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Coruscant and the Core Worlds (Star Wars Roleplaying Game)
 
 
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Coruscant and the Core Worlds (Star Wars Roleplaying Game) [Hardcover]

Craig Robert Carey (Author), Paul Sudlow (Author), Jason Fry (Author), Daniel Wallace (Author)
4.4 out of 5 stars  See all reviews (10 customer reviews)


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Book Description

Star Wars Accessory January 1, 2003
Adventure Awaits at the Heart of the Galaxy.

The glittering pinnacles and shadowy canyons of Coruscant's global cityscape offer an inexhaustible source of action, intrigue, risk, and reward. The shining capital planet also lies within easy reach of each of the other major worlds of the Galactic Core, from the deceptively peaceful expanses of Alderaan to the teeming shipyards of Corellia.

This sourcebook features:
• Detailed descriptions of 28 planets in the Core Worlds region of the galaxy.
• Historical information that spans all three major eras, descriptions of indigenous populations, and key locations for each planet.
• Special emphasis on Coruscant, including characters and locations introduced in Episode II: Attack of the Clones.
• Gamemaster-only sections for each planet with supporting characters, adventure hooks, new creatures, aliens, vehicles, droids, prestige classes, and feats.

To use this sourcebook, you also need the Star Wars Roleplaying Game Revised Core Rulebook.


Product Details

  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast (January 1, 2003)
  • Language: English
  • ISBN-10: 0786928794
  • ISBN-13: 978-0786928798
  • Product Dimensions: 11 x 8.6 x 0.6 inches
  • Shipping Weight: 1.5 pounds
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (10 customer reviews)
  • Amazon Best Sellers Rank: #877,507 in Books (See Top 100 in Books)

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Customer Reviews

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13 of 13 people found the following review helpful:
5.0 out of 5 stars A much-needed resource, September 6, 2003
This review is from: Coruscant and the Core Worlds (Star Wars Roleplaying Game) (Hardcover)
Prior to the release of this sourcebook, there were only three decent sources for information on Star Wars worlds. The first was the Star Wars Encyclopedia, which is filled with so much other stuff that unless you know the names of these worlds already, it's unlikely you'll find them. The second is the Guide to the Star Wars Universe, which additionally has no illustrations and little enough description. The third, and the one I used, is the Essential Guide to Planets and Moons, which provides some useful background info but was obviously not written with the RPG in mind (in fact, it predates it by several years). It's therefore a great relief to see that purpose-written hardcovers are being released that detail parts of the galaxy.

The Core Worlds include many of the worlds mentioned in the movies and expanded universe- Corellia, Ralltiir, Duro, Alderaan, Chandrila, Kuat, and other notables. The systems are listed in alphabetical order save for Coruscant, which is first, and each section has the following parts: General stats (general trivia regarding the system), Description (basic description useful for introduction), History (summary of notable events in all SW periods), People (species and how they behave), Locations (some notable spots and cities, with at least one map).

Additionally, there is a 'For the GM' section with adventure hooks, NPC heroes and villains from various eras that can easily be adapted to any of them, and various stat blocks for said NPCs, creatures, and unique vehicles and starships. There is only one new prestige class- the Seyugi Dervish (an unarmed fighter) but this book isn't really meant to detail those in the first place. Several new feats and species are added, most of which are obviously meant for NPC locals (the Brachiation feat, for example, lets you swing through trees at your speed).

Perhaps the best thing about this book are the illustrations, which are numerous, original, and inspiring. Just getting a glimpse of the Core Worlds is often enough to describe them and plan a few nasty surprises for your players, and the sourcebook does a fine job of providing visual cues. The corresponding information is thorough but not long-winded, and ideal for getting your adventure going with minimal fuss. Coruscant and the Core Worlds really sets the standard for ease of use and value. I am looking forward to seeing similar ones that will describe the other parts of the Star Wars galaxy.

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9 of 9 people found the following review helpful:
4.0 out of 5 stars The Bright Center of Your Campaign, June 5, 2003
This review is from: Coruscant and the Core Worlds (Star Wars Roleplaying Game) (Hardcover)
One of the most memorable things about Star Wars is in just how unique the worlds are, and that is definitely the case here. The worlds in this book have one thing in common: they are Core planets. Other than that, they are as different from each other as Hoth is from Tatooine.

This wonderfully illustrated hardcover book details no less than 29 Core worlds. Coruscant gets the most space at nearly 30 pages, and most of the other worlds, including Alderaan and Corellia, get three to five pages each. In general, each world has brief sections on its description, history, people, and important locations. Changes from the time of the Old Republic up to the New Jedi Order are also discussed.

At the end of each planet's profile there is a "GM-only" section for each world with adventure hooks and a selection of important NPCs. There are also several new species, six new feats, about a dozen items of new equipment, over a dozen new vehicles and starships, four new droids, and more new creatures than you can shake a stick at (my favorite was the fearsome Coromon Headhunter). Sadly, there is only one new Prestige Class, the five-level Seyugi Dervish.

While I really would have preferred to see a greater selection of PrCs, the book's other qualities largely make up for this deficiency. I should emphasize that while each planet receives a generous amount of information, it is by no means a complete description. The focus of the book seems to be on providing GM's and players with ideas for their own campaigns and characters, rather than on being an exhaustive resource.

As a GM I found the plot hooks and NPC sections to be the most useful. And boy, there are a lot of NPCs, over a hundred of them in fact. Even better is the fact that the plot hooks and NPCs are often connected to each other, which makes for easy adventure creation.

My main complaint regarding this otherwise excellent book is that some of the maps are a bit lacking. Specifically, many of them don't have a scale, which makes it difficult to tell if the map of this or that location covers hundreds of meters or dozens of kilometers. The maps are also far too small for tabletop use, but a trip to the copy shop should solve that problem.

As others have pointed out, a GM would probably get the most use out of this book, especially in a Core-based campaign. Of course, a player could still find this book to be a valuable tool for fleshing out the background of a favorite character. Even so, there is so much variety, information, and so many ideas in this book that I'd recommend it to anyone. Overall I'm giving Coruscant and the Core Worlds a very strong 4 out of 5.

And besides, what campaign could possibly be complete without the main characters visiting Coruscant at least once?

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7 of 7 people found the following review helpful:
5.0 out of 5 stars Top Notch book, February 13, 2004
By A Customer
This review is from: Coruscant and the Core Worlds (Star Wars Roleplaying Game) (Hardcover)
I for one can't imagine playing the Star Wars universe without it. I just reciently started playing using the core book and I have to say that world design is the tough part foe me. I don;t lack imagination but I like to have a little consistance from game to game and be able to create a sense of "reality". You know, plot continuity from the movies and all that. Without this book that would be an impossibility for me. I am not a die hard star wars fanatic so I really don't have the info on the entire universe memorized, and even though I don't know tons of facts, I find that usually my players can sense when we're just winging it. Making stuff up and it really doesn't make much fun. This books has what you're looking for. It has all the core worlds and info on each, carefully detailed and well written in a professional way. Weith plenty of NPC and plots tossed in. Just buy it. You won't go wrong.
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Inside This Book (learn more)
First Sentence:
"An incandescent organ of life, visibly vibrating with the pulses of billions." Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
adapt the following adventure hooks, following supporting characters, aptitude bonus, vibro weapons, bonus class skill, blaster pistol, illicit barter, casting hawk, spacer lore, species bonus, blaster carbine, sporting blaster, several important locations, blaster rifles, orbital cities, security kit, code cylinder, harvest blade, precise attack, simple weapons, alien jungle, stun baton, grain fly, glow rod, species mix
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Challenge Code, Weapon Group Proficiencies, Gather Information, Yuuzhan Vong, Computer Use, Skill Emphasis, Sense Motive, Black Sun, New Creature, Length of Day, Length of Year, Major Exports, Breathable Gravity, Standard Diameter, Speak Huttese, Heroic Surge, Major Imports, Terrestrial Climate, Battle of Endor, Power Attack, Point Blank Shot, Temperate Terrain, Battle of Yavin, Disable Device, Special Qualities
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