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The only time I sense him getting too close to a source is in his "Popsicle Kings of Tocumbo" where he misses the obvious parallels between the ice-cream vendors and Amway salesmen. (Maybe Amway would be more successful if it followed the popsicle kings' example and actually sold products people wanted at reasonable prices.) On the whole, however, he does a fantastic job, doing some especially intriguing fact-finding in the "Lynching In Huejutla" chapter.
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So, to keep it simple: this is the Arthurian roleplaying game. You play a knight, or maybe a clecrk or lady, or maybe even (though i would not reccomend it) a magician.
Yes, that is about it for "character classes". You see, the game depends a lot more on your characters background and personality than his "powers". Do not worry though, there will be lots of fights anyway.
If you like medival stuff (but not so much that you let facts get inthe way of fun, wich the medivals themselves would find silly) you will like this game.
A lot.
The not - so - simple, pretentious version...
I suppose one way to start would be its base material, the most splendid cycle of legend in Britain, the chronicle of King Arthur Pendragon. Sadly, the legend in our time has been tainted by superficial sentimentality, dried out by cheap attempts at making it historical (often just an excuse to make it but another version of poor conan the barbarian), and mocked by new - age foolishness. The wonder of this game is that it takes all these limited approaches and simply lets them be absorbed by the origional noble medival tales, creating a setting of vibrant richness.
Another important point: this is a game that is much larger on the inside than the outside. There are mysteries in it that simply never will be solved, even though one feels a hint of their massive importance. But building on them is a clear, if complex, world of heroism and everyday responsibillities. But even if you try to stick to "normal" knightly deeds, you can still get caught up in the labyrinths of politics and romance.
Last but not least, this game does exactly what it was intended to: rules, mood, and setting are in perfect symbiosis. This becomes painfully clear when talented but lesser designers try to muck about with the basics: just look at fourth editions pathetic magic system. Still, at least they had the good sense to make it optional.
This is the best role - playing game in the world. Try to be worthy of it.
This game lives up to it's title. While, perhaps, a bit more gritty than the "Once and Future King" stories, the rules do an excellent job of re-creating the world of King Arthur. I've been Role Playing for quite a while now... 14 years? And this is one of the best games out there, and a very refreshing change from the Monty Haul-ism of D&D and the like.
The emphasis here is on ROLE PLAYING. The rules focus on attempting to become a perfect knight, a paragon of virtue, and a knight of renoun. Unlike other games, this game incorporates a "winter season" that assumes downtime, and allows your character to age. Yes, aging is a part of this game, and perhaps your character's children will get to adventure as well.
The Traits operate on a balance scale of 20 points - The total of these two attributes add up to 20. So you have, perhaps, Merciful 17 - Cruel 3. Passions are things you feel strongly about, your Lord, hate of the Saxons, etc.
This is a sample of the way the rules are designed to help you Role Play rather than Roll Play.
Combat and Magic are taken much more seriously than in D&D. Your character's hit pionts are derived from their stats, and stay that way for the rest of the game (more or less). The most hit points you can have is 39. Armor absorbs damage. Now, what's the most damage our 39 hit point character can do with his sword? 7D6 - that's up to 42 points, with an average of 24/25.
Combat is to be taken seriously!
As for Magic, well. This isn't D&D. There's none of the flash-bang Magic that there is in D&D. In fact, Merlin would be impressed by the magic a 2nd level D&D wizard could do. Spells take a long time to cast. Holy Ground, High Holidays, group ceremonies, etc. have a great effect on the outcome of spells. This is a game where players will spend weeks or months preparing spells, to be cast in holy places, on high holy days. Then spending time resting and recuperating after spells have been cast.
I don't know how supplements handle magic, Faerie, etc. Notice again that the emphasis here is on Role Playing, Storytelling, not FLASH-BANG effects. This game gives you opportunities to describe events, tournaments, adventures, celebrations, not just hack-and-slash fighting.
This game isn't for everyone, even those who it is for may take a while to acclimate. Like Castle Falkenstein, and Amber, this game is designed to help you tell a story. The rules add to the drama, they aren't just a collection of rules on how to create powerful characters and how to fight with them. Role Playing came out of Wargaming, and it shows. This is one of the few games that elevates Role Playing to the status of art. This is a game that returns to us the lost art of Story Telling.
Nancy Lorraine Reviewer
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At just over 200 pages, using reasonably large font, this book is a managable size for someone seeking an introduction to the mysteries of systematically attacking the king. The drawback to this is that, while the games often beautifully illustrate the ideas and principles for conducting an attack, this book really is an introduction. For the best treatment of attacking the king, ART OF ATTACK by Vladimir Vulkovic (everyman chess publishing) it the undisputed source for becoming a master of the kingside attack. As it is much larger, it more thouroughly covers what THE KING IN JEOPARDY does, and touches on many additional, important issues. However, THE KING IN JEOPARDY is a fine book to jump in with and start adding some really exciting battles to your chess game. Last thought: Both these books require a good introductory knowledge of tactics in order to reap their rewards. If you are new to tactics in chess then I would suggest either CHESS TACTICS FOR THE TOURNAMENT PLAYER (same author) or WINNING CHESS TACTICS by Yasser Sierrawan, before launching into this book.
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