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The Deryni Adventure Game [Hardcover]

Aaron Rosenberg; Ann Dupuis; Melissa Houle (Author)
3.0 out of 5 stars  See all reviews (1 customer review)


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Book Description

December 20, 2005
The Deryni Adventure Game and supplements are based on the popular "Deryni" series of fantasy books by New York Times best-selling author Katherine Kurtz.

The "Deryni" series began in 1970 with Deryni Rising. The novels weave a rich tapestry of romantic chivalry, medieval kings, a powerful Church, and a persecuted race of humans with the gift of magic - the Deryni.

A perennial favorite of fans of medieval fantasy, the Deryni setting offers roleplayers a rich world of magic and kings and high adventure. The Deryni Adventure Game is a complete roleplaying game using the Fudge game system (easy for newcomers to learn, and adaptable to other roleplaying game systems). The core book presents the kingdom of Gwynedd and the world of the Deryni as a campaign setting for medieval fantasy adventures.

The core book for the Deryni Adventure Game presents geographical and historical information on the Eleven Kingdoms, a chapter on Religion and religious institutions in Gwynedd, a chapter on the Deryni and their capabilities, and a detailed chapter on Daily Life in the Eleven Kingdoms. The game rules are easy to learn and presented with plenty of examples to help first-time roleplayers understand how to play the game. There's plenty of information to help Gamemasters run a Deryni campaign, including lots of adventure "seeds" and two complete adventures. The appendices contain lots of information of interest to the fans as well as gamers, including indices of people and places from the novels, price lists for items in the Eleven Kingdoms, information on the Camberian Council, and more.


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Editorial Reviews

Review

"well done" on the Deryni rpg... I really am impressed with the wealth of usable info / detail (without being overwhelming). --Brian Isikoff

Product Details

  • Hardcover: 256 pages
  • Publisher: Grey Ghost Press, Inc. (December 20, 2005)
  • ISBN-10: 1887154094
  • ISBN-13: 978-1887154093
  • Product Dimensions: 11.1 x 8.4 x 1 inches
  • Shipping Weight: 2 pounds
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #2,237,430 in Books (See Top 100 in Books)

More About the Author

AARON ROSENBERG is the award-winning, bestselling author of the humorous science fiction novel No Small Bills, the space-opera series The Dread Remora, the occult thriller Indefinite Renewal, and many more. He's written tie-in novels (including the PsiPhi winner Collective Hindsight for Star Trek: SCE, the Daemon Gates trilogy for Warhammer, Tides of Darkness and (with Christie Golden) the Scribe-nominated Beyond the Dark Portal for WarCraft, Hunt and Run for Stargate: Atlantis, and Substitution Method and The Road Less Traveled for Eureka), children's books (including an original series, Pete and Penny's Pizza Puzzles, and work for PowerPuff Girls and Transformers Animated), roleplaying games (including original games like Asylum and Spookshow, the Origins Award-winning Gamemastering Secrets, and sections of The Supernatural Roleplaying Game, Warhammer Fantasy Roleplay, and The Deryni Roleplaying Game), young adult novels (including the Scribe-winning Bandslam: The Novel and books for iCarly and Ben10), short stories, webcomics, essays, and educational books. He has ranged from mystery to speculative fiction to drama to comedy, always with the same intent--to tell a good story. You can visit him online at gryphonrose.com or follow him on Twitter at gryphonrose.




 

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6 of 12 people found the following review helpful:
3.0 out of 5 stars Interesting, But Irrelevant, September 13, 2007
This review is from: The Deryni Adventure Game (Hardcover)
I haven't kept up with Ms. Kurtz's Deryni saga for quite awhile now, although I was one of the original fans from WAY back in the day, when the first two trilogies were hot off the presses. Subsequent books, I felt, were very seriously lacking. However, I was intrigued anew when I kept seeing ads about this RPG manual. For about three years, it was "coming soon", and then a few months ago, it finally arrived. Worth the wait? No.

It has a fair amount of material on Gwynedd, its duchies and cities and ruling dynasty and neighbors. There's also a timeline, a bibliography, and a section listing notable characters from the books in exceedingly scant detail. There's a nice overall map. Plenty of generic medieval illustrations.

However, with the exception of one made-up character used for purposes of showing the PC generation process, there are no statistics on anyone at all, PC or NPC or from the books or otherwise. Admit it--a huge part of the appeal of picking these up is to see the stats assigned to your favorite characters. There's just nothing like that there. And while there is some information on the game world as noted above, there is very little depth, nothing new or fresh, and no insights, period. There is nothing that really suggests that this is a unique world rather than just another cookie-cutter faux-Middle Ages knock-off.

Perhaps more importantly, it is difficult to see how this RPG could possibly work. It uses the Fudge mechanics, which no one in my life has ever played. One of the combat resolution systems (optional, to be sure), is "narrative combat", which verges on diceless and would be threatening to the hardcore gamer who wants to sling a d20 and announce his or her damage. There are no monsters or extraordinary beasts and no divine magic as such, and even the arcane magic is pretty much limited to the Deryni, and they have little of it. So any campaign would basically be about fighters and thieves. And what do they have to fight? Even if they did encounter some foes, Gwynedd and environs are fairly well-settled and have definite social and legal codes that would put a quick end to random swordslingers running the streets in a bloody hackfest. And the book fails to really suggest very much in the way of viable adventure hooks or long-term campaign goals.

The source novels are basically about very high-level political intrigue, religious wrangles, the plight of crypto-Deryni, wars between nations, and romance. None of this really lends itself to standard gaming, and this book just doesn't provide the material to show how to bring Gwynedd to life as an ongoing setting. You would be far better off ordering Ms. Kurtz's Codex and using that stuff to custom-grow your own Gwynedd in a d20 system.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
ward cubes, defensive damage factor, offensive damage factor, duel arcane, character creation system, racial package, transfer portal, fatigue penalties, rank packages, wound penalties, forbidden spell, combat round, trait check, healer gift, rolled result, arcane lore, narrative combat, royal duchy, rolled level, player characters, magic skills, damage factors, learning check, defensive factors, spending points
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Deryni Adventure Game, Lady Fafne, Camberian Council, Southern Sea, King Kelson, Rhys Michael, Open Game Content, Forcinn States, Alaric Morgan, Area Knowledge, Atalantic Ocean, King Donal, Alister Cullen, Near Death, Rhys Thuryn, Duke Alaric, Anvil of the Lord, Lendour Mountains, Northern Sea, Herbal Medicine, Human With Power, King of Gwynedd, Dark Secret, Gulf of Kheldour, Lady Margo
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