This book is a great rescource for anyone who wants to run a fantasy game with Fate Core. Everything in it seems very thoughtfully put together. How to add Class and Race, magic for Wizards, Druids and Clerics in a way that plays to Fate Core's strengths.
Its also very easy to read, which is a huge plus, and the book is full of suggestions and optional rules to give you exactly the feeling and rules crunchines you're after.
I'm not a reviewer but I hope some of the things I write here will be of use to anyone thinking of buying this book.
Lets start with Races, 28 of them are described, with exampel aspects and stunts a player can pick or use as inspiration to create his/her own. They cover the usual human, dwarf, elf etc, but also adds Kitsune (shapeshifting fox person), Merfolk and my personal favorit Lamia to name a few.
The next chapter deals with classes, you got the traditional ones here, fighter, magic user, monk, paladin, cleric and a few others. They're given example aspects and a list of stunts to pick from. Each class also gets two example characters, could be used for inspiration or npc's. This being Fate the aspects they (Example Characters) have tells alot about them and I felt inspired more than a few times while I read through them.
After classes we get to equipment, here we get to read about how to handle money (Resources), treasure that the players will aquire, find, lose and spend (probably not in that order). You also get rules for weapons, armor and general equipment. I liked the weapons, which get a resources cost, additional rules for poor and superb quality. I particularly liked the rules for simulating proficency, a single stunt that lets you use weapons or armor to its fullest, depending on which class you picked, ie a wizard won't be familiar with as many weapons as a fighter would be. Again optional rules and suggestions galore.
The Magic chapter deals with several ways on how to use magic, keep close to Vancian magic a la D&D? Or perhaps a more flexible one? And a bit inbetween, lots of suggestions, sample spells, ritual casting, and even Variant Magicians options like the Elementalist or the Summoner can be found here.
Wicked Barbs, Withering Glances, and the Cut Direct: Social Combat gets it very own chapter and its full of great ideas on how to use the social skills in a game, one class the Arbiter is geared towards the social scene and in this chapter you learn how to really make those scenes come alive. As usuall the book comes with plenty of examples, I particularly liked how to make someone socially powerful without having to make them personaly powerful. It also goes into detail about social combat during regular combat, trying to talk the villain out of whatever he's doing, of course this cuts both ways, the villain gets to attack back, perhaps trying to recruit the PC's to his side or demoralising them with the hopelesness of their cause. Lots to use here if it would enhance your game, like the pages dedicated to language, some people like the ease of using Common and a language per race (Elven, Dwarven) but others might enjoy making things more complicated/interesting. Using linguistical misunderstandings, adding the need to search for a scholar who can read an ancient document. It also delves into scipts(writing), mundane and magical.
Ok, this is getting alot longer than I was thinking, keeping it short, theirs a chapter of Faiths & Deities, Magic Items, Adventures, Campaigns, Creatures and a Sample Scenario. I gave this book five stars because it keeps inspiring me as I read it, and with all the work done, I'm able to pick up all of my old D&D adventures and with a bit of tweaking run them again, but with Fate. =)
If you're after a fantasy toolkit for Fate Core you should buy this book, for $10 its incredibly cheap for what you're getting.
Five stars!
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