|
Good book, but the scan is a bit light. Still readable, but you might have trouble on certain devices.
|
|
|
|
|
Creator Reply: |
The print files were updated in 2021.
Thanks! |
|
|
|
|
Very cool RPG I hope to play or run soon: It's heavily based on player-enablement, with the players asked to add props and stunts to make combat exciting.
|
|
|
|
|
|
It's the 2nd edition Player's Handbook for D&D. More importantly, it's the revised edition, which is visually very different from the original printing in layout, but is essentially the same rules, albeit with errata and updates.
Importantly, this looks like a 'modern' RPG book compared to its predecessor. Coherent art, with unique art for races and classes. The layout is a bit more open and less 'textbook' than the previous release.
This was created from the Reprint version from a few years back, so it's a good quality text-based document (not a scan) so it's very usable. Small file size, good text accessibility. Could be improved with bookmarks and such, though.
|
|
|
|
|
|
Great world, although the way it is presented here is not the best representation of the setting. There's some duplicated material and a lot of page-count spent on things like tweaking magic for each plane and similar that is somewhat tedious. Less so than the Manual of the Planes, which this effectively replaced, however.
|
|
|
|
|
|
This is a somewhat disappointing adventure. It feels like another 'epic' adventure where the PCs are primarily watching big things happen around them. It also makes massive changes to the Planescape setting that are unwarranted.
|
|
|
|
|
|
I found this interesting from a historical standpoint. The layout is very 'non-traditional' for TSR, and breaks a lot of layout and design rules. I had hoped for some specific ideas as to Beholders in the various D&D settings, but this seemed to be a pretty setting-agnostic book.
|
|
|
|
|
|
This is a great 1st edition adventure with some very innovative breaks from 'dungeon crawls' for the time. Highlights include the random determination of certain things, the plotting, and of course the author's request that the DM play Strahd as smart and knowledgeable about very corner of his home and country.
|
|
|
|
|
|
Interesting, but this book is more a rough guideline on the history of Rome with some ideas on gaming with it. A DM will need to make a lot of decisions to bring a setting to life based on this material, including determining what (if any) non-human D&D character races are allowed, how magic works (or doesn't work), etc.
|
|
|
|
|
|
This product (originally a box set) can be used for background to the Blood War (a major conflict between the demons and devils of the D&D outer planes) or a giant campaign set amongst that war.
|
|
|
|
|
|
This is another true classic of the D&D canon. It's an adventure involving a weird city in the swamp with sci-fi bits and other strange oddities to explore and defeat.
|
|
|
|
|
|
Interesting adventure, and could take months for a group that moves at their own pace to complete it.
|
|
|
|
|
|
Fun if quirky "Player's Guide" to the Spelljammer setting.
|
|
|
|
|
|
This is a massive and complex adventure for Call of Cthulhu. Looks good, but Keepers will ened to do their homework to run it.
|
|
|
|
|
|
This is a great expansion for the Planescape setting.
|
|
|
|
|
|
Not bad, but this is a weird book as it's most definitely coverage for the 1st edition to 2nd edition conversion for AD&D. The 'Travel Guide' info is limited to one region, so you may want to go elsewhere if you're looking for a general overview of the Forgotten Realms setting.
|
|
|
|
|
|
|
|