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Shaintar: Immortal Legends Player's Guide
 

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Average Rating:4.3 / 5
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Shaintar: Immortal Legends Player\'s Guide
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Shaintar: Immortal Legends Player's Guide
Publisher: Savage Mojo
by Jonathan P. [Verified Purchaser]
Date Added: 11/27/2008 13:50:56

Looks good. The art and layout are very nice. Plus, a few good ideas for some twists on the Savage Worlds rules.

Unfortunately, the setting itself is very derivative. A designer can pull off a typical fantasy setting if she instills enough personality and quirkiness into it to make it interesting. But Shaintar just doesn't have it. At least for me. Everything here I've seen before, many times, and often better. The closest the author comes to originality are the races, but even these are just superficial revisions of standard fantasy fare. There's nothing that makes Shaintar stand out for me as a setting I would want to GM or play in.

Which doesn't mean there's nothing here for someone else. If you like the Savage Worlds rules and want to play in a standard, D&D-style fantasy setting, this is probably perfect for you (I believe it's actually the only typical fantasy setting for Savage Worlds on the market).

Also note: this is my impression of just the Player's Guide. The PG left me cold enough that I'm not going to spend my time or money on the rest of Shaintar, but that could be my loss: the full Shaintar: Immortal Legends book contains expanded setting info and a plot-point campaign which might add the depth and personality that I found lacking here. (But, the designers would have a loooooooooong way to go to impress me.)

I'll also admit, a large part of my negative reaction stems from what seem to be the author's repeated, strained attempts to convince me that Shaintar is a highly original, inspired setting that should be capturing my imagination, when in fact I find it a hackneyed and occasionally insipid setting that captured nothing more than $11.96 of my money.

And whose idea was it to include those two bits of godawful fiction at the beginning and end? They do add flavor--something akin to brussels sprouts dipped in motor oil and simmered over flaming cow dung.



Rating:
[2 of 5 Stars!]
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Shaintar: Immortal Legends Player's Guide
Publisher: Savage Mojo
by Bryan L. [Verified Purchaser]
Date Added: 12/18/2007 15:26:41

Excellent book to help those who want to play in the world of Shaintar. Well edited and put together and easy to read. excellent artwork.



Rating:
[5 of 5 Stars!]
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Shaintar: Immortal Legends Player's Guide
Publisher: Savage Mojo
by Marc G. [Verified Purchaser]
Date Added: 09/11/2006 00:00:00

I picked this up initially as a set of expanded fantasy rules to apply to my own campaign, but I must admit that I got swept up in Sean's enthusiasm and will probably buy the GM's guide when it comes out as well.

The expansion of how armor works without adding extra rules is quite nice, and I liked the treatment of races and magic as well.

Personally I think this is an absolute must for any Savage Worlds fan running a fantasy campaign.

Really nice cost-value ratio as well.<br><br> <b>LIKED</b>: The little GM-to-GM sidebars should be required for any RPG product as far as I'm concerned!

Overall the layout was nice and the pencil drawings gave a good feeling for the setting.

Since I'm currently planning on using this for another world, I didn't pay a whole lot of attention to the maps, but the quality is nice and breaking it up with descriptions was a nice touch as well.<br><br><b>DISLIKED</b>: I guess I should say something I didn't like. Hmm. Maybe starting new pages with major topics like Gear, as opposed to having them start at the end of the previous page. That's pretty minor though.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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Creator Reply:
Thanks for taking the time to give us your feedback! We've been delighted to see that you and others have found the GM-to-GM sections as helpful as we wanted them to be. We'll take a look at trying a few more layout options with the various subsections. It's always a trade off, but you never know which way might work a little better. While it's taking longer than we hoped to bring the full setting to production, rest assured that part of the reason is our desire to continue to give you the most bang for your buck we can manage. Thank you again for letting us know what you think!
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Shaintar: Immortal Legends Player's Guide
Publisher: Savage Mojo
by Markus F. [Verified Purchaser]
Date Added: 04/28/2006 00:00:00

The Cover It's static and it doesn't give an idea about the world it's set it, but looking on it you get the idea that this is a legendary warrior who had many adventures and battles and came out ahead. Not the worst notion to get from a cover of a book that promises Epic High Fantasy.

4 of 5 stars

The Layout The book's inside is presented in black and white, the borders of the page are highly ornamented and the background fades from grey to almost white in the center, making the text easy to read. This will be very heavy on the printers, so let's hope that there's a slightly trimmed down version for us savin' folks.

5 of 5 stars.

The Artwork There are black and white drawings throughout the text, in the style of sketches which spark the imagination and give a good idea of the look of the world. The website offers a few full-color graphics as well which depict scenery. While nice-looking, they didn't strike that as that powerful. I'd rather take the b/w sketches for the final book.

5 of 5 stars.

The Text Shaintar obviously has a rich and detailed background. There are quite a few hints and clues at a much larger world that couldn't be fit in into one mere book. I'll get back to that later. The flavor text at the start of the Player's Guide left me kinda disappointed. It's a classic opener in the line of "something terrible's about to happen, luckily there is hope". Which is fine for starting the main story arc, but I'd rather have a typical "everyday-scene" of an adventurer's life at the beginning of the PG.

The PG continues with a brief overview over the world of Shaintar and its history. This gives new players a rough overview who the big players are and what's common knowledge for heroes hailing from the Southern Kingdoms (or where ever the characters come from). The calendar seems a little tedious, but that's just out of personal preference. I'd rather not deal with keeping track of dates in a calendar not everyone is familiar with, but this will be a non-issue at most tables, I'm sure.

One thing is really great: the GM-to-GM notes. With those, Sean describes in straight-to-the-point language the reasons why he did something the way he did (including dwarves, for example). He also offers advice on how to run Shaintar, what to emphasize, what to de-emphasize. All-in-all a very interesting and helpful view on the creating of Shaintar.

One last thing: When it comes to the rules, the language is plain and to the point. You won't read that this skill has "no particular use and should thus not be taken", you'll read: Don't bother to put points into this. It's like a GM offering advice to new players on his table.

3 of 5 stars.

The Rules Here's the crunch of Shaintar, the real juicy bites for the number-crunchers. It starts off with the Races. Shaintar offers 11 races, some of them quite generic for fantasy, some unique. Each race offers a short description (including bits on culture and the like) before assignid racial abilities. At first glance, the races might seem unbalanced since they come out better than the equivalent of one free edge (like Humans in general). But fear not, Humans get an additional boost as well, so it balances out nicely. There are various types of Faes (think Elves), Dwarves, Humans, a special kind of Half-Elves, Orcs, Ogres and Goblins. Additionally to these, there are Brinchie (a feline race) and Dregordians, a lizard-like race.

There doesn't seem to be a race who get's shorthanded, although some racial hindrances come "only" through roleplaying into play.

5 of 5 stars for the races.

Skills, Edges & Hindrances Shaintar offers a big list them, but a good portion of that is re-printed material from other sources (like 50 Fathoms) or details minor changes on existing edges on the rulebook. Again, Sean offers insight via the GM-to-GM boxes on the decision process.

There are a total of 28 new Edges (if I didn't miscount). Some of them are more specialised than others but there's no excessive branching of edges (the Kor-In Student, for example, has been trimmed down to three edges).

Some of these Edges are difficult to judge without knowing the full world, but I'll give this section:

5 of 5 stars.

The Gear This section offers a slightly different way to handle armor (basically, it introduces a Called Shot penalty per Armor for hits aimed for unarmed body parts) and replaces the gear list from the main rulebook completely for Shaintar.

No thrills, but no complains either.

5 of 5 stars.

Magic in Shaintar Shaintar uses quite a few powers published in Evernight or 50 Fathoms, but re-prints them here for easy reference. There are about two dozen new powers and I'm not sure that you need that many. Reading the descriptions I though that the one or the other could have been done with existing powers and trappings, but that would be nitpicking. There are 6 Arcane Backgrounds in Shaintar, 5 of them available for player characters, including Psionics. The ABs are re-named for better fitting into the world. In my opinion, that wasn't necessary, but it's no harm either.

4 of 5 stars

What else? The PG closes with a tour of the world offering an overall map for the world, then "zooming in" for short descriptions of nations, islands and the like. Gives a good overview for the players without getting lost in minute details.<br><br> <b>LIKED</b>: The GM to GM comments offer valuable insight into how this setting came to pass and what the author's thoughts are on some issues.<br><br><b>DISLIKED</b>: The introductory story.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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Creator Reply:
Thank you for taking the time to write such an in-depth review! We really appreciate your feedback, and providing this kind of detail helps us really know where our strengths and weaknesses are. So, again, thank you. We have included a lightweight version of the PDF for those trying to save ink. If for some reason your download didn't inclue it, please let me know and I'll be happy to get you the updated versions. It's wonderful to hear that the GM-to-GM sections are working as well for others as we hoped, as well. Finally, including fiction to help present a "day in the life" is a great suggestion! It's certainly one we'll work on incorporating in the future both for Shaintar and other projects. Thanks again, Markus!
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Shaintar: Immortal Legends Player's Guide
Publisher: Savage Mojo
by Bill L. [Verified Purchaser]
Date Added: 10/24/2005 00:00:00

Easily one of the best Savage "supplements" in a long time. In terms of layout and appearance, I have to admit that its the best of any Savage product (from either GWG or any of the existing licensees). Although fantasy is not my current "cup of tea", this product has much to offer those looking to adventure within the fantasy genre and anyone stuck for ideas will find it useful. If the setting meshes with your ideas about "classic fantasy", then you're in for a real treat; otherwise, you may not find it quite as useful. However, don't take my word on it -- at $10 for 128-pages, it's well-worth picking up and deciding for yourself. All-in-all, an excellent product well-worth the money.

<br><br><b>LIKED</b>: Very well-done layout. Does a good job of describing the setting in a unique way while still sticking to the core rules so that you don't have to relearn everything.<br><br><b>DISLIKED</b>: Nothing that wasn't totally subjective. ;)<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[4 of 5 Stars!]
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Creator Reply:
Thank you for your comments. It's always nice when folks who don't necessarily favor the fantasy genre still say we've done a good job.
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Shaintar: Immortal Legends Player's Guide
Publisher: Savage Mojo
by Matthew M. [Verified Purchaser]
Date Added: 10/13/2005 00:00:00

Ah, Shaintar. This IS epic fantasy. You can run a game with 50+ players (including GMs), miniatures, huge battles and so on in a few hours with no problem. I'm talking about an RPG scenario, not a simple Warhammer style battle. I know because I was there at The Eternity Spire event at Origins '05.

The Player's Guide doesn't quite convey that epic feel by itself, but it does give players a lot of nifty options to choose from. Lots of Shaintar "flavor", some new Edges & powers and a few new races as well. It also comes with a bunch of maps and general descriptions of the various regions so that players can get a feel for their Heroes' home region.<br><br><b>LIKED</b>: It's Shaintar!<br><br><b>DISLIKED</b>: The concept of Fire = Evil And Therefore Not To Be Messed With while the other elements are Fine And Dandy seems a little odd.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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Creator Reply:
We're glad you liked it, and just as glad that the "flavor" came through for you. There's a lot to the land of Shaintar and we wanted to make sure players got a chance to know about the whole of it. As for Flame, the elements were used as a model for what's going on in Shaintar, but with Nature/Spirit replacing fire. (Of course, in Eastern models, there are five elements, and Nature/Spirit is one of them). That said, Flame is "bad" for a reason that goes deep to the core of the mythology. In fact, there are some indications that it was not always "bad," but that's part of the deep mysteries to be revealed as the story of Shaintar is further told.
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Shaintar: Immortal Legends Player's Guide
Publisher: Savage Mojo
by Joseph D. [Verified Purchaser]
Date Added: 10/02/2005 00:00:00

WOW!!! This is a phenomenal product-- well worth the $10. Not only is it an interesting campaign setting, but it serves an extraordinarily important purpose for Savage Worlds lovers: it shows exactly how this amazing game system can be adapted for Swords & Sorcery settings. Whether you use this Guide to play adventures in Shaintar or simply canabalize it for your own campaign, you will not be disappointed.

This product introduces new concepts, trappings, Edges, spells, and mechanics to make the setting come to life, and yet it stays firmly rooted in the elegant rules framework provided by the Savage Worlds system.

Combine this Guide with Great White Games' own top notch Fantasy Toolkit series and any GM will be ready to run an unforgetable fantasy campaign!

I cannot wait for the next products in this line!

Great job!

<br><br><b>LIKED</b>: Great "crunch" material with plenty of "flavor" mixed in. An excellent resource to inspire any fantasy campaign. Clearly a labor of love. Very good production values, including layout and editing. My original review gripped about the lack of a "printer friendly" version to help save toner when printing. In response to fan demands, Talisman has released an updated version that fixes errata and now includes a printer friendly version! Now you get both copies in one download. Nothing beats a company that responds so quickly to its customers' needs! THANKS!!!<br><br><b>DISLIKED</b>: Nothing!<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[5 of 5 Stars!]
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Creator Reply:
Thank you for taking the time to leave a detailed review. Good or bad, we always love feedback! You're right to call the work a labor of love and we're very happy to see that the extra tiem we took shows through for you in the quality of the book. Since you posted your comment we've made an update to fix some errors and mistakes and to include a lightweight version to reduce the ink consumption and allow for fast screen viewing. If you didn't receive this update for some reason, please drop us a line and we'll be happy to get you a copy of the newest version.
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Shaintar: Immortal Legends Player's Guide
Publisher: Savage Mojo
by Sean H. [Verified Purchaser]
Date Added: 09/16/2005 00:00:00

I've never been much the "High Fantasy" fan. Shaintar, however, may have started me down that path. It shows how well Savage Worlds can handle the genre.

This is also another example of a Savage Setting that diverges just a bit from the core rules to make the system it's own, and it works wonderfully. While magic is just barely more complex, each type of magic in the setting is unique and interesting, and the streamlined "Armor Bypass" mechanic blends seamlessly with existing rules and makes things even more F!F!F!. And the art (High quality pencil sketch) is the perfect match for the setting. The Pantheon, while not just one deity, it also doesn't carry a massive list.

Shaintar is a AAA product. At $10.00 for a 128 Players Guide, you get a lot of bang for your buck.

Edit: Just a a few short weeks after releasing this, and due to fan demand, Talisman gave us a fantastic "lightweight", printer friendly version. Not that this was a huge complaint, but now I have none.

<br><br><b>LIKED</b>: While the fantasy toolkits are a great resource for GM's, we finally have a fantastic [i]setting[/i] for Savage Worlds. Thanks Talisman!<br><br><b>DISLIKED</b>: With the addition of the lightweight version of the .pdf, there's nothing that I don't like about Shaintar.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



Rating:
[5 of 5 Stars!]
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Creator Reply:
Thank you for your comments! When we can tempt a someone who's not a big fan of the genre, we figure we must be doing something right. Since your comment was written we've updated the product to include a lightweight version that's not only printer friendly but also a faster to display. If you didn't recieve this update, please let us know and we'll be happy to make sure you get the new version.
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Shaintar: Immortal Legends Player's Guide
Publisher: Savage Mojo
by Tom W. [Verified Purchaser]
Date Added: 09/13/2005 00:00:00

Any fan of traditional fantasy will enjoy Shaintar. There's a good amount of unique content and some interesting takes on pre-existing rules from other Savage Settings. What makes it worthwhile is the fact that you can apply it to a different setting so it that sense it's nice to have.

<br><br><b>LIKED</b>: At $10, it's a steal. Lots of useful bits outside of Shaintar. There's also a very good amount of world info to get you started without the actual World Guide.<br><br><b>DISLIKED</b>: As a player's guide its VERY complete. The only downside is that I'll have to wait for monsters and the like. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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Creator Reply:
We're delighted to hear your enjoying it. Sean is committed to those folks who want to start the Shaintar campaigns with just the Player's Guide whie the full setting is finished. Thank you for your comment and, as always, please feel free to contact us if you have any other questions, comments, complaints, or concerns.
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