he considered those years the best times in his life. But he does not consider the era or people to be sacred.
So what's here to like? A hell of a lot.
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Yeah, the powers are cool, and Abyssals are tanks to fear -- that much is true. Don't by this book for the literature or the setting.
Abyssals are created when a dying mortal is offered the once-in-a-lifetime chance of Exaltation, the chance to be infused with the power of a demigod. Those who refuse, die. Those that accept are healed and taken to the bosom of their patron Deathlord, there to be taught the ways of sorcery and draped in the funeral garb of the unliving.
In a setting where divine heroes are rather rare, Abyssal Exalted are scarce among them. There are but perhaps 50ish at any given time (compared to a few hundred Solar Exalted, a few hundred Lunar Exalted, a few score Sidereal Exalted, and perhaps 15,000 Terrestrial Exalted in a world of 50 million mortals or more), each carefully shepherded by their dark patron. Able servants are lavishly gifted with arms and armor forged of black ore and unfortunate souls, and taught the secrets of Necromancy (a dark mirror to the sorcery found in the core book and the Book of Three Circles).
Beyond the backgrounds available, Abyssal Exalted have a great deal of innate power in the form of charms and anima abilities-many of which are twisted versions of Solar charms. Why is this so? Because the soul of each and every Abyssal Exalt once belonged to a Solar hero. Captured by the Deathlords, twisted by horrible sorcery, the Abyssals duplicate the roles and castes of the Solars (including, then, the Dusk, Midnight, Daybreak, Day, and Moonshadow castes)
Deathlords are powerful Underworld entities that act as patrons to the emerging Abyssal Exalted. To this point, the origin of the Deathlords has been cloaked in mystery-no more! It is revealed that the Deathlords (of which there are 13) are in fact the souls of 13 Solar Exalted of old, who in rage and sorrow at the treachery of the Terrestrial Exalted turned to the Primordials whom the Solars had so recently slain. Ten of these powerful beings are described in detail, leaving 3 for ingenious Storytellers to flesh out (so to speak). I might add that one of the best things about the Deathlords are their names, which range from evocative (Walker in Darkness) to the enigmatic (Eye and Seven Despairs) to the downright weird (Dowager of the Irreverent Vulgate in Unrent Veils). In addition to the Deathlords, this book covers the inhabitants and geography of the Underworld-which, as you may surmise, is a bleak, brooding reflection of the living lands of Creation. Included are a large number of ghostly charms (Arcanoi) and rules for heroic ghost characters, much as the core book covers heroic mortal characters.
All in all this is a well-written book, mostly free of the typos and misspellings that have plagued other recent White Wolf releases. While the Abyssals are an excellent addition to the core rules, in some ways I feel that this book was unnecessary. The presence of this book-even if no Abyssal characters crop up in your game-completely strips away the mystery and magnificence of these heroes of the dead. It leaves very little to the imagination. The book also draws heavily from Wraith: the Oblivion (for obvious reasons), including terms such as Stygia, spectre, and Arcanoi: but rather than seeming to ape that worthy game (R.I.P.), Exalted: the Abyssals still clearly conveys the exotic, alternate-universe feel that characterizes the game.
Hey, Storyteller: Some players are going to see the Abyssals as the answer to their prayers. Here is a divine killing machine, something so evil and unnatural even its flaws end up killing innocents. With its fuzzy morality, dark imagery, and general nastiness, Abyssal is going to attract twinks and powerplayers like rotting meat draws flies. If you prefer the Abyssals remain the mysterious foes presented in the core rulebook, don't buy Abyssal. Don't let your players buy Abyssal (and if they do, swipe it and feed it to the dog or something), because it's sure to deflate the enigmatic aura of the Deathknights.
Players Take Note: Abyssal Exalted, despite their powers, have a certain number of handicaps to keep in mind while considering one as a character. Though filled with death energy, they are yet living-which makes them something of an oddity in the Underworld. They cannot regain Essence in Creation without stealing it from living things, typically by drinking blood or eating flesh (and that's fresh flesh, not just a rare steak). Furthermore, the Abyssal version of the Great Curse comes in the form of Resonance, which they gain instead of Limit-and they gain it much more readily. Acknowledging your old name? Point of Resonance. Dwelling in a house with the living? One point per night. Siring or bearing a child? Four points. And like Mage: the Ascension's Paradox, Resonance is nasty-not to you, but those around you, with effects ranging from the minor (warping and tarnishing holy symbols) to the middling (blighting all crops in your line of sight) to the major (spontaneously creating a Shadowland). However, for death-dealing, Essence-reaping, antipaladin action, Abyssal Exalted are without peer.
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