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Libem Liborium: The Complete d20 Guide to Books
[1-30000-013-7]
$10.75 $5.35
Publisher: 12 to Midnight
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by I. P. [Featured Reviewer] Date Added: 10/01/2005 00:00:00

This ?book on books? is an extensive resource for developing a real aspect of the world in a way that goes far beyond anything else I have seen on this topic. If you have thought about trying to expand on books in your campaign this is the product to grab. Then you can take these rules in full, or apply your own vision onto the framework provided here. Admittedly, this will not interest everyone, and the current $12 price is slightly discouraging; but if this is a theme you want to explore I heartily suggest this product. If you purchase the download, you will receive the full and printer friendly version. This review is based upon the full PDF version.

?Libem Liborium? contains eleven chapters, with the last chapter being solely a collection of charts and random generators. Throughout the book there are text blocks called sidebars that are intended to provide ?hints and tips? for using the guidelines provided.

Here is a quick description of the contents broken down by chapter:

Chapter 1: Backdrop - This chapter covers a wide variety of background questions that run from how widespread is literacy in your world, to what printing methods exist.

Chapter 2: Writing While Adventuring - This chapter includes guidelines for, among other things, players writing journals, keeping notes, publishing books while adventuring, and determining the value of books in your campaign.

Chapter 3: Where Writing can be Found - This chapter discusses bookstores and actually provides floor plans for a bookstore, public library, and private library. It has further information on topics such as the impact of the elements, pests, and people on the books.

Chapter 4: Skills and Feats - This chapter adds two subcategories to the knowledge skill categories and presents new and revised skills pertinent to writers, collectors, librarians, scribes, etc. The feats range from new item creation feats, such as Craft Tome and Scribe Cipher (see below), to general feats that will improve skills or change the mechanics of your skills use. (For example, change which modifier is applicable.)

Chapter 5: Prestige Classes - For anyone looking for a way to anchor their character concept to the world of knowledge represented by books, this is the chapter you have been waiting for. You will find five different prestige classes, ranging from the dedicated censor of knowledge to the master forger of documents.

Chapter 6: Spells - Here you will find new bard spells, cleric spells, cleric domains, and wizard spells.

Chapter 7: Tomes and Ciphers - This chapter briefly discusses the new Scribe Cipher feat and establishes the answers to what, why, and how for their use. It then goes on to describe a number of magical tomes that have a variety of magical effects. The chapter also includes charts that establish the value of ciphers and tomes.

Chapter 8: New Magical and Mundane Items - This chapter begins with a basic description of mundane items relevant to the world of books and contains charts to establish their value. (Inks, papers, seals, etc.) The magical items include bookends, glasses, and a desk.

Chapter 9: Deities - This chapter contains four deities. This is an area that I was disappointed in comparison with the rest of the book. Clearly, the gods could have been more numerous. Even with just four, the descriptive text could have been much more complete to provide dungeon masters with a complete concept to use whole if they so choose.

Chapter 10: New Monsters - The monsters are interesting and in sufficient numbers to make for a worthwhile resource. The authors hopes to focus on creatures that would be at home in a library, bookstore, or hall of records; and they range the gamut from ghosts with a hatred for knowledge seekers to printing press based constructs.

Chapter 11: Charts and Random Generators - There are charts for, among other things; treasure, book rarity, and sample book titles in a variety of different topics. Handy reference charts that show some extra thought was put into this product. Even if you elect to replace some charts to better fit your campaign setting, you will likely find some inspirations among these charts.

If the above sounds interesting then this product is for you. I had never thought to bring this level of detail to books, but having read through ?Librem Liborium? I find myself liking the idea. If the idea of making books a more central part of your gaming sessions, or even of simply handling them in a more comprehensive manner, excites you then this is the resource you must have.

To rousing gaming and ample rewards, I. Perez<br><br><b>LIKED</b>:

  1. Innovative prod to ensure that this topic is taken as seriously as you want to take it.
  2. Covers a broad spectrum of issues that might not come to mind if you were to attempt this on your own.<br><br><b>DISLIKED</b>:
  3. Minor typographical and formatting errors, such as the listing of the Random Treasure Generator in the ?Contents Page?.
  4. At the moment, it seems a bit expensive given its length. ($12)<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>


Rating:
[4 of 5 Stars!]
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Libem Liborium: The Complete d20 Guide to Books
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