Sorcery & Swashbuckling. Not being familiar with the universe or rules of StarCluster, it was the promise of these things which led me to The Book of Jalan. Described as a world in the Star Cluster, Jalan has been cut off from the other worlds by a quarantine. This has left it at a roughly Renaissance era level of development; with the largest exception being the existence of magic. You don't need to be familiar with the StarCluster game to play - The Book of Jalan contains all the necessary rules.
The layout of the book is simple and easy to read, with occasional art added in. I'm not sure what medium the artist used for the pictures, but most of them are vividly colored, and on the whole seem to fit the book quite well. This product is also extensively bookmarked, and features a fully hyperlinked table of contents and index to make browsing even easier.
The Book of Jalan opens with the first section of a multi-part story titled Due West. I'm not usually a fan of fiction in my gaming books. I didn't mind in this case. It's kept short, and is presented as a story; rather than trying to tell us what a section is about, or reading like someone recounting last night's gaming session. My biggest complaint is that during one of the early sections the first-person narrator directly addresses the audience. This causes later elements to lose some of their dramatic potential.
From there we segue directly into the magic section - a transition that was jarring to say the least. Having no experience with the game's rules at all, I'm suddenly left trying to puzzle my way through a very in depth magic system. This is our first glimmer of one of the major issues with The Book of Jalan: the organization of the book is terrible. This isn't the last time the reader is confronted with game terms or rules mechanics, and then forced to wait for an explanation. In this case it would be a bit before I even found out how skills work; which is an important part of casting magic. While this may not present a problem for those already familiar with the rules, and I was able to generally figure things out; the organization still leaves far too much room for potential confusion.
That aside, the magic system itself is of the open ended variety, rather than a predefined list of spells. Featuring a number of categories, which allow for a variety creative effects, the system does have fairly complex rules. Its number of options is a potential weakness as well as a strength; potentially slowing the game as players try and decide what elements need to go into producing the desired effect.
Character generation is the next section, and two different methods are offered: random or point buy. Five of the attributes are handled one way, while Intelligence and PSI (the attribute which governs magic) are handled another. Rank, and consequently money, are also determined in the same way as Intelligence and PSI. Initial skill selection and character advancement are handled in the same way - a per year choice based on a school or profession. At the conclusion of each adventure, characters age one year; which earns them an additional skill point, or a metaskill along with the potential for a career promotion. This section concludes with an extensive list of schools and professions.
Following character generation is the chapter on skills. It presents a large listing of individual skills, and explains what each one is for and how they are used. We also learn about metaskills: skills which can be used in conjunction with other skills. There is some math involved in translating your skill level into a percentage chance of success under the game's d00 resolution method; while calculating the percentage chance for a metaskill is a bit more difficult. The default method of performing a task with no points in the skill strikes me as a bit harsh, though a later chapter gives some suggested modifications.
The next two chapters provide descriptions of the various human cultures, as well as the four non-human species available for use as player characters. Humans receive a bonus skill based on their overall cultural grouping, and then receive additional bonus skills based on which specific subgroup of that culture the character hails from. This gives humans a wider variety to pick from regarding their bonus skills; the other character types tend to receive their bonus skills based on species, with lesser emphasis placed on the area they hail from.
The next chapters focus on armor and weapons. Again, these are chapters where the lack of organization is an issue. The reader is plunged into charts and numbers with little to no explanation of what it all means until arriving at the next chapter.
A chapter on rules comes next. Most of the information is combat related; attack and damage rolls, constitution and healing etc. Additional rules cover the effects of higher skill levels, degrees of success, alternate methods of making unskilled attempts and a note about general knowledge levels and languages.
There is an excellent GM-oriented chapter about non-player characters. It not only gives a brief description of what an NPC is, but provides an excellent series of tables for putting together these characters on the fly. Containing listings not only for determining such things as skills and attributes, there are also tables to provide NPCs with behaviour hooks and missions; perfect for when you need that little extra something, but are a bit short on ideas. Also included are preconstructed statistics, and templates suitable for use as PCs or NPCs.
Despite its claim to lack depth, the chapter giving us an overview of the history and peoples of Karai is quite informative. A great deal of work and attention to detail seem to have gone into developing the world and it shows.
A brief chapter on the gods of the world shows this same attention to detail. Not only are we introduced to the gods and what their area of influence is, but information about the forming of the Purani church, the origin of gods and the nature of worship is also provided.
The bestiary introduces us to some of the various beasties just waiting for their chance to turn PCs into snacks. In addition to the mechanical information, this chapter features an overview of the six stages of lycanthropy as one of its highlights. A companion chapter features information for putting together creatures to round out the world, or more likely with which to bedevil your PCs.
Opened and closed with some very attractive maps comes information on the city of Barkash. Like most such profiles, it covers the general composition, notable districts, politics and people of the city. My favorite portion of this chapter was a listing of the names of taverns and inns, along with their reputation for danger or excellence. While I would have preferred to see more detailed profiles of the establishments, even a brief profile for each place mentioned by name would significantly increase the book's page count.
Appendix A features various optional and advanced rules, many of them making combat more detailed. Appendix B mentions different types of currency, an overview of the Green River Valley and a chart which related real-world cultures to their counterparts on Karai.
Rounding this out is an attractive character sheet, along with various worksheets to help keep track of all your information and the already mentioned hyperlinked index.<br><br><b>LIKED</b>: The magic system. Well-developed and interesting setting.<br><br><b>DISLIKED</b>: Poor organization. The magic system.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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