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Realms of Terrinoth
por Ricky B. [Comprador verificado] Fecha en que fue añadido: 12/02/18 02:38:38

Excellent suplement for a wonderful universal system, provides many great rules additions that can be fitted into all sorts of other home brewed settings

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Legend of the Five Rings Core Rulebook
por Jay S. A. [Crítico destacado] Fecha en que fue añadido: 12/01/18 23:46:01

*“You must be shapeless, formless, like water. When you pour water in a cup, it becomes the cup. When you pour water in a bottle, it becomes the bottle. When you pour water in a teapot, it becomes the teapot. Water can drip and it can crash. Become like water my friend.”

– Bruce Lee*

This game does not take on the same form as the old Legend of the Five Rings. Instead, it has changed for the better. Gone are old mechanical hangups, needless complexity, and even cultural missteps in the setting.

Guided by an appreciation for what came before, the designers exerted genuine effort to recreate what made it great by improving on what it was. In many ways, it was the change that we needed to bring the setting forward in a way that would remain relevant, accessible and fun for the next 20 years.

The rules are more narrative, and sometimes I can’t correctly map out the right Skill to use with an action, but that’s okay. What the new game loses in precision, it makes up for in spirit. It knows the themes and culture and tone it wants to be, and engages appropriately.

The Strife system is the trickiest to understand from a old gamer who never had to deal with stuff that was originally perceived as being part of pure “roleplaying.” But once it clicked, it brought a host of benefits to the game. Add the fact that it is also key to several other mechanics (most notably in Dueling) then you have a mechanic that says something about the setting.

Each of the subsystems has the seeds for great stories. Intrigues finally has a mechanical backbone to support itself, while Skirmishes, Duels and Mass Battles all make a return. While I have some small concerns about Intrigues and Mass Battles, they all do their intended jobs, and in the hands of a competent GM, can be used to spin off into some very interesting scenarios.

The new approach to schools is a welcome change in my eyes, and allows for players to build their characters to their personal vision. There has been some niggling about “sub-optimal” choices, but to be perfectly frank, if optimization is your thing, then this version of L5R is probably not for you. 3e and 4e are still widely available if you’re here to optimize builds.


This edition is all about the stories you can tell. About characters with strengths and weaknesses that will go through moments where you will want to tear your hair out as they make bad decisions, and cheer when they are able to rise above the challenges that face them.

Few games give me the impression that it can be used to run games with high emotional stakes, like a romance, or a tragedy, but 5e seems to be tailored to it. Strife, Anxieties and Adversities all act as signposts that can guide a samurai through a gauntlet of emotions that they can’t publicly acknowledge, leading to some particularly spectacular moments of catharsis when they finally unmask and let loose upon the unfairness of the world.

If there’s one tiny downside that I can think of, it’s that as a GM, it can be taxing. Each player can use a multitude of Approaches in a given situation, paired with any of the skills. Framing those, and working it into the story is a shared load between you and the players, but since it’s likely that you have more experience with it, you’ll be doing the heavy lifting.

If you’ve ever had any love for samurai imagery, eastern cinema, wuxia stories or even anime, then buy this book. If you were a fan of L5R prior, then buy this book. If you’ve never heard of this game, then congratulations and buy this book.

It’s not without the occasional mechanical hiccup, but with the host of innovations to both rules and concepts, Fantasy Flight Games’ Legend of the Five Rings Roleplaying Game is a triumphant return of one of the best intellectual properties in gaming to the form that suits it best.

Art and Layout

It would be unfair to end this without a quick note to the absolute quality of the artwork of the book.

The layout of the book is easy to read with a subtle textured background that doesn’t tire the eyes or make it hard to read the text. The text is in a standard two-column format, with callout boxes and little sidebars that add context or options as needed.

The artwork is top-notch, and I’m happy to say that there isn’t a single piece of art in the book that I wasn’t happy with. Overall, stunning work by the art team to make the book into something that I’d be happy to display publicly.

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Legend of the Five Rings Core Rulebook
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Legend of the Five Rings Core Rulebook
por Christopher S. [Comprador verificado] Fecha en que fue añadido: 11/05/18 10:51:48

The first thing I noticed about this pdf is that the file performance is downright dreamy compared with the enormous and sluggish AEG pdfs. Pages load quickly, the main text font is a lot more readable even at small sizes, and it manages this without compromising the visual quality of the document. While I do somewhat miss the varied backgrounds of the 4th edition books, many of those went unread because it took anywhere from 3-5 seconds to turn a page. This book is a vast improvement in that regard.

(edit: OK, it's not entirely perfect in that regard. On pages with a large number of tables, such as the school curriculae, there seems to be some sort of incompatibility with Windows 10's native pdf rendering engine, making it display improperly or crash in Edge and other apps that use the same engine. It works fine with other readers, so this is more likely to be a Windows issue, thus I'm not taking points off for it).

I have mixed opinions on custom narrative dice systems, due to the learning curve involved in memorizing what the symbols are and what they do (and also partly due to the difficulty in convincing other people to use them), but compared with FFG's other offerings in that regard, the L5R dice are relatively simple, with only two types of dice and four symbols. The fact that they finally make the Roll&Keep mechanic relevant rather than just being a time-consuming extra step (as our group increasingly found to be the case in 3rd and 4th edition) is a major point in their favor. A lot of the mechanics of previous editions were ones our group simply forgot to use or used incorrectly for years, so the opportunity for a fresh start is welcome. Though personally it would be nice if Void points had been replaced with some sort of success-at-cost mechanic to further reduce the amount of resource management (since my group always forgets to use point-spending mechanics no matter what game they play), but this is not likely to be a problem for most groups.

I particularly approve of the encouragement for players to narrate both their own successes and failures, something that I try to promote but which many other games seem to actively discourage. As an improvisational GM, anything that takes some of the pressure of running the game off me is a benefit, and being freed from the responsibility of describing how characters fail is a major plus.

Overall, this ruleset should make running games in Rokugan a lot easier for me. I'll still continue to use my old books for setting information and inspiration (although I plan on moving over to the rebooted continuity, as I like most of the changes that have been made to the major characters), but having one with fewer specialty rules to remember and that doesn't take three times as long as it should just to turn the pages makes me very happy with this product.

I also recommend the dice app - it's very good quality and supports standard dice too, so it can still be used for 4th edition games (or anything else) if you want.

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Realms of Terrinoth
por Customer Name Withheld [Comprador verificado] Fecha en que fue añadido: 10/05/18 14:48:05

I love the Genesys System

This book is great, and a must have if you want to run Genesys in a standard fantasy world.

Where it gains points:

1) Fantasy Races. Gives you standard fantasy races and some variations for each one. Reviewing these makes it really easy to come up with your own and add them.

2) Talents and Heroic abilities. Tailor your character with more fantasy/medevial focused talents then what is offered in the core rule book. Herioc abilities are a really nice addtion to help better define what seperates your character from others.

3) Magic Items. The crux of every fantasy adventure, that sweet sweet loot. Guides for building and adding these are very well presented here.

4) Better defined Crafting and Alchemy rules.

Where it loses points:

1) Lack of opponents and monsters. This offset by how amazing the community is for creating these, but it is still disappointing to not see any sort of bestiary. Instead you get one or two creatures per region of the world and spread out across the book.

2) You have to jump between this book and the Genesys Core Rulebook a lot. I ended up making my owned combined PDF for skills and talents (that is how much I love this system). The system itself is so smooth, but hoping between books for skills and talents feels VERY clunky.

3) Although the Realms of Terrinoth is an interesting place, I would have prefered more stuff and less fluff (which is VERY strange for me). I would rather have had more equipment, more talents, more treasures, more opponents, more adventure ideas, and more current information about the world. I would have liked to see The History of Terrinoth section cut back a bit to make more room for all the other sections.

All of these are relatively minor compared to the pros of this book and the Genesys System!

Overall I give this book a solid recommendation!

(3.7 out of 5)

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Genesys Core Rulebook
por Jay S. A. [Crítico destacado] Fecha en que fue añadido: 07/27/18 04:21:37

I’ve always had a thing for generic RPGs. I dabbled in GURPS, fell in love with HERO, and checked out OVA for anime shenanigans.

And now Genesys shows up, the new hotness, with promises of Narrative gaming and excitement. With fancy colorful dice and symbols, and a resume that boasts of being the engine behind the popular new Star Wars RPG, it certainly makes a powerful first impression.

So how does it hold up?


The base mechanics behind Genesys might appear gimmicky, but looking past the fancy dice lies a solid rules system. Gameplay is fluid and the thrill of rolling dice pools is given new depth with the varied outcomes for each die.

There’s something visceral about rolling your own difficulty, a sense of ownership as your GM hands you the extra difficulty dice with a grin, knowing that your character’s chances are all in your hands.

Campaigns. Your Way.

As a Generic RPG, Genesys is judged not just by it’s rules, but by how well it can facilitate a GM’s vision. A third of the game is dedicated to being able to craft a setting of your own. Alternate rules are pre-built options that you can weld into the original framework to twist gameplay towards your desired odds, and the discussion on Tones and Settings help in giving it the feel you need.

Building a campaign in Genesys should be a game in itself, honestly. It feels like putting together a project car, with a standard build, that you then personalize with Customized Rules, tweak with Alternate Rules, then spray on a fresh paint job with the Tones.

And it does it all without the burden of points juggling and math.


Genesys is quick. There’s obviously a lot of design thought that went into it, and a lingering sense that all the designers wanted to do was to add just one more little bit into it. Sometimes that leaves us pining for what could have been, like a more extensive section on Superhero gaming, but that’s just us being greedy.

For those with a preference for rules-medium gaming, Genesys fits in perfectly well as a contender against Savage Worlds for fast, furious, fun. While it doesn’t have the intense library of GURPS or the near insane modularity of HERO, Genesys knows how to present a lean generic ruleset that can power almost any genre.

Overall, Genesys is a must have, not only because of its versatility, but also because it forms the bedrock of a lot of products in the future. Alternate rules are a sneak peek into the future, and I expect that with products like Realms of Terrinoth, we’ll be seeing even more ways to make the system sing.

Thanks for checking out my review. This is a fraction of a longer series of Let's Study articles for Genesys that can be found over at:

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Genesys Core Rulebook
por Thilo G. [Crítico destacado] Fecha en que fue añadido: 07/04/18 06:57:23

An review

This massive rulebook clocks in at 258 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC, 1 page back cover, leaving us with 253 pages of content.

This review was requested as a prioritized review by one of my patreons, who also graciously bought the pdf for me. I do not own the physical version of the book and thus cannot comment on virtues or lack thereof of said iteration.

In case you’re a novice to RPGs (roleplaying games): GM denotes the “Gamemaster”, the primary storyteller that takes care of the environment, monsters, etc. “PCs” refers to the “Player Characters”, what you probably know from computer games – the protagonists. The plural is important, for every PC should be of equal importance to the stories told to guarantee fun for everyone. In pen and paper RPGs, dice notations are usually written as “dX”, where “X” denotes the number of sides of the die.

To begin with a brief history lesson: Genesys’ roots stretch back to the 3rd edition of the Warhammer Roleplaying game; special dice sans numbers, but with symbols, have since been popularized in the Star Wars: Edge of Empires RPG; this rules-foundation has been employed here as well.

This does mean that the game employs a variety of color-coded dice with unique symbols. Genesys knows 6 such unique dice: 3 positive dice and 3 negative dice. The first category of the positive dice would be the Boost Dice, which are d6 and represents luck, chance and advantageous actions; they are opposed by the black Setback Dice, which are also d6 and represent ill fortunes, etc. This opposition of dice also extends to the other dice categories: Ability Dice represent your skills and are green d8s; they are opposed by purple Difficulty Dice, which are also d8s. Finally, there are yellow Proficiency Dice, which are d12; these are opposed by red d12s dubbed Challenge Dice. Dice annotation in texts is done with blue squares to represent boost dice, red hexagons to represent Challenge Dice – you get the idea.

Now, there is a table that breaks down the die symbol distribution by side for each of the dice categories. It’s there. … I strongly suggest just getting the dice. At least two sets, preferably one set per player and at least one for the GM. I am good at remembering symbols, suits and the like, but since the symbols on the dice are abstract, memorizing their equivalents on numbered dice can be grating at the beginning. Beyond these, the system also employs standard, numbered ten-sided dice, regular d10s. If that sounds obtuse, it’s actually not: Using a sun-like glyph for success, an “X”-like glyph for failure, for example, makes sense. An arrow pointing up for Advantage? An abstract, crosshair-like shape to indicate “Threat”? Makes sense. Triumph and Despair represent the most potent ends of the success/failure scale. Failures and successes are compared, for example, and cancel each other out; tasks that fail can generate advantages that represent something good coming out of failure – you get the idea.

RPG-Veterans can at this point easily determine that the basis of the system is a dice pool: A collection of dice that you roll; advanced or particularly complex actions may require larger dice pools, but the idea is simple: A character’s inherent ability, training and equipment, as well as circumstances govern how the task is resolved – more on that later.

You can see: This system’s basics are really simple, easy to grasp and emphasize the importance of rolling the dice without compromising the narrative aspects. In short, as far as the basics are concerned, once you have come around to the idea of the symbol-using dice, it is elegant and well-crafted.

The system knows, in total a number of 5 so-called “Characteristics”, which are somewhat akin to “ability scores” in d20-based or OSR-games. These range from 1 – 5, with 2 being the human average. There are 6 characteristics: Agility determines manual dexterity, quickness, coordination, etc. Brawn represents both physical strength and hardiness and determines the wound threshold. Cunning represents being crafty, clever and creative smarts, while Intellect represents education, mental acuity and the ability to reason and rationalize – I like this distinction between these two types that most games roll into one Intelligence attribute. Presence is pretty self-explanatory, and so is Willpower, though the latter determines the strain threshold.

These characteristics are associated with specific skills – like Survival, Vigilance, Deception, etc. These are associated with the respective characteristics, and their presentation is concise, offering example when to use the skill and when NOT to use the skill. Interesting, btw.: The Cool skill determines initiative when aware of danger; otherwise, vigilance is used. You can gain basically ranks via leveling here, improving the skills. Each point thus invested in a skill nets you potentially a proficiency die. This is very much relevant for the purpose of determining a dice pool.

You first check the characteristic: For each point, you get an ability die – one of those green d8s, as established above. You can then replace the ability dice with proficiency dice (the yellow d12s), but here’s the catch: The higher of the values of characteristics determines the number of green ability dice that are added to the dice pool – even if you have LESS ranks in the characteristic! Then, the lower of the two values is used to determine the number of yellow proficiency that you can convert ability dice to.

Let’s say, you have two characters: One with a characteristic rank of 4 and a skill rank of 1, and another, who has a characteristic rank of 1, and a skill rank of 4. They’d both get 4 green ability dice and convert 1 of these into a yellow proficiency die. The first character would just be gifted at the task at hand, while the second would have compensated for a lack of innate ability with training. While this may sound weird, I ADORE this design decision. Depending on the amount of skills your setting employs, this allows for a stark differentiation of character concepts – the clumsy mage who’s adept at sneaking around due to years of abuse by his master, the charismatic, but undiplomatic scoundrel with a heart of gold – the mechanics put equal value on training and emphasize player agenda.

By the way: If you don’t have a skill rank for the task at hand, you just roll ability dice straight. This is the player side of things. It becomes interesting when the GM enters the fray: As noted before, the positive dice have their negative equivalents, and it is thus that the GM gets to influence the difficulty of the task at hand, adding negative dice to the pool. The process is analogue, but system-immanently freer for the GM and allows for a maximum level of control. At the same time, the emphasis is on GM-control: The swingy nature of competing dice means that care needs to be taken to retain balance; while the system can in theory wing anything from a gritty dungeon-crawl to high fantasy anime-esque superhero antics, the interpretation of the GM becomes very important. In that way, Genesys is somewhat akin to e.g. FAITH, putting a lot of spontaneous control mechanisms in the hands of the GM. You can always opt to not include too many negative dice to a challenge. The obvious downside here, is that you get swingy triumphs, but also failures, and that you need to retain some level of consistency regarding the negative dice employed. While the book does provide guidelines, and while boost dice can help the players, I couldn’t help but feel that a table for gritty to superhero-esque playstyles and suggested negative dice use would have proved to be a huge boon regarding the immediate usability of the book.

But before we get around to the details, let’s quickly cover character generation: You first determine the character’s background; then, we look at the species/archetype of the character, which determines the characteristics and secondary characteristics like aforementioned wound/strain thresholds. Then, you choose a career – this is somewhat akin to a class, in that it determines the starting skills and which skills are easier or harder to advance. This establishes the initial starting points; after that, XP is used to upgrade characteristics and skills. Finally, you determine derived attributes like aforementioned thresholds, soak value, defense, etc. Then, only motivations, equipment, etc. are determined.

Now, let’s talk about the derived attributes: Wound threshold is a combination of the archetype’s base value and Brawn. Strain works analogue and represents mental resilience and works by combining the archetype base value and Willpower. Defense differentiates between melee and ranged Defense, with a base value of 0. This is generally enhanced by equipment. Soak value determines the amount of punishment a character can detract from every attack – basically a form of damage reduction. The default soak rating is equal to Brawn and subsequent increases do enhance the Soak value, in contrast to the wound threshold. Helpful: Assumed averages are noted. Defense granted by armor btw. nets a black Complication die per Defense rating and adds soak to the character.

There is more player agenda beyond this: Talents. Talents come in tiers that range from 1 to 5. These tiers govern how much XP is required to purchase a talent. There are active and passive talents, and some are ranked and may be taken more than once. Yes, if you have some experience with d20-based games, you can picture these as class talents or feats.

Now, I mentioned character motivation before, and this section indeed is interesting, as it automatically results in at least semi-rounded characters: You determine a desire, a fear, a strength and a flaw, with brief example tables provided.

Now, as for items: Genesys does several smart things here: For one, item availability can be determined pretty easily by the GM, with sample rarities given, and item maintenance (which you can completely ignore) as well as some sample item qualities, are provided – in a way, the system allows for somewhat simulationalist takes or those that handwave things with equal ease. The encumbrance rules are similar and combat the Christmas Tree-symptom (characters decked with magic/tech items) commonly seen in more rules-intense games. As such, default carrying capacity is assumed to be 5, and armor does count…but carrying armor is less strenuous than wearing it, which does make sense. As such, encumbrance is akin to an abstraction of more than weight, taking bulk into account, as some OSR games like Lamentations of the Flame Princess do.

Now, the equipment section is, rules-wise, certainly well-crafted as well. Base damage of weapons either is based on the characteristic (Brawn + fixed value, depending on weapon) or on a fixed value, for example for ranged weapons.

Regarding combat, we have a theatre of the mind style that differentiates between 5 different range bands – engaged, short range, medium range, long range and extreme range. Positioning, thus, is important, but relevant and shouldn’t bog down gameplay. At the same time, this does mean that intensely tactical combat is not exactly the strength here; as the relatively swingy dice pool, which requires interpretation already emphasized, we have basically a rather narrative system on our hands here, though one that thankfully has more meat on its bones than e.g. FATE.

Just because I consider the combat to be more narrative should not be taken to mean that it is bereft of tactics, mind you: The two different damage types (strain and wounds), combined with a couple of conditions and the existence of critical injuries (including a table) mean that there are tight rules for ongoing status effects and sufficient attention to detail provided for the basics of the combat system presented.

Speaking of “systems presented” – easily my favorite section in this book would be the emphasis it gives social encounters and how it plays: Basically, social combat is just as easily supported by the game’s engine as regular combat is, with motivations influencing the mechanics; for example, your fears could hinder you re dice, etc. Best of all, though: The basic mechanics are not different from combat mechanics. Similarly, monsters and NPCs have stats, derived attributes, skills, talents, etc. – analogue to PCs. You understand the rules, you’re good to understand these.

And here is pretty much where the review, much like the book, needs to imho be separated in two: Up until this point, we have primarily looked at the system in place, how it operates, etc. – and Genesys is formidable in that regard. I mean it. The rules and their presentation are transparent and their sequence is didactically sensible. This system succeeds, with accolades, in depicting a system that is truly setting-agnostic. It can be used to run basically anything. Up to page 135, we get a rather impressive system indeed, one that should be capable of running anything.

Or…well…it has the POTENTIAL to smoothly run anything. You see, the book does suffer from being setting neutral in a crucial way, and one that ultimately will make or break the book for you.

The weapons I just mentioned? There are a grand total of two sample weapons presented. A knife and a revolver. Do you think that suffices for any GM to really get a firm grip on weapon parameters for different weaponry, regardless of setting employed? I frankly do not believe this. We get a grand total of one sample armor. ONE.

Now, the vast majority of the remainder of the book is devoted to fantasy, steampunk, weird war, modern day, science fiction and space opera sample settings. Here, the sketch-like aesthetics of book give way to fully fleshed out artworks to represent them being concrete suggestions. Tropes and the like are noted here and those new to the respective themes get a couple more sample items and suggestions. Here’s the thing: The tools presented for the settings universally are, regarding themes, generic and not detailed enough, and the sample items etc. are not even close to being enough to really run a rewarding game in any such setting. They are, basically, in a way, slightly extended advertisements for sample settings and the most basic of sketches for the tropes. Now, I did not need detailed settings in a book that is explicitly billed as a setting-agnostic book, but ultimately, I considered this whole section to be space that could have been used better. The GM’s toolkit in the back provides concise guidelines for skill creation, making new species/archetypes, talent creation, etc. – the section is per se nice, but suffers from being shorter than it ultimately should be.

This becomes particularly evident when looking at the alternate rules: From item customization, to magic, these are per se cool: Magic employs the symbols granted by the dice pool in a cool manner, allowing you to modify magic regarding area etc. and similar modifications – while magic implements and sample spells are provided, for example ritual magic, sympathetic magic and the like are not covered – and the like, ultimately, is harder to design from scratch than most GMs would be happy with. There are horror rules as well, but once more, they feel, compared to what the system could yield in that regard, like tacked-on afterthoughts awaiting proper development in a setting-specific book.

The pdf closes with a 2-page index and several char/work-sheets.


Editing and formatting are top-notch, I noticed no serious glitches. Layout adheres to a crisp and relatively printer-friendly two-column standard, with artworks first representing the DIY-sketch-like nature seen on the cover artwork, becoming concrete when the setting materials do. The pdf version comes fully bookmarked with detailed, nested bookmarks.

Sam Stewart, building on Jay Little’s original design, with additional development by Max Brooke, Tim Cox, Sterling Hershey, Tim Huckelbery, Jay Little, Jason Marker, Katrina Ostrander, Daniel Lovat Clark and Andrew Fischer, have created a system that actually manages to succeed at presenting a fun and easy to use “eierlegende Wollmilchsau” (lit: egg-laying wool-milk-pig), in English, a kind of jack-of-all-trades that is not necessarily as dilettantish in the details as the latter term implies. Not necessarily.

That’s the big caveat. I can definitely see this system being amazing for you, provided you can stomach the need to get the unique, proprietary dice, which even Dungeon/Mutant Crawl Classics groups will not own. However, it does not deliver, perhaps partially system-immanently, on the promise of being a truly universal. You see, the book wastes precious page-count on recounting basics of diverse settings and their tropes, pages that would have been better served by expanding the help for the GM.

Don’t get me wrong, the book provides a rather impressive amount of guidelines for the GM, explains etiquette at the table (still, alas, something that we unfortunately need…) and endeavors to make the game understandable, provide guidelines for running the game, etc.. At the same time, I can’t imagine the material herein truly sufficing for novice GMs to craft a new setting. The general GM tools provided are nice, but lack depth; similarly, and that may be intentional, once you start to look at the details of the respective settings, you can’t help but wonder for whom these guidelines were written. Veterans will be bored by the recounting of tropes in their favorite genre that they’re already more than familiar with. On the other hand, novices will have what looks like a feasible starting point, but building exclusively on the material herein does not yield the level of satisfaction we’d want from the game. Once more, the lack of depth points, obviously, in a way, to the respective “proper” setting supplements.

The book, as a whole, feels once we get past the BRILLIANT basic system, like it attempts to be at once universally applicable and provide a starting venue, but also makes the experience of lack for each playstyle very much palpable. It explains, in detail, and admirably so, many components, but does not lay open the balancing guidelines needed for informed design decisions.

In a way, Genesys is a phenomenal toolkit for writing Hacks, i.e. modifications of the system. You could expand the material herein and run a Cthulhu game. You could expand it and run a scifi-game. You can make inspired hacks. Once you attempt to base a game of pretty much any theme solely on the book, though, you’ll quickly notice that this is not an option, but a requirement to get the most out of this book. And while worldbuilding is something I adore, I can’t shake the feeling that these omissions are intentional. Experienced designers and GMs have a cornucopia of options here, a vast amount of ground covered in a way that is easy to grasp and modify. At the same time, mechanically and mathematically less gifted and/or experienced groups may well end up feeling ripped off by this book, by the lack of depth in the details required for informed design- and homebrewing choices.

As a reviewer, this leaves me in a bit of a conundrum. On one hand, I can see this working as a phenomenal baseline for creative folks out there. I love the system and how it plays. It does a ton of things I want from a system right. On the other hand, I can see this fall horribly flat of the promise it has. While, as a private person, I adore this book, I have to take these potential shortcomings into account. As such, my final verdict will clock in at 4 stars. Since I did love the underlying system, though, I will add my seal of approval to this – contingent on the fact that you’re reading this with a similar perspective. If you, on the other hand, want a RPG-system that you can seamlessly apply to various genres without having to work, then this may not be for you.

Endzeitgeist out.

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Realms of Terrinoth
por Roman E. [Comprador verificado] Fecha en que fue añadido: 06/21/18 02:11:36

Beautiful book and outstanding setting. The design and quality are superb, great illustrations and the story is great. So much material to build any adventure or campaign. New classes, rules for this setting, spells, Minions, Rivals, Nemesis and much more. You'll need the Genesys Core Rulebook although is a great complement to create your campaign with any system.

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Realms of Terrinoth
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Realms of Terrinoth
por Robert A. [Comprador verificado] Fecha en que fue añadido: 05/20/18 15:53:36

So far I like it, need more talents though and more options for class', and more class skill focus on Melee light weapons. Soldier should be more flexable in the Gynesis game system such that they should get a choice of melee heavy or melee light with range options. Perhaps opening up the warrior to range attacks as well as melee heavy and melee light. I like the Idea of making a character for the pourpose of skirmishing and using the melee light and range options with access to things like stealth and survival. Just not enough opportunity to do what I want at the moment. Having difficulties with convincing my GM to let me play the way I want.

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Genesys Core Rulebook
por Ronaldo M. [Comprador verificado] Fecha en que fue añadido: 05/19/18 15:14:00

Uma review em português do Genesys, para os fãs brasileiros do sistema genérico do Star Wars FFG:

Em suma, o sistema genérico funciona muito bem para você criar suas próprias aventuras, ainda mais se você juntar com a parte das regras que tem no Realms of Terrinoth.

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Genesys Core Rulebook
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Legend of the Five Rings 4th Edition
por YANN E. [Comprador verificado] Fecha en que fue añadido: 05/17/18 06:52:44

The best timeline-neutral L5R edition so far.

Rules are clear, PDF index is very complete.

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Genesys Core Rulebook
por Roger L. [Crítico destacado] Fecha en que fue añadido: 05/17/18 05:11:26

Fantasy Flight Games bietet mit Genesys ein universell nutzbares Regelsystem an. Der Kern dieser Regeln ist bereits länger bekannt und wurde in der Vergangenheit mit gemischtem Erfolg für verschiedene Veröffentlichungen genutzt. Kann Genesys tatsächlich den Olymp des Universalsystems erklimmen oder droht der Absturz?

Die Geschichte der Regeln, die heute den Kern des Genesys Core Rulebook bilden, reicht bereits einige Jahre zurück. 2009 war es die dritte Edition des Warhammer Fantasy Rollenspiels, in der sich Fantasy Flight Games an einem ungewöhnlichen Regelkorpus versuchte. Die Reaktionen fielen sehr gemischt aus. Vor allem das Einbeziehen diverser Brettspielelemente in ein Tischrollenspiel stieß bei vielen Spielern auf Ablehnung.

Der Würfelmechanismus aber blieb in seinen Grundzügen erhalten und wurde verfeinert, nur um 2013 mit einer gewichtigen Lizenz erneut auf den Markt geworfen zu werden: Star Wars: Edge of the Empire verwendete erneut Spezialwürfel ohne Zahlen, dafür mit allerlei Symbolen. Anders als der frühere Ausflug in die Alte Welt war und ist das Spiel in einer weit, weit entfernten Galaxis ein Erfolg.

Und da Erfolg bekanntlich Recht gibt, soll der Regelkern für weitere Projekte genutzt werden. Das Genesys Core Rulebook dient hierbei als universelles Regelwerk, das durch Settingbände ergänzt werden oder für selbst kreierte Welten genutzt werden kann.

Die Spielwelt Wie für Universalsysteme charakteristisch liefert Genesys keine spielfertige Hintergrundwelt im Rahmen des Grundregelwerks. Stattdessen werden dem Leser Texte zu sechs verschiedenen Genres präsentiert, die mit dem Regelsystem bespielt werden könnten. In diesen Texten werden die Eigenheiten und Charakteristika des jeweiligen Genres hervorgehoben.

Darüber hinaus bekommt ein interessierter Spielleiter bereits erste Vorschläge für mögliche Ausrüstung und Gegner innerhalb des Settings an die Hand gegeben. Wo möglich, wird außerdem ein Setting aus dem Hause Fantasy Flight Games angeschnitten, das im Genre angesiedelt ist.

Fantasy Ein Universalsystem, das das Fantasygenre nicht bedienen kann, ist sein Geld nicht wert. Das Regelwerk bietet deshalb selbstverständlich einen knappen Überblick über die Themen, die Fantasy prägen und ausmachen.

Als Starthilfe für interessierte Spielleiter wird in Grundzügen das Setting von Runebound vorgestellt. Descent und diverse andere Brettspiele von Fantasy Flight Games nutzen das Setting bereits. Ein Hintergrundband für die Nutzung mit Genesys ist auch schon erhältlich.

Steampunk Wer auf den Spuren von Jules Verne und H. G. Wells wandeln möchte wird im Kapitel über Steampunk fündig. Mit Sovereigns of Steam ist bereits ein Settingansatz enthalten, der die üblichen Bestandteile bietet: Viktorianische Mode und abgedrehte Technologie.

Weird War Das Genre des Weird War nimmt die militärischen Auseinandersetzungen des 20. Jahrhunderts und vermischt sie mit Seltsamkeiten und Übernatürlichem. Okkulte Kampftruppen, abgedrehte Technologie und ein alternativer Verlauf der bekannten Historie prägen das Setting.

Fantasy Flight Games bietet mit Tannhäuser bereits einen Startpunkt für alle, die Lust auf okkulte Schlachten haben. Ein deutsches Kaiserreich unter einem untoten Monarchen, Rasputin als Russlands großer Okkultist und durch UFO-Technologie gestärkte Westmächte – all diese Bestandteile sollten deutlich machen, was Spieler und Spielleiter hier erwartet.

Modern Day Was auf den ersten Blick die Realität unserer modernen Welt abbildet, versucht eigentlich eher, das Feeling actiongeladener Filme zu vermitteln. Agenten, Polizisten, Soldaten und andere Actionhelden bilden die Vorbilder für die Spielercharaktere. Als einziges Genre wird zu Modern Day kein Beispielsetting aus dem Brettspielportfolio von Fantasy Flight Games geboten.

Science Fiction Der Abschnitt zu Kampagnen im Genre Science-Fiction betont besonders den wissenschaftlichen Part. Der Spielleiter wird gewarnt, Technologien wie Zeitreisen, Teleportation oder Überlichtgeschwindigkeit zum Teil seines Settings zu machen. Wie eine Science-Fiction-Welt auszusehen hat, wird am Beispiel von Android aufgezeigt, der Hintergrundwelt des gleichnamigen Brettspiels.

Künstliche Intelligenzen in humanoider Gestalt bevölkern hier die nahe Zukunft und die Menschheit hat begonnen, nach den Sternen zu greifen. Fusionsreaktoren liefern die nötige Energie für die technische Entwicklung zum Besseren. Ob sich die Menschen ebenfalls zu entwickeln vermögen, muss sich noch zeigen.

Space Opera Nach dem Erfolg der verschiedenen Star Wars-Regelwerke ist es nur logisch, dass das zugrunde liegende Genre der Space Opera Erwähnung findet. Trotzdem wird als Beispielsetting Twilight Imperium anstelle von Star Wars vorgestellt.

Das gleichnamige Brettspiel genießt seit langem einen legendären Ruf unter Strategieenthusiasten und spielt in einer riesigen Galaxis voller Alienrassen, die in stetem Konflikt zueinander stehen. Nach dem Fall eines großen Imperiums soll jetzt das entstandene Machtvakuum gefüllt werden.

Die Regeln

Das Regelsystem von Genesys beruht auf Pools verschiedener Spezialwürfel, die anstelle von Zahlen Symbole zeigen. Für jeden Wurf stellt der Spieler bzw. Spielleiter einen Pool passend zur Situation zusammen. In diesem sind sowohl positive als auch negative Würfel enthalten.

Positive Würfel erhält man vor allem in Form von grünen Achtseitern aus den Characteristics des Charakters. Werden passende Skills beherrscht, dürfen einer oder mehrere dieser Würfel in gelbe zwölfseitige Würfel umgewandelt werden, die bessere Ergebnisse versprechen. Günstigere äußere Umstände liefern schließlich noch blaue sechsseitige Würfel, die zwar weniger einflussreich sind, aber trotzdem das Zünglein an der Waage sein können.

Negative Würfel ergeben sich aus der Schwierigkeit einer Aufgabe. Die violetten achtseitigen Würfel werden bei besonderem Können eines Gegners zu roten Zwölfseitern. Zusätzliche Komplikationen werden mit schwarzen, sechsseitigen Würfeln dargestellt.

Nachdem die Würfel geworfen wurden, wird das Ergebnis anhand der verschiedenen Symbole abgelesen. Dabei beeinflussen jeweils drei Paare aus positiven und negativen Symbolen den Erfolg eines Charakters:

Success und Failure heben sich gegenseitig auf. Wenn mehr Successes als Failures geworfen wurden, gelingt die Probe. Überschüssige Successes können zusätzliche Effekte bedeuten, etwa Bonusschaden.

Auch Advantage und Threat heben einander auf. Je nachdem, von welcher Art mehr Symbole im Wurf enthalten sind, erhält das grundlegende Ergebnis einen kleinen positiven bzw. negativen Nebeneffekt, unabhängig vom eigentlichen Erfolg der Aufgabe.

Triumph und Despair sind die einzigen Symbole, die nur auf den zwölfseitigen Würfeln zu finden sind. Sie zählen wie Success und Failure, bieten darüber hinaus aber noch einen mächtigen Nebeneffekt. Ein erfolgreicher Angriff wird beispielsweise durch einen Triumph zum kritischen Treffer.

Die verschiedenen Arten von Symbolen und Effekten sorgen dafür, dass die Ergebnisse von Proben seltener einseitig ausfallen. Ein Wurf ist kann nicht nur misslingen oder gelingen. Manchmal liegt das Ergebnis im Zwischenbereich. Der Charakter schafft es beispielsweise dank eines Triumph-Symbols mit großem Vorsprung vor seinen Feinden zu fliehen, aufgrund der Threat-Symbole verliert er aber einen wichtigen Gegenstand während seiner Flucht.

Die Mechanik dieser interpretierten Würfelwürfe funktioniert am Tisch sehr gut, verstärkt aber leider auch den Kostenfaktor des Spiels. Wer nicht jedes Wurfergebnis anhand einer Tabelle kleinteilig ablesen will, muss die speziellen Symbolwürfel erwerben. Für ein längeres Spiel benötigt man mehrere Sets, die nicht in anderen Spielen verwendet werden können. Selbst langjährige Würfelsammler müssen hier also nochmal in die Tasche greifen.

Um dem Spiel eine zusätzliche Dynamik zu verleihen, stehen Spielern und Spielleitern Story Points zur Verfügung. Diese Punkte erlauben es, achtseitige Würfel im eigenen Wurf oder im Wurf eines Gegners zu Zwölfseitern aufzuwerten und so die Probe zu erleichtern oder durch das Upgrade eines negativen Würfels zu erschweren. Ein benutzter Punkt eines Spielers wandert in den Pool des Spielleiters und umgekehrt. Jeder Einsatz von Punkten stärkt also die Gegenseite.


Wie in fast jedem Spiel beginnt die Charaktererschaffung mit einem Konzept, auf dem der Charakter fußt. Wenn der Spieler sich für ein Konzept entschieden hat, beginnt die eigentliche Charaktererschaffung mit der Wahl einer Spezies oder eines Archetypen, falls das bespielte Setting nur Menschen enthält.

Die getroffene Wahl legt fest, wie viele Punkte der Charakter in den sechs Characteristics besitzt: Brawn, Agility, Intellect, Cunning, Willpower und Presence werden Werte zwischen eins und drei zugeordnet. Außerdem erhält der Charakter eine oder mehrere besondere Fähigkeiten und ein Kontingent von Erfahrungspunkten, die später ausgegeben werden dürfen.

Im nächsten Schritt wird eine Karriere gewählt, die dem Charakter Zugang zu Karriere-Skills gibt, die vergünstigt gesteigert werden können. Einige diese Skills erhalten bereits einen ersten Punkt.

Im Anschluss investiert der Spieler seine Erfahrungspunkte, um Skills und Characteristics zu steigern und Talente zu kaufen. Später im Spiel können die Characteristics nicht mehr durch den Einsatz von Erfahrung gesteigert werden, sondern nur durch den Erwerb hochrangiger Talente.

Talente bieten dem Charakter besondere Boni oder Fähigkeiten und besitzen immer einen Rang zwischen eins und fünf. Um ein Talent höheren Ranges zu kaufen, muss ein Charakter nicht nur mehr Erfahrung investieren, er muss außerdem immer mindestens ein Talent des nächstniedrigeren Ranges mehr besitzen. Wer also ein Rang 5-Talent kauft, benötigt fünf Rang 1-Talente, vier Rang 2-Talente, drei Rang 3-Talente und zwei Rang 4-Talente.

Das Core Rulebook bietet 70 Talente der Ränge eins bis fünf, von denen einige aber nur für bestimmte Settings sinnvoll sind. Dadurch wirkt die Auswahl etwas zu knapp geraten. Zusätzliche Settingbücher schaffen zwar sicherlich Abhilfe, wer selbst eine Welt entwirft, wird hier aber vermutlich nacharbeiten müssen.

Sind alle Erfahrungspunkte verbraucht, erhält der Charakter Startausrüstung, einen Namen und einige Persönlichkeitsmerkmale wie Motivationen und Ängste. Mit diesen letzten Details ist ein Charakter erstellt, der bereits Kompetenzen aufweist, sich aber im Laufe der Zeit auch noch massiv verbessern kann.

Erscheinungsbild Auf den ersten Blick wirkt das Genesys Core Rulebook ein wenig steril. Das Artwork passt aber zur Thematik, sind die Bilder doch bewusst im Übergang von der Skizze zum fertigen Bild gehalten und stehen damit in Beziehung zum System, dem ja ohne spezielles Setting ebenfalls noch etwas fehlt, um komplett zu sein.

Bei der Beschreibung der Beispielsettings weicht das skizzenhafte Artwork dann passenderweise fertigen Illustrationen des jeweiligen Settings. Diese sind von unterschiedlichem Stil, aber durchweg ansehnlich.

Die Texte des Regelwerks sind angenehm aufgebaut, zu große Textblöcke werden vermieden, indem immer wieder Illustrationen oder Textkästen und Tabellen eingefügt werden. Da kaum Flufftexte enthalten sind, lädt das Buch nicht unbedingt zum entspannten Schmökern ein, die Regeltexte sind dafür aber präzise geschrieben und schnell zu lesen.

Bonus/Downloadcontent Neben generischen Charakterbögen bietet die Homepage Bögen zum Download an, auf denen die Eckdaten eigener Settings notiert werden können. Für das Terrinoth-Setting sind eigene Charakterbögen und ein Gratis-Abenteuer verfügbar.

Fazit Nicht nur die Lektüre des Genesys Core Rulebook, sondern auch die Nutzung des Regelkerns in einer mehrjährigen Star Wars-Kampagne haben mich überzeugt. Das System der narrativen Würfel funktioniert am Spieltisch und bietet mehr als nur Ja/Nein-Ergebnisse für Würfelwürfe. Andere Settings auf Grundlage dieser Regeln zu bespielen, bietet sich also an.

Die Änderungen im Vergleich zu den bereits erschienenen Spielen mit Star Wars- Lizenz sind sehr gering und betreffen vorrangig die Charaktererschaffung. Stärkere Abweichungen werden wohl andere Settingbände bieten.

Die schwierige Aufgabe eines Universalsystems schultert Genesys in jedem Fall erfolgreich. Der Kern des Systems ist simpel und offen genug, um diverse Welten anzukoppeln. Dabei ist es egal, ob bereits bestehende Settings gewählt werden, oder etwas Eigenes kreiert wird. Wenn keine hauseigenen Settingbände genutzt werden, muss sich ein Spielleiter natürlich auf Arbeit einstellen.

Die Höchstwertung bleibt Genesys am Ende nur aufgrund kleinerer Schwächen verwehrt. Es dürften mehr Charakteroptionen enthalten sein und auch der zusätzliche Kostenfaktor der Spezialwürfel fällt negativ ins Gewicht. Trotzdem erhalten Spieler und Spielleiter mit dem Genesys Core Rulebook ein Produkt, das den Untertitel The Roleplaying Game for all Settings berechtigt tragen darf.

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Realms of Terrinoth
por ar e. [Comprador verificado] Fecha en que fue añadido: 05/15/18 00:11:24

Fantastic purchase with or without the core Genesys System rulebook (I happen to own both). All the streamlined, emergent narrative goodness of the Genesys system with a boatload of rich fantasy setting flavor that takes classic conventions and puts a fresh spin on them. A solid list of fantasy races to choose from: Humans, Elves, Dwarves, Gnomes, Orcs and Catfolk, each with different sub-species that offer a unique racial ability and help set this world apart from the countless others who employ these species. Likewise, the game makes use of the Genesys corebook's optional magic system, which itself is extremely versatile and intuitive, and applies its own tweaks to create a variety of fascinating magical styles, from musical magic to rune-assisted spellcasting. And this isn't even touching on the setting, which is developed very well and features plenty of things that coax the imagination.

The book is well laid out and features beautiful art throughout, to help you visualize what the setting has created. A world full of red-orange deserts, demon-infested steppelands, frozen expanses and dense jungles await. The setting has a clime to suit most any story, and gives you a handful of beasts, natives and illustrations to get you started. If you so desire, you can also read a 26-page chapter going into the history of the world as well, giving you even more context.

All in all, I haven't been this impressed by a setting in years, and the book makes excellent use of the Genesys System to make a game out of that setting that I can't wait to dive into.

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Realms of Terrinoth
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Genesys Core Rulebook
por Johnathan K. [Comprador verificado] Fecha en que fue añadido: 05/01/18 18:39:05

I love this system, especially since they just released "Realms of Terrinoth". Keep them coming Fantasy Flight!

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Realms of Terrinoth
por Johnathan K. [Comprador verificado] Fecha en que fue añadido: 05/01/18 07:17:51

Amazing bookabook and I really enjoy the Genesys system!

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Realms of Terrinoth
por Martin S. [Comprador verificado] Fecha en que fue añadido: 04/24/18 07:08:41

A truly beautiful book for RPG fantasy settings, even if you don't do the games or plan on roleplaying in their settings (Descent, Genesys, Runewars, other Terrinoth/ fantasy games) this is a lovely read if you enjoy fantasy and fantastical worlds- a great book to own even for non-gamers. And if you do do the games it goes perfectly with them.

Some lovely artwork throughout, including from the Terrinoth games such as Descent and Runewars, and some which I think is brand new for the book.

Opens with an introduction to the book, its settings and how to make use of it.

There's then some general scene-setting taking you through some of the lore and history of Terrinoth and Mennara.

It's a really useful book for creating RPG adventures in a fantasy setting or even for customising other games of the genre- it's also really handy for making your own Descent quests for example- and it's full of inspiration and ideas for such projects (and maybe some painting ideas if you use miniatures with your custom fantasy games and RPG play, I've just had the thought there are probably people out there who'll go the next step and costume-up, so I guess this has plenty of inspiration for however deep you want to delve into your adventures).

The lore is deep and detailed so there are multiple starting points and possibilities for your adventures- I'm working on an epic campaign series for both Descent (miniatures board game) and Genesys (RPG) and this has given me more than enough to work with- I've been looking into Terrinoth lore and wanting more info on it for some time so for me this book's just perfect. A useful tip- if you do map/exploration based RPG'ing the Quest Vault tool on the Descent part of FFG's website is quite useful and the Descent map tiles and miniatures could easily be put into use as a visual aid to bring an RPG session to life. This is how I'm developing my RPG campaign and I think the lore in the sourcebook fused with the actual Descent kit is going to make for something quite special. I've enjoyed both types of RPG'ing- the type that's purely narrative and the type that has visual physical elements such as location maps and minis- both Genesys itself and this sourcebook would work really well for either (although remember Genesys is less worried about things like line of sight and where you are in a room than narrative results- you can of course tweak such things to best fit the situation of your game).

There's a detailed section on character species (humans, elves, dwarves, orcs, catfolk and half-catfolk, gnomes) along with some species-specific elements such as dwarven crafting. A really neat feature is it has sub-species such as deep elves and wanderer gnomes. If your species of choice isn't here or you want something new such as a playable dragon, the toolkit's there in this book and the main Genesys rulebook to find the way to do it and build your chosen species or entity- the Genesys system is one of the best, posssibly the best, for flexibility and fitting all situations in my view. What isn't there can easily be created by using the logic of what is so you can easily create your adventures and the characters that journey through them just how you want them. My tip for this is if something in your adventure isn't there there will be close matches or adaptable elements, perhaps even from another area outside that of your adventure in the core book so look at what's there to suggest options- something in the steampunk section may reveal how to do something in a fantasy setting with a little tweaking for example.

Next up is a section on careers and the slightly related concept of heroic abilities and how to set them up (where you may sometimes also want to consider the superhero tips to tweak your characters as per my previous cross-pollination of ideas point). Staying with the important task of deciding what your characters can do next up is skills and talents - which is helpfully split up into intellect/knowledge type skills, combat, magic (again you may wish to tweak magic for your purposes- we've chatted lots about magic on the forums and it can take many forms so you may want to think what if any these will be in your RPG situations and tweak/ add as required, again you may also wish to consider what magic falls under as it can link to objects, learning and many other things). Again Genesys has been thought out well enough that however you want magic to work in your setting you can find the means to enable this. RoT also has a 'verse' skill- all about the magic of creativity, artistry and performance- which would perfectly suit a conjuror/illusionist type of magician as opposed to a wizard/sorceress or runemaster for which there are other options of how to use magic.

Some specific fantasy standard weapons are covered next, split into melee and ranged (we also realised on the forums some weapons can be either depending how they are used so you may wish to bear that in mind) along with armor.

One of my favourite sections and concepts is how the sourcebook handles craftsmanship, often a central aspect of fantasy, for all kinds of reasons- perhaps you have to fashion your own weapons or that magic needs a staff to be made from the right resource..., this sourcebook has a great way of enabling such possibilities, magic implements are covered next and these could of course also be crafted. So it's perfect that the next topic is implement materials- the book has been well thought out indeed and I like how well this fits both the Terrinoth lore of the FFG games in that setting and general fantasy. I love Descent and the Terrinoth games so I love how well Genesys and this sourcebook fuse with them. The craftsmanship section fits particularly well.

Gears a useful section and even has options to cover carrying extra loads such as the wagon or backpack, there could have been more in this section in terms of different items of kit/ resource but it's handy for giving ideas and there are so many options for gear maybe less is more and it's best again to kit out your adventure with whatever kit it needs as and when it needs it.

Animals are covered, including as mounts (who doesn't want to ride a dragon!) It's a nice touch that a flying mount is set up as perhaps harder to master than a smaller steed.

Services next, and it's useful to have that toolkit for things like porters, meals and lodgings.

There's plenty to work with for items that you might need or make and crafting is well implemented giving you plenty of scope to make something you can't find or buy/ otherwise get hold of.

Delving further into magic, the heavy focus is on runebound magic but this doesn't exclude other options you may wish to use- the system also provides options for making magical items and other ways magic may be used.

Spirit, or religion/ the equivalents of are covered if that's something relevant to your setting, similarly in the perhaps optional/ as required category, verse and creativity are covered along with spiritspeaking and eleven magic (a specific topic in its own right), so some nice touches specific to certain individuals/communities.

There's a large and awesome section on the places of Mennara and Terrinoth with maps and some background to each of these places and their inhabitants- this is combined with the beasts and characters you might encounter there, a nice fusion of an overview of the world and a bestiary/ 'cast of characters' guide, perhaps my favourite section of the book as it really brings life to the places and it's really great having it meged in this way so the NPC info is with the locale from which they originate. The only thing I'd have liked is some clarity on what all the entities and characters in the games are and where they are from- it has this for some of them but I still have some research to do on some of them! A 'game character' suppement would be handy! Quite a lot of them are here though. This locations and characters section's enjoyable enough to make the book a good companion to any of the Terrinoth games detailing the background to them. It may cover all the characters and it's just a case of working out what and who's who where it doesn't explicitly make it obvious (Splig is obvious but 'weik warrior' would take a bit of matching up for example)

It ends, the sun setting, on a desert setting and jungle setting which might both be new to the games (I'm not sure if they are or not) and which has lots of potential in itself for new adventures.

All in all an outstanding book enjoyable for anyone who loves fantasy or who games in a fantasy setting.

Have checked for typos and found a few but I'm quite tired so apologies for any I may have missed. Time to use the services section and find an inn for the night!

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