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This wonderfully illustrated hardcover book details no less than 29 Core worlds. Coruscant gets the most space at nearly 30 pages, and most of the other worlds, including Alderaan and Corellia, get three to five pages each. In general, each world has brief sections on its description, history, people, and important locations. Changes from the time of the Old Republic up to the New Jedi Order are also discussed.
At the end of each planet's profile there is a "GM-only" section for each world with adventure hooks and a selection of important NPCs. There are also several new species, six new feats, about a dozen items of new equipment, over a dozen new vehicles and starships, four new droids, and more new creatures than you can shake a stick at (my favorite was the fearsome Coromon Headhunter). Sadly, there is only one new Prestige Class, the five-level Seyugi Dervish.
While I really would have preferred to see a greater selection of PrCs, the book's other qualities largely make up for this deficiency. I should emphasize that while each planet receives a generous amount of information, it is by no means a complete description. The focus of the book seems to be on providing GM's and players with ideas for their own campaigns and characters, rather than on being an exhaustive resource.
As a GM I found the plot hooks and NPC sections to be the most useful. And boy, there are a lot of NPCs, over a hundred of them in fact. Even better is the fact that the plot hooks and NPCs are often connected to each other, which makes for easy adventure creation.
My main complaint regarding this otherwise excellent book is that some of the maps are a bit lacking. Specifically, many of them don't have a scale, which makes it difficult to tell if the map of this or that location covers hundreds of meters or dozens of kilometers. The maps are also far too small for tabletop use, but a trip to the copy shop should solve that problem.
As others have pointed out, a GM would probably get the most use out of this book, especially in a Core-based campaign. Of course, a player could still find this book to be a valuable tool for fleshing out the background of a favorite character. Even so, there is so much variety, information, and so many ideas in this book that I'd recommend it to anyone. Overall I'm giving Coruscant and the Core Worlds a very strong 4 out of 5.
And besides, what campaign could possibly be complete without the main characters visiting Coruscant at least once?
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First off, this book is interesting and entertaining just to read on one's own.
Second off, this could form the basis of a course (or part of one) in, well, exploring language, at any level from junior high to college. This book could just as easily be useful for a ninth-grade computer science teacher to pull two or three exercises out of, as it could be for someone devising a college course based entirely around this book.
Now, I was somewhat surprised by Logo having been the language chosen for this book, but: 1) it's a harmless choice, and the code in the book is easily intelligible to people with a programming background but no knowledge of Logo; 2) I don't consider any of the points in the book to depend on the choice of language; and 3) any instructor who felt the use of Logo to be problematic could easily provide students with translations of the code into some other language, or maybe just teach them just enough Logo to be able to read the examples.
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Well worth reading for anyone who loves the Northeast coastline - whether or not they have ever entered an unfamiliar harbor, short of food and fuel, just ahead of a storm.
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Each planet is divided up into a player's and GM's section. The players section lists history, locations, and things of that ilk. The GM's section includes plot hooks and major NPCs. I think that more WotC books should implement this sort of organization, where a player can read through the book and not worry about accidentally spoiling something for him- or herself. The plots are interesting, and tend to involve whatever makes that planet unique (the shipyards of Corellia, for example). They are also divided along era lines, which is a worthwhile practice that should be continued in future WotC projects.
That said, the book does have a few flaws. First, the art, while good, is sparse. Each planet (Coruscant has the biggest section and is therefore an exception) has only one or two pieces, and they don't really give a suffient feel for the planet, leaving it up to the descriptions and the GM's knowledge. Second, the section on planetary histories is a little short for most worlds, usually constituting little more than a page. For some of the minor worlds (like Anaxes) this is permissable, but even Corellia and Coruscant are lacking in that regard.
In short, this book is worth getting (almost essential, in fact) if you plan on spending time in the Core, but not really if its a casual thing that you "might do someday." Its limited nature makes it less useful than, say, WotC's upcoming Ultimate Alien Anthology.